
Game intel
REPLACED
Replaced is a 2.5D sci-fi retro-futuristic action platformer where you play as R.E.A.C.H. - an artificial intelligence trapped in a human body against its own…
Chapter 1 of Replaced is the only time the game stops to teach you, and it does it while pretending to be a cinematic action set-piece. It is called Non-Standard Task, runs 60–90 minutes, and contains 10 scans, one health upgrade (Genetic Profile #1, in the South Labor District), and one music track (“Lab Rat”, in the sewers). The route is fixed: lab escape to sewers to the Outskirts forest to Termite Camp to the South Labor District to the Laboratory archive. The single mechanic people get wrong is the long jump — you keep the sprint modifier held through the jump rather than stopping at the edge first. Miss what this chapter quietly drills and Chapter 3 punishes you for it.
Quick context before the route, because it changes how you should read any walkthrough written near launch. Replaced shipped on 14 April 2026 after slipping from its announced 12 March date, and it landed on PC (Steam, Epic, GOG) and Xbox Series X|S, day one on Game Pass. Reception settled at 76 on Metacritic for PC and 78 on Xbox — IGN gave it 7/10 and called it “gripping and gorgeous” while flagging bugs, Destructoid went 7.5/10 for the writing, and The Guardian landed on 3/5. Steam user sentiment has stayed Very Positive.
The important part for a walkthrough: Sad Cat Studios publicly acknowledged the game shipped with rough edges — camera problems that could force a manual restart in a few spots, overlapping character animations, and interaction prompts firing at the wrong moment — and promised a quality-of-life roadmap. Steam has logged updates into at least late May 2026. What none of those patches did, as far as any public patch note or guide shows, is move a scan, relocate an upgrade, or rewrite a boss pattern. The layout below still matches the current build. If something refuses to trigger, the odds heavily favour a known interaction bug over a changed route — reload the checkpoint before you assume the guide is stale.
Chapter 1 is a systems tutorial disguised as an opening. Locking these in early makes every later segment safer, and it is the difference between cruising and dying repeatedly in Chapter 3’s Termite Base laser gauntlet.
You need the running long jump for several gaps in this chapter, so start carrying speed into your jumps the moment you gain control.
The route is identical on PC and Xbox — no platform-exclusive mechanics, no separate control paths. What differs is feel. On a pad the run modifier is a held trigger or bumper, so carrying speed into a jump is one continuous squeeze and most players get it immediately. On keyboard the same input is a held shift while you also hit jump and hold direction, and it is far easier to feather off shift a frame early and lose distance. If long jumps are failing on keyboard, rebind sprint to a key you can comfortably hold with a different finger than the one on jump. Controller is the smoother option for the platforming stretches; mouse aim is the better option later once the gun matters more.
Treat every early fight as a timing exercise. Do not mash. Identify the pre-attack animation, then test how late you can safely dodge or counter.
All 10 scans, the music track and the health upgrade are reachable on a first playthrough. The practical rule: whenever the environment widens, check both horizontal directions before advancing; watch for subtle glows or interaction prompts near benches, desks, banisters and dead ends; and scan anything that visually stands out — papers, posters, terminals, unusual objects.
The opening puts you in control of Warren Marsh’s body with the AI R.E.A.C.H. at the wheel, inside a collapsing laboratory.
There are no real fail-state fights here; the only hazard is misreading a jump during a timed collapse. When unsure, line up at the absolute edge before jumping — a habit that pays off in later platforming. This is also one of the sections where the launch-era camera bug most often shows up: if the frame refuses to follow you and you cannot see the next ledge, reload the checkpoint rather than jumping blind.
After the lab, Warren wakes in the sewers. This is where the game slows down and teaches its baseline control scheme — and where you grab your first collectible.
The “Lab Rat” music track sits in this sewer corridor, tucked beneath a dimly lit light just before you climb out. Grab it before you exit; you do not return here. Leaving the sewers transitions you to the forested Outskirts beyond Phoenix City’s walls.
By the time you reach the outskirts of Phoenix City you should be comfortable carrying speed into your jumps and reading the environment for climbable geometry. That is the intended prep for the first serious fight.
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Termite Camp is the first place mistakes get punished consistently. You face groups, and the game assumes you understand dodging and basic combo structure.
Most basic Termite enemies share one pattern: a short step or shuffle toward you, a wind-up with the arm or weapon pulled back, then a brief flash right before the strike. Treat the telegraph as your cue, then either dodge through the enemy to land behind them and open a light-attack combo, or counter if the attack is parryable.
Check behind crates, makeshift walls and tents. Grab these now; later access to the camp is limited.
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After the open aggression of Termite Camp, the South Labor District shifts to stealth. Direct confrontation is rarely optimal here.
Chapter 1 contains exactly one health upgrade — Genetic Profile #1 — and it is here, not in Termite Camp. After you drop down into the district past the first stealth section, take the path to the left to pick it up. This is the only permanent stat gain in the chapter, so do not skip it.
Before the interior, you cross a section under a Termite sniper and a sweeping red spotlight. Move cover-to-cover; if the light catches you in the open, you get shot.
Inside the Laboratory’s archive, two final scans sit together as you head upstairs: Inaugural Address on a banister going up the stairs, and Archived Poster right next to it. That is all 10 scans for the chapter.
Your first encounter with Tempest is primarily narrative and closes out Non-Standard Task. Pay attention to the dialogue; it sets up threads that pay off immediately in Chapter 2’s Station Hub.
Roughly 60–90 minutes on a first run. A clean route that skips optional sweeps lands closer to 45 minutes, but you will leave scans behind.
Not within the chapter — the route is one-way, and the “Lab Rat” track in particular is gone the moment you climb out of the sewers. Grab everything on the pass.
No public patch note or guide documents any scan, music track or Genetic Profile being moved since the 14 April 2026 launch. Sad Cat’s post-launch work has targeted bugs and quality-of-life, not level layout.
Metacritic aggregates put Xbox Series X|S marginally ahead (78 vs 76), and it is on Game Pass on both. PC gives you frame-rate headroom and mouse aim; Xbox gives you the pad, which suits the platforming. Series S owners have had the roughest time of it technically.
Carry your run speed into every long jump, treat combat as a timing read instead of a button mash, and sweep each area’s edges before you leave. Follow the fixed route and you finish Chapter 1 with all 10 scans, the lone health upgrade and the “Lab Rat” track. From there, the full chapter-by-chapter collectible index and the Replaced game hub cover the rest of the run through the finale.