What is Tick Town in Duskfade?
The hub. Cloudie residents, shops, upgrade trees, and the Clock Tower nearby. Return after each region. It also has its own Temporal Anchor achievement.
Duskfade locations: Tick Town hub, chain-locked biomes, and the Clock Tower. Region count TBA. Community names stay TBA. Backtrack after Grapple, Glide, and Rail Grind.
Leave Tick Town into the first community-named biomes. Official themes and TBA labels sit in the tables below — this clip is the hub-to-region loop, not a pin map.
~9 min read
This Duskfade locations wiki is the map layer for Duskfade: Tick Town as hub, chain-locked regions, then the Clock Tower. Reviews describe four chains; the developer site says five major regions from the hub. Treat the count as sources disagree / TBA. Official store copy names themes (ethereal forests, underwater realms, sunlit dunes, cloudy heights) without a pin atlas. Community biome titles stay community-observed / TBA. Verified August 16, 2026 · Steam.
| Place | Role | Status |
|---|---|---|
| Tick Town | Hub — shops, Cloudies, departure, Temporal Anchor | Verified |
| Tick Town Square | Demo / footage location name | Community-observed |
| Chain-locked regions | Explore → boss → break a chain | Count TBA — reviews say 4; studio site says 5 |
| Clock Tower | Endgame / Allira after the chains | Verified as destination |
| Ethereal forests / dunes / sea / clouds | Official store theme list | Not a pin map |
| Run length | About 11–16 hours main · ~16 hours toward 100% | Story vs 100% |
Tick Town is the only verified hub in Duskfade locations. The Clock Tower sits above or beside it. Chain regions are the distant places you leave town to smash a lock. Mixing those jobs is how players shop cosmetics for an hour, or never come home to spend Upgrade Gears.
| Job | Tick Town (hub) | A chain region |
|---|---|---|
| Why you go | Spend gears, talk, pick the next chain | Follow the anchor / chain objective |
| Residents | Cloudie townsfolk; dialogue updates after story beats | Inkies, clockwork foes, regional NPCs |
| Shops | Traveler, Palette, three upgrade trees | Field shops stay TBA — still return to town |
| Story flag | Break Tick Town’s Temporal Anchor (achievement) | Break a Clock Tower chain (count TBA) |
| When it “finishes” | Never on visit one — gadgets reopen alleys | Main path + boss; leftovers wait for a gadget |
| What this page will not list | Room-by-room street names | Invented borders or chest counts |
Reviews describe Tick Town residents as conscious little clouds. Trophy copy names a Cloudie Guard (jars) and a crowned Cloudie confrontation. That is townsfolk flavour, not a species atlas. Named hub faces sit on characters.
Break Tick Town’s Temporal Anchor is a listed achievement. It is not the same as a distant Clock Tower chain and it is not hour-one by default. Do it when the game points you at it. Story order: walkthrough.
Once hub vs region is clear, the next question is what the store actually named.
Store copy for Duskfade sells four themes, not a chapter select. This Duskfade locations page keeps those themes in one table so community video titles do not overwrite them.

| Official theme | What it is | Community labels often paired | Do not assume |
|---|---|---|---|
| Ethereal forests | Gloomy / magical woods in store copy | Ezarus Forest, Scorched Grove | A published tree count |
| Underwater realms | Flooded / undersea spaces in store copy | Canal Hamlet; academy-adjacent water in coverage | A swim-meter or drowning rule |
| Sunlit dunes | Desert / dune theme in store copy | Desert of the Last Memory | A mapped dune border |
| Cloudy heights | Sky / floating islands in store copy | Celestial Kingdom; Paper Sky Gardens in writeups | A numbered island list |
Writeups also mention a beach of islets, skyrails in the clouds, snow, a tropical port, ice-cap mountains, and clockpunk ruins. Those are descriptions. One review notes a ground clock for moving between unlocked biomes — travel rules stay TBA until you use the device.
Official demo updates added Mines and mentioned an Ancient Temple. Retail footage still uses forest-first hours. If your HUD shows Mines before a named forest, trust the HUD — this wiki will not force the demo script onto the full map.
Community 100% titles are the noisy half. They get a marked table, not an order.
Every row below appears in collectible or region videos. Treat it as community-observed / TBA until it matches your HUD. This is an index of labels hunters record, not a promised official atlas. Pickup types: collectibles.
| Name (community / TBA) | Likely theme | Early vs later in footage | First-visit job |
|---|---|---|---|
| Ezarus Forest | Ethereal / gloomy forest | First retail biome after town in reviews | Main path, gears, hearts; do not 100% |
| Scorched Grove | Burned / ember woods | Paired with Ezarus in opening-region footage | Keep the chain objective |
| Mount Cinder | Volcanic / lava | Demo coverage: Grapple path toward Wrath | Chain / boss — retail may insert forest hours first |
| Starstone Mines | Mines / rails | Official demo added Mines | Expect Rail Grind later; first visit may dead-end |
| Clockwork Academy | Academy / Tailord | Achievement-backed (“Find the Clockwork Academy”) | Story talk first; kittens later |
| Apprentice’s Wing | Academy-adjacent | Named in collectible videos | TBA — likely shares Academy gadgets |
| Meridian Village | Settlement | Collectible videos | TBA |
| Great Library | Library / scriptorium stretch | Collectible videos | TBA |
| Canal Hamlet | Water / canal | Collectible videos | TBA — underwater theme overlap unverified |
| Royal Highroads | Road / approach | Collectible videos | TBA |
| Auric Palace | Palace | Collectible videos | TBA |
| Deepthorne | Later biome in 100% playlists | Later | TBA — expect a later movement tool |
| Stonetusk Canyon | Canyon / ice-cap writeups | Collectible videos | Canyon Granny trophy neighbourhood unverified |
| Desert of the Last Memory | Sunlit dunes | Collectible videos | Desert Explorer trophy neighbourhood unverified |
| Clockmaker’s Rest | Clockpunk ruins / rest | Full-collectible video titles | TBA |
| Celestial Kingdom | Cloudy heights | Full-region collectible videos | TBA |
Writeups and playlists also name Paper Sky Gardens, a tropical Lantern Port, and Tick Town Square (demo / footage). Do not stitch them into a numbered route. If a title never appears on your HUD, it was never official.
Sequence, chain order, and “what to do in the first forest” live on the walkthrough. This Duskfade locations page only answers “what is this name.” Ability gates — the reason you should not 100% Ezarus on visit one — are the next section.
Duskfade is built so new movement and gadgets reopen Tick Town streets and old biome ledges. That is the Metroid-style rule for Duskfade locations. Turn around when a new gadget exists, not when a completionist itch starts.

