CICADAMATA Beginner Guide: Movement, MATA" & ZONE TIME
The one-sentence model
CICADAMATA is not a shooter with movement — it is a movement game where shooting keeps the movement going. The Steam page calls it a “maneuver sandbox”, and that is accurate: levels are freeform arenas, and your job is to chain hops, skips, jumps, dashes and stomps into one continuous line.
Core verbs
- Dash — your horizontal burst. It recharges, and the game rewards refresh-chaining: the achievement + DESTROYER asks you to recharge dash three times in rapid succession, which tells you refunds come fast when you play aggressively.
- Stomp — the downward slam. Same refund logic (+ TAP DANCE is the stomp equivalent). Stomping into water is its own achievement (+ SWAN DIVE), so the game clearly wants you experimenting with where you slam.
- Falling as a weapon — you can dispatch a THREAT purely by falling on it (+ LONG WAY DOWN). Height is ammunition.
- JOYEUSE — your weapon. Official screenshots show FAWN-A2 (that’s you, the CICADA) “preparing a charged shot using JOYEUSE”, so hold-to-charge is part of the kit, and THREATS can deplete your MATA” energy in return.
- ZONE TIME — the traversal-efficiency window. Score chains inside a single ZONE TIME matter: + IT’S TRICKY asks for 50,000 points in one window.
The loop of a level
Every level follows the same rhythm: deploy in, dispatch THREATS (enemies), collect CORES (point pickups), and EXFIL when you are ready to bank the run. You will exfil a lot — one early achievement is literally “EXFIL from a LEVEL 7 times”. Score converts into your account-wide CICADA level (level 5, 25 and 50 have achievements), and per-level performance converts into clearance ranks, up to DMND — covered in the DMND rank guide.
Practical first-session tips
- Die freely. + DON’T BE AFRAID OF DYING (“the first of many”) unlocks for 89% of players — death is a reset, not a punishment.
- Shoot on approach. The community’s early consensus (Steam guides and the r/FPS thread on point farming) is to open fire from range as you close distance, so each THREAT gives up extra hits of score before the finisher.
- Clear groups, not individuals. A full-group clear is a WIPEOUT, and 81% of players trigger one — the game’s arenas are built for it.
- Don’t grind ranks yet. Finish the six spheres first; ranked replays are far easier once you know the levels.
Where to go next
Work through the campaign with the full walkthrough, then pick your endgame: achievements, collectibles or the speedrun boards.
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