ASPIS Puzzles Explained: Energy X, Astral Windows, and Spatial Problem Solving

How ASPIS puzzles work in Dream Wire Games' Soviet-era horror game: PEP-01, Energy X, astral windows, and practical exploration tips.

Why ASPIS Puzzles Matter More Than the Gun

ASPIS puzzles are not a side activity bolted onto a horror shooter — they are the mechanic that defines how you move through the worlds the machine opens. In Dream Wire Games' ASPIS, engineer Andrey enters an experimental Soviet system to see his dead wife and daughter again, and the machine answers by tearing holes into places it was never built to reach. That premise only works if the player is constantly reading space, shifting layers, and solving.

If you are hunting for ASPIS puzzles guidance before launch, be aware of the timeline: as of October 22, 2026, the Steam listing marked the game as not yet available, with no user reviews posted yet. That means everything below comes from the official store description and store metadata, not from a completed playthrough.

What the PEP-01 Actually Does

The store page is unusually specific about the puzzle tool. The PEP-01 is a handheld device that lets Andrey interact with a resource called Energy X. According to the official description, it can:

  • Capture and transfer Energy X
  • Power machinery
  • Change the state of specific mechanisms
  • Open astral windows between different layers of reality

That last function is the heart of the puzzle design. The listing explains that objects unreachable in one state of the world can be seen and pulled out of another, and that this mechanic is used specifically for exploration and for solving spatial puzzles. In practice, that means ASPIS puzzles are about state-switching rather than lock-and-key hunting.

PEP-01 FunctionPuzzle Use Implied by the Store Page
Capture and transfer Energy XMoving Energy X between locations or mechanisms; official sources do not establish abundance or scarcity
Power machineryRestoring dead systems so a path or device becomes usable
Change mechanism statesAltering a device so it behaves differently on a second pass
Open astral windowsViewing and extracting objects across layers of reality

Astral Windows Turn Reality Into the Puzzle Box

Most horror games gate progress with keys. ASPIS appears to gate progress with perspective. Because astral windows let you see into another layer of the world, a room you have already cleared can still hold something you could not touch the first time through. The official description frames this as a two-way relationship: you see objects in one state, then extract them from another.

That design has a practical consequence for how you should read a room. If a mechanism refuses to respond, the answer may not be a missing item — it may be a missing layer. The Steam page also notes that Andrey travels from the Institute of Cybernetics into distorted versions of recognizable places, ancient structures, and worlds that predate the ASPIS project, so the rules of a space can change with the setting.

The quoted press line on the store page, from VGTimes, reinforces this: the game is described as strong at building intrigue and leaving questions without direct answers. Layered ASPIS puzzles fit that description well.

Exploration Is Half the Puzzle

The store listing is explicit that you explore the environment, find documents and records, and interface with OGAS terminals to piece together what happened during the experiment. Those terminals and records are not just lore dressing — they are the context that tells you what a mechanism is supposed to do before you start flipping its state.

  • Read before you toggle. Documents and records explain the experiment; the experiment explains the machinery.
  • Treat terminals as puzzle keys. OGAS terminals are named as a core interaction, so check them before assuming a room is unsolvable.
  • Watch the NPCs. Andrey meets other volunteers, the Institute Director, a talking Cat who knows the ancient pathways, and a Devil in one of the worlds. The page states none of them gives Andrey the whole picture, so treat their lines as partial hints rather than tutorials.

Combat sits alongside this loop rather than replacing it. The Makarov pistol and melee combat are for "other opponents," and ammunition and resources must be found along the way. The official sources do not publish exact scarcity, respawn, purchase, or restock behavior.

Practical Tips for Solving ASPIS Puzzles at Launch

These tips follow directly from the mechanics the developer describes. They are not level-by-level solutions — no verified puzzle walkthrough existed when this was written.

  1. Scan any blocked object twice. Once in your current layer, once after opening an astral window. The store page says unreachable objects become visible and extractable across layers.
  2. Log what a mechanism does before you change it. Since the PEP-01 can alter mechanism states, knowing the original behavior helps you recognize what changed.
  3. Track where you capture and transfer Energy X. Official sources confirm that the PEP-01 moves Energy X between mechanisms and uses it to power machinery, so note each source and destination while solving a room.
  4. Revisit solved rooms in a new state. Spatial ASPIS puzzles reward backtracking once the world layer shifts.
  5. Track ammunition pickups. Official sources say ammunition and other resources must be found along the way; they do not document buying, restocking, or respawn behavior.

Release Snapshot and What to Expect

The following details come from the official Steam listing, captured on October 22, 2026. They are a dated snapshot, not a live status.

DetailValue Listed on Steam (as of October 22, 2026)
Developer and publisherDream Wire Games
Release dateOctober 23, 2026
GenreAction, Adventure, Indie
User-defined tagsPuzzle, Exploration, Psychological Horror, Lore-Rich, Alternate History, First-Person
User reviews"No user reviews" at time of capture
Steam Deck compatibilityUnknown
EndingsTwo, decided by a single final choice
LanguagesEnglish, Russian, French, Ukrainian, Japanese (interface); English and Russian full audio

Two more things worth knowing before you buy. The developer discloses that AI tools were used for select music tracks, voice-over lines, and visual assets, while the world, environments, gameplay mechanics, and scene direction were made by the solo developer. The mature content notice also warns of sharp flashes of light, which matters for players with light sensitivity, and the store page lists a camera comfort accessibility option.

FAQ

Does ASPIS actually have puzzles, or is "Puzzle" just a tag? It is more than a tag. The official description states that the PEP-01's astral windows are used for exploration and for solving spatial puzzles, and the store page lists Puzzle among the top user-defined tags.

How hard are the ASPIS puzzles? That cannot be answered reliably yet. As of October 22, 2026, the Steam listing showed no user reviews, so there is no community difficulty consensus to report. Expect state-shifting spatial puzzles rather than riddles.

**Do I need to fight enemies to solve puzzles? Official sources describe combat and spatial puzzles as separate mechanics, but they do not state whether any puzzle sequence requires combat. Treat that dependency as unverified until gameplay evidence confirms it.

How many endings does ASPIS have? Two. The store page says the finale presents a single choice that determines Andrey's fate and leads to one of two endings. It does not state whether puzzle solutions or exploration affect any earlier branching.

For the most accurate picture of ASPIS puzzles as players start finishing the game, keep an eye on the official Steam page and its community hub — player experience reports will fill in the specifics that no pre-launch source can.