| You just unlocked… | Walk back to | Can wait |
|---|---|---|
| Dash | Early gaps you dropped into in Tick Town or the first forest | Cosmetic ingot piles |
| Grapple / Swing | Hook sparks in hub alleys and the last biome | Kittens behind later gates |
| Glide | Long drops and island gaps (cloudy / dune crossings) | Card set completion |
| Rail Grind | Mine / track rooms (Starstone Mines in community titles) | Full 100% of an earlier woods |
| Blast / Chronoblast | Breakable or gadget-gated rooms (TBA) | Flasks / dyes |
| Story credits in reach | Nothing — finish the tower, then clean | Forcing every community name pre-tower |
Tick Town is not “done” after hour one. Come home after a region, spend gears, then walk the alleys you could not reach. That is the same rule as Ezarus Forest. Kit list: abilities.
This Stage 3 wiki will not invent coordinates, room IDs, or a clickable atlas. Coverage mentions per-level tracking in-game — use that. Community “203” and stained-glass counts stay TBA on collectibles.
When every chain region has been visited at least once, the last Duskfade locations pin is the tower.
Matched by build plan, shared topics, and guide progression — not random related links.
You leave Tick Town, clear a distant region, break a lock on the Clock Tower, then return. Reviews call that four chains. The developer site says five major regions branch from the hub, each ending in a boss. Follow the in-game locks — treat the number as sources disagree / TBA. This Duskfade locations page will not invent floor names, a published room count, or a final-arena script.

| Beat | Evidence | Location job |
|---|---|---|
| Leave Tick Town | Official hub loop | Pick a distant region |
| Clear a region | Reviews / store loop | Main path; optional secrets |
| Break one chain | Reviews: chains lock the tower; count TBA | Boss at the region’s lock |
| Return to hub | Reviews: Cloudie lines update | Spend gears; talk; next chain |
| Tick Town Temporal Anchor | Achievement | Hub story flag — timing TBA |
| Chains down | Reviews say 4; studio site says 5 regions | Required to enter the tower — follow the HUD |
| Open the Tower doors | Achievement | Story flag, not a collectible |
| Escape with Allira | Achievement | Rescue — not a floor name |
Each chain region ends in combat plus a platform exam every 25% HP. Wrath’s volcanic arena is the only widely captured closer (Mount Cinder in community coverage). Later arena names stay TBA. Fight grammar: bosses.
The tower is visible from Tick Town the whole run. Visibility is not access. Keep a save before you commit if you still need hub NPCs, the Traveler, or Palette. Trophy path: achievements.
If a community biome title never showed up, skip it. The FAQ is the short version of this map.
The hub. Cloudie residents, shops, upgrade trees, and the Clock Tower nearby. Return after each region. It also has its own Temporal Anchor achievement.
Unverified. Reviews describe four Clock Tower chains. The developer site says five major regions from the hub. Follow the in-game locks; biome names stay community-observed / TBA.
Ethereal forests, underwater realms, sunlit dunes, and cloudy heights. Those are themes, not a pin map.
It is the first forest in retail reviews and opening-region footage. This wiki marks it community-observed until your HUD agrees.
A listed achievement: break the hub’s own anchor. It is not the same as a distant Clock Tower chain. Timing TBA.
Not on this Stage 3 site. We will not invent coordinates. Use the in-game per-level tracker when you have it.
When a new gadget exists — Grapple, Glide, Rail Grind, later Blast. Not on visit one. See the gates table above.
After the region chains are down (count TBA). Then open the doors and rescue Allira.
The walkthrough. Pickup types: collectibles. First hours: beginner guide.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.