The main menu is your first peek into the world of Fermi's Path. From here you can create a new save file or load an existing one to start or continue your journey.

Accessing the Options menu allows you to adjust sound settings as well as customize the Xbox One Wireless Controller button mappings.

The play button leads you to the level selection. All available levels are listed. In a new save file only one level will be unlocked initially. You have to beat it to access more levels.

In the upper area you can switch through level groups to access later levels and level expansions.

The central area shows the levels of the currently selected level group. If a group contains more levels than can be shown simultaneously, you can switch through all of them using the arrows to the left and right.

Every circular Icon shown in the central area represents one level. The smaller icons attached to the level icons represent the three difficulty settings. They change color when you beat the level in the corresponding difficulty.

The bottom area allows you to adjust the difficulty setting. It also displays your best scores for the selected level and contains the back button that leads you back to the main menu.

The Path Mode

The path mode is a regular run through a level. If you complete a level, the next level of the group is unlocked. Every level can be replayed at any point if you wish to improve the achieved score!

Infinite Mode

Once a level has been beaten in path mode it can be played in infinite mode. In this mode the level repeats itself indefinitely and becoming faster with every iteration. Your goal is to survive as long as possible to increase your highscore.

The HUD (Head-Up-Display) gives you all important information about Fermi's state and your current level progress.

1) Energy Points
If all energy points are used up Fermi explodes and the level is failed.
2) Weapon recharge
After every shot the weapon is recharged. How much time it takes before another shot can be fired depends on the type of weapon used.
3) Position in level
The white circle starts at the bottom and slowly moves upwards. It shows Fermi's progress through the level and the finishing distance.
4) Combo
The points rewarded for picking up a collectible or defeating an enemy is multiplied by this multiplier. For every 10 collectibles Fermi picks up or enemies defeated in a row, the combo multiplier increases by one. Taking damage or not receiving points for too long resets the combo.
5) Overall Score
This number is the overall number of points collected since level start.
6) Tokens
Every level contains three tokens – sometimes hidden or hard to reach behind path objects or obstacles. The order of tokens in the level is represented in the HUD. For example if the left one is missing, you have to look for it around the level start.

You can control Fermi with the Xbox One Wireless Controller. The button mappings can be adjusted in the options menus and the corresponding submenus.

Turn left/right

Open menu

Jump

Shoot

Every level features a variety of path objects. Some are useful for completing the level but others may serve as obstacles in your way.

Collectibles

Points

Collect points to directly increase the current score.

Token

Per level three tokens can be collected. They are usually hidden around the track or hard to reach. Tokens collected increase the overall score per level.

Energy

Collecting energy refills one point of Fermi's energy and directly increases the current score.

Shield

Touching the shield object grants Fermi immunity to all kinds of damage he may receive otherwise. It also counts directly towards the current score.

Weapon upgrade: Quickfire

Compared to the default weapon, the quickfire weapon upgrade has a way shorter recharge time.

Weapon upgrade: Damage Up

Compared to the default weapon, the damage up weapon upgrade does more damage to enemy particles.

Weapon upgrade: Burst

The burst weapon upgrade allows Fermi to fire 3 projectiles with one button press.
Obstacles

Barrier

Barriers are static obstacles Fermi has to avoid by changing lane or jumping.

Stomper

Stompers are static obstacles high enough to prevent jumping over. They open and close their bottom part in set intervals so you have to anticipate when to slip through.
Enemies

Static

As their name suggests, statics are static and have to be defeated or avoided. Some statics may even shoot back at Fermi.

Chaser

This enemy particle floats in front of Fermi for a set time frame. If Fermi is on the same side of the path the Chaser will shoot at Fermi at his own height.

Collider

Colliders come in on Fermi from ahead, on a particular side of the path and on a given height. As they can not be eliminated, they must be avoided in due time.
Helper Objects

Liftup

If Fermi touches a liftup he is automatically lifted up. As liftups can be placed above the path, they make objects accessible that could not be reached with a regular jump.

Pusher

Pushers double Fermi's speed and prevent him from falling back onto the path if he is traveling midair.

Gate

A Gate is a hidden or hard to reach connection to a secret path. Secret paths contain even more collectibles but also dangers. If Fermi enter a secret path and reaches it's end he continues his journey on the main path where he touched the Gate.

Explosive

This path object explodes on contact with a projectile, Fermi or even with an enemy! The destructive explosion can clear most enemies it hits but also inflicts damage to Fermi if he comes too close!

If you have any questions or feedback regarding the game, please do not hesitate to contact us through:

info@fermis-path.com