>>74802
If you play 3D video games enough, you gradually get a sense of where the developers want you to be and navigate almost subconsciously based off this. My tip is to turn that sense off and instead navigate really intentionally. When you see something that looks cool far off or high above you, don't think "oh, that's just in the skybox, I can't go there." Instead, activate your inner turbosperg and play the game like you're trying to break the map and climb out of bounds. The level designer is a crazy urban exploration autist, a hobby which is all about exploring weird buildings you aren't really supposed to be in, and the game's mechanics are full of autistic bullshit you can use to climb around and find weird shit. Use them.
Sometimes you'll find absolutely nothing. Sometimes the reward is just a neat view or the satisfaction of getting someplace you thought unreachable. Other times, you get neat items, plot tidbits, or entire level sections in places that would be 3D skybox in any other game. There's more to Peripeteia than just the level design, but it's such a huge part of the experience that you really have to take it on its own terms if you want to make the most of the game.
Bugs and inconsistent enemy AI aside (it's 100% powered by horrible slav shitcode, given the ways their bugfix patches play out), the worst part of it is that only health items and augments carry across levels: everything else is converted to cash, and the fluffs haven't yet added whatever mechanic they plan fur manually carrying a few items between stages. It's almost like you're Doom pistol starting every level, and while that has its own appeal, it sucks to find a bunch of absolutely sick guns in odd corners of the map, have a blast with them, yet remember in the back of your mind that you'll have to part with every single one when you leave the level. You'll find others in the next level, but that pain never completely disappears.