CICADAMATA all enemies percent: Rules, Route Planning, and Tracking Guide

Build a reliable CICADAMATA all enemies percent run with clear rules, route planning, practice metrics, and proof tips.

What the sources confirm about CICADAMATA all enemies percent

Fast movement is central to CICADAMATA, but a full-clear run asks a harder question than “How quickly can you reach the exit?” A CICADAMATA all enemies percent attempt must pair speed with reliable proof that every required threat was defeated. That is why CICADAMATA all enemies percent is best treated as a route-and-verification challenge, not merely a race against the clock.

The official CICADAMATA Steam store page describes the game as a fast-paced first-person platformer, shooter, and speedrunner. It places the player in the role of Fawn-A2 and highlights a maneuver sandbox using the MATA, along with Zone Time for improving traversal efficiency.

The same listing identifies more than 15 freeform levels spread across six spheres. It also refers to clearance progression, the clock, and comparing records with other players globally. Steam lists 32 achievements, although achievements should not automatically be treated as an enemy-clear checklist.

The available material has an important limitation. It does not identify an official all enemies percent ruleset, a complete enemy roster, a total enemy count, verified category times, or a published route. No YouTube runs were included in the supplied source set. The framework below is therefore a practical runner’s proposal, not a claim about an established leaderboard standard.

Confirmed CICADAMATA detailWhy it matters for a full-clear speedrun
First-person platformer, shooter, and speedrunnerMovement and combat both need to be optimized
Fawn-A2, the MATA, and Zone TimeRoute planning should track traversal tools as well as kills
15+ freeform levels across 6 spheresA full-game route needs a level and sphere index
Numerous threatsA separate encounter ledger is safer than memory
Clearance level, a clock, and global record comparisonRunners need consistent timing and progression notes
32 Steam achievementsUseful completion context, but not proof of every enemy defeat

Use those confirmed details as the foundation. Do not invent enemy names, level names, or category times simply to make a guide appear more complete.

Define CICADAMATA all enemies percent before chasing a PB

Before optimizing, write the rules for your category. For this article, a provisional CICADAMATA all enemies percent run means completing the declared game scope while defeating every logged hostile encounter, including enemies located away from the fastest path. This is a recommended runner framework, not an official rule or a community report.

The label can otherwise become ambiguous. One runner might count only enemies required to open an exit, while another might include optional arenas, hidden branches, or targets that can be bypassed. Both runs could be fast, but their times would not be directly comparable.

Rule questionRecommended provisional standardWhat to record
Category scopeFull game, or a clearly named individual-level categoryGame-wide or level-specific scope
Enemy targetEvery hostile, killable encounter discovered within that scopeEncounter ID and location
Optional branchesCount optional enemy areas in a full-clear categoryBranch name and access route
Defeat confirmationUse an in-game counter or end-state when available; otherwise capture a visible defeatVideo timestamp or screenshot
TimingDeclare the start and end points before attempting recordsTimer type and timing method
Restarts and savesState how deaths, reloads, pauses, and saves are handledReset policy in the run notes

A useful category statement might read: CICADAMATA — full game, all logged hostile encounters, announced timing method, and no unreported resets. Replace that wording with the rules your local leaderboard or tournament requires if an official ruleset becomes available.

The key is consistency. If an enemy can be skipped during a fast route, keep it on the ledger rather than silently excluding it. If repeat spawns are possible, decide in advance whether the category counts the encounter, the individual spawn, or only unique targets.

Build a CICADAMATA all enemies percent route from an encounter ledger

The official listing provides the game’s broad structure but does not name every level or enumerate every enemy. That means a responsible CICADAMATA all enemies percent route must be built from observed play and documented evidence instead of guessed information.

Start with a simple level index. Record each sphere, level identifier, apparent entrance, exit, and any route that forces backtracking. Do not assume that “15+ levels” means an exact total of 15, and do not assume that the six spheres have identical layouts or enemy density.

Use this process for each level:

  1. Scout without chasing time. Explore the entire space and identify main paths, side rooms, vertical routes, and optional combat areas.
  2. Mark every encounter. Assign a neutral ID such as E-01, E-02, or E-03 instead of guessing an enemy’s official name.
  3. Record the trigger. Note whether the target appears immediately, after entering an area, after collecting something, or after another fight.
  4. Test the clear condition. Determine what evidence shows that the encounter is finished.
  5. Create the fastest valid line. Only optimize movement after you know the route reaches every required target.
  6. Repeat the route from a clean reset. Confirm that the same enemies appear under the same declared conditions.
SphereLevelEncounter IDBranch or triggerDefeat evidenceStatus
____E-01Main routeTimestamp __
____E-02Optional branchTimestamp __
____E-03Area entryTimestamp __
____E-04Post-combat spawnTimestamp __
____E-05UnconfirmedReview footage

These rows are placeholders, not an official enemy list. Use one row per encounter and attach a clip timestamp whenever possible. A note such as “probably clear” is not strong enough for a serious full-clear attempt.

