Rivage A.R.E.S. Station Map
Rooms on the demo floor map, which doors eat power, and how the station is laid out around Miranda.
Rivage does not hand you a fog-of-war RPG map. It hands you a wall-mounted FLOOR MAP in a corridor with a yellow bench, a toolbox, and a wet-floor sign, plus the rooms you can actually walk in a given loop. This page is a station gazetteer for the dedicated demo path on A.R.E.S., not a spoiler atlas of the September 22, 2026 campaign. Exnilo said the full game keeps familiar environments and story pieces while changing UI, hints, and some puzzles. Room names below come from that in-world floor map and from demo recordings. If a door is dark in your build, believe the door.
Power, not a death, ends a loop. Opening a wing is a purchase. Pair this list with the time-loop guide and the loop planner so you do not “just peek” into garage and kitchen on the same dying bar.
How to read the wall map
The corridor map labels a compact research floor: Lobby, Meeting room, Bay pod, Bedroom, Garage, Kitchen, Laboratory, Lift, and Storage room. It is an A.R.E.S. wayfinding board, not a complete ship schematic. Demo play also surfaces names the wall does not print in the same frame: emergency pharmacy, cultivation / horticulture, a robots / services area, crew cabins, an exhibition space off the lobby, and the arcade closet that holds Time Trickster.
You start in Miranda’s bedroom / quarters, not in the lobby. The wall map is a later gift: it tells you which labels exist so you can stop inventing wing names in your notes.
Rooms you actually spend power on
Quarters / bedroom
Miranda wakes here on May 1, 2467. Computer, emails, birthday, Stardust safe, K9 onboarding. Cheap to linger; expensive to leave without banking codes. Details live in getting started and the walkthrough.
Crew corridor and cabins
Doors and nameplates for Dahia, Johnny, Aman, and Rafi. Some cabins are flavor. Some eat a keycard level you do not have yet. Do not open every door “to be thorough” on loop one.
Kitchen and kitchen anomaly
Food notes, a gravity-defying worktop, and a cube-adjacent experiment. The kitchen is a research bench that happens to have snacks. Screenshot anything that floats; it is usually a legend for a later machine.
Laboratory / astro lab
Cube alignment, research props, and the kind of board that wants a pattern rather than a password. This is where people burn power because the cube looks like the whole game. It is one toy. Bank the pattern in K9 and leave.
Dock / bay pod / receiving
Pod-bay services, damaged capsules, and the reason you print or repair cards. Demo chapters call this receiving-bay pod access. It is a systems room, not a combat hangar. Rivage is single-player only; nobody is docking with you.
Emergency pharmacy
Johnny’s batteries belong next to the machine, not in your pocket while you tour the lobby. Three cells, a route, a power tax if you wander. The loop planner exists because of this room.
Lobby, exhibition, meeting room
The social core of a station with nobody in it. Floor map, computers, jigsaw audio, color hatch prerequisites. The color puzzle does not start here, but the computer that unlocks it does.
Garage, storage, lift, cultivation
Support spaces. Storage can hide a ladder or a vertical tease of another deck. Cultivation / horticulture shows up when keys and plant notes collide. The lift on the wall map is a promise; demo power often runs out before it becomes a habit.
Arcade / Time Trickster
Not on the pretty floor-map legend in the same screenshot, but it is the reset verb. When the grid dies or you choose to cash the loop, this cabinet is how Miranda goes back to bunk and full power with K9 still loaded.
Verticality and the “is there another deck?” question
Demo players notice a ladder in storage and wonder whether A.R.E.S. is a single floor. Public materials describe a meticulously detailed, fully interactable station, not a one-corridor escape room. The demo is a dedicated path through first sections. A ladder you cannot use is information, not a bug. Do not spend a loop trying to clip through it. Note it in K9 and keep walking the labeled rooms.
Power geography
Think in clusters, not in a speedrun line:
- Home cluster: quarters, crew corridor, kitchen, lab cube. Learn codes here.
- Logistics cluster: pharmacy batteries, robots/services, cultivation if a key says so.
- Access cluster: dock / bay pod, card printer, locker work.
- Social cluster: lobby, exhibition computer, color hatch, remaining logs.
Crossing clusters twice in one loop is how the lights die in a hallway you already understood. The puzzles page tells you which toy lives in which cluster. This map tells you which door you are buying.
After September 22
The ship build adds UI, voice lines, narrative hints, reworked puzzles, and new puzzles. Room names on the wall map are the safest labels to keep. Exact door taxes may change. When the campaign unlocks, extend this gazetteer with new decks instead of overwriting the demo floor. Until then, the demo notes and news timeline are the status board, and the guides hub is the reading order.
Official art and the corridor screenshot on this wiki are local Steam captures of that floor map. They are wayfinding, not a custom diagram. If your wall disagrees with this list, screenshot the wall.
Frequently Asked Questions
Quick answers to the most common questions.
Does Rivage have an open-world map?
No. You get an in-world A.R.E.S. floor board and the rooms you can afford to open. This page lists demo labels. Use the loop planner to decide which cluster to buy.
Where does Miranda start?
In her quarters / bedroom, not the lobby. The getting started guide covers the first computer, birthday reset, and Stardust safe.
Which rooms cost the most power?
Any new wing. Pharmacy, bay pod, and lobby are the usual second-loop purchases. The time-loop page explains why peeking is a tax.
Where is the color hatch relative to the map?
After lobby / exhibition access. Read the color puzzle guide once the exhibition computer is yours.
Will the full game add more decks?
Public copy describes a full station, and the demo already teases vertical space. The campaign unlocks September 22, 2026. Track changes on news.