CICADAMATA Walkthrough: All 6 Spheres in Order
How progression works
The campaign runs 0-1 INTRO, then six spheres of three levels each (the full list with level names is on the level list page). Levels are freeform: you can push straight for the exfil or stay and farm score. On a first clear, we recommend playing loose — rank chasing comes later, and knowing a level’s geography is worth more than any early DMND attempt.
The unlock rate next to each sphere below is the percentage of all Steam players who cleared it (public Steam API, read August 27, 2026). It is the honest difficulty curve.
SPHERE 1 + EMERGENCE — 82.8% clear
Levels: AENSLAND, MANDALA, REVERIE. The onboarding sphere: white-and-yellow arenas (Steam’s EXHIBIT A screenshot is an aerial view of one) where THREATS are placed along the natural traversal line. Use it to internalize the dash/stomp refund loop from the beginner guide — the sphere is forgiving enough to experiment in.
SPHERE 2 + ICEBOX — 63.9% clear
Levels: GLACIER, ALSEIA, RABBIT HOLE. The ice sphere, and the first real filter — about one in five players who cleared Sphere 1 stop here. Expect more vertical, open-air fights: the official Sphere 2 screenshot shows a mid-air THREAT engagement high above the map.
SPHERE 3 + DEEPDIVE — 48.6% clear
Levels: CASCADE, RUNOFF, ESTUARY. The water sphere (every level name is hydrological). Water is interactive — this is the natural place to stomp into it for + SWAN DIVE if you haven’t already.
SPHERE 4 + VERDANT — 39.0% clear
Levels: MEADOW, HARE, RIBBON. The green sphere. By now the game assumes your movement chain is second nature; keep momentum up and remember height kills (+ LONG WAY DOWN) are free damage.
SPHERE 5 + DEAD ZONE — 28.9% clear
Levels: SLINGSHOT, PEREGRINE, MARATHON. Ends with the Hauteclere encounter — the sphere achievement is literally + I KILLED HAUTECLERE. MARATHON is the level name players search most, and it lives up to it: budget more time for this sphere than the previous two.
SPHERE 6 + ENCORE — 26.3% clear
Levels: ONEMORE, HALCYON, MARCH. The finale. Interestingly, almost nobody who reaches it quits: the gap between Sphere 5 (28.9%) and Sphere 6 (26.3%) is the smallest in the game. Clearing it rolls into the story ending (+ LOVE YOU TOO, the CASCADE “loveless initiation”) at 26.0%.
After the credits
Three bonus stages (BIG SHOT, MIST, CASHOUT) sit outside the sphere structure, and the campaign re-opens as a rank game: DMND clearance per level, Sphere Rush gauntlets, terminals and murmurs, and the speedrun boards.
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