Temple puzzles and symbol tiles
Six symbol tiles are built into the Olunari Temple, and each one glows once you work out how to activate it. Read the temple for what changed rather than what glows, and check the temple door fixes if a puzzle will not respond.
The Olunari Temple's puzzle work at launch centres on symbol tiles — six of them were added during development, and each one glows once you work out how to activate it. The developers have said plainly that they are not going to explain the trick, so this page sticks to what is observable and to the puzzle-related fixes the team has published.

What the symbol tiles are
They are floor tiles carrying a symbol, built into the temple's mossy halls. Six different tiles exist in the current build. Activating one makes it glow, and the glow is the feedback that tells you a puzzle state has changed. The temple also carries other puzzle types beyond the tiles, and the Early Access roadmap lists "more temple puzzles and challenges" among the things a later update adds.
Reading the temple as a puzzle space
- Progress is per level. The temple runs to Level 19 in this build. New areas mean new tiles and new arrangements rather than one single puzzle to solve once.
- Look for what changed, not for what glows. A tile that was dark in one room is the clearest signal that something you did elsewhere mattered.
- Expect state to persist. Puzzle work is tied to your save, so experimenting, leaving and coming back is normal play rather than a mistake.
- Lighting and moss are clues as much as decoration. The temple's visual rework was about making abandoned areas legible — if a room suddenly looks maintained, the game is usually telling you something.
Puzzle-adjacent fixes worth knowing
The demo's patch history shows the kind of thing that can block temple progress, and what was done about it:
| Fix | Where it landed |
|---|---|
| Temple door issue fixed | Demo hotfix 1.0.3 |
| Walking up certain terrain fixed (new saves only) | Demo hotfix 1.0.3 |
| Character able to get stuck after a cutscene | Demo hotfix 1.0.2 |
| Doors: resource cost not visible, collision problems | Listed as known issues |
If a puzzle seems unsolvable, the door and terrain fixes are worth checking first — an interaction that does not register looks exactly like a puzzle that will not open.
Where to go next
Frost Hunters and the temple explains what the temple is for and how deep it runs at launch, and Moonfrost shards and the second moon covers the substance the temple is built around.