Because the levels are described as freeform, compare routes using both time and certainty. A line that saves two seconds but causes a missed target every third attempt may be worse than a slightly slower route with a 100% clear rate. Establish the reliable route first, then remove safe movement and combat delays.

Practice movement, combat, and Zone Time together

A good CICADAMATA all enemies percent training plan separates skills without forgetting that the final run combines them. The game’s official description specifically presents the MATA as part of a maneuver sandbox and Zone Time as a way to improve traversal efficiency. Treat Zone Time as a tool to test on each segment, not as an automatic time save.

Use four practice passes

  • Scout pass: Complete the level slowly and update the encounter ledger. The goal is information, not a personal best.
  • Encounter pass: Practice each combat area until you can defeat every logged target without losing track of the route.
  • Movement pass: Run between encounters using the same line, camera habits, and Zone Time plan. This is a training drill, not a valid category attempt by itself.
  • Integrated pass: Combine traversal and combat, then record a split at the level or sphere boundary.

Keep a missed-enemy note immediately after each failed attempt. Classify the problem as an unknown target, a route mistake, an incomplete defeat, or a timing/reset issue. That classification tells you whether to scout, rehearse combat, or optimize movement.

Practice metricCalculationHow to use it
Verified clear rateClean segment clears ÷ serious segment attemptsShows whether the route is dependable
Missed-target rateAttempts with an unresolved encounter ÷ total attemptsIdentifies category risk
Traversal deltaBaseline segment time − Zone Time segment timeMeasures a tested movement improvement
Combat varianceSlowest clean encounter split − fastest clean splitFinds inconsistent fights
Reset-cause tallyCount each reset by reasonShows whether speed or reliability is the larger problem

For example, if five practice repetitions produce four verified clears, the segment has an 80% practice clear rate. If the same route takes 42.0 seconds without a tested traversal option and 38.5 seconds with it, the observed difference is 3.5 seconds. These are runner-generated practice statistics, not official CICADAMATA records.

Do not optimize a movement line that makes an encounter difficult to verify. In an all-enemies category, a clean, repeatable defeat is part of the route’s value.

Optimize the first record without sacrificing proof

When your CICADAMATA all enemies percent route produces a complete clear, optimize one variable at a time. Changing movement, combat order, route choice, and timing rules simultaneously makes it difficult to identify why a run improved or failed.

A practical optimization order is:

  1. Remove missed encounters first. A faster incomplete run is not a valid full-clear result.
  2. Lock the route. Choose a standard order for each level and write it beside the encounter IDs.
  3. Test Zone Time segment by segment. Keep the route and conditions constant so the comparison is meaningful.
  4. Reduce combat downtime. Practice target acquisition and movement through each encounter without skipping the required clear.
  5. Review split losses. Compare level and sphere splits to find the largest repeatable delay.
  6. Protect the evidence. Do not trim, splice, or hide a reset if your declared rules require an uninterrupted run.

There is also a source distinction worth keeping clear. The SteamDB entry for the CICADAMATA Demo Disc lists demo-specific features such as Steam Leaderboards, Stats, Steam Timeline, and Save Anytime. That page identifies the demo as connected to CICADAMATA, but it does not publish full-game all enemies percent rules or prove that a particular category is officially ranked.

The supplied source set contains no video runs or community leaderboard results, so this guide does not quote a fastest time or declare a world record. Any future route notes should be identified as player experience, while organized posts or shared conventions should be labeled community reports until they can be checked against a written ruleset.

Audit pointCapture or documentPass condition
Before the runGame version, category scope, timer, and reset policyRules are visible before timing starts
During the runUncut gameplay, level or sphere splits, and encounter notesEvery ledger row can be checked
At completionFinal time and any available completion screenThe declared endpoint is clearly shown
After the runLedger with timestamps and explanations for unusual eventsNo unresolved enemy remains
For publicationOriginal video, route notes, and category statementAnother runner can audit the result

A first verified clear is more valuable than an unexplained fast time. Once the evidence is solid, later personal-best attempts become useful comparisons rather than arguments over what counted.

FAQ

Is CICADAMATA all enemies percent an official category?

The supplied official material does not publish an all enemies percent ruleset, enemy total, or verified category leaderboard. Treat the framework in this guide as a provisional runner standard until the developer or a recognized leaderboard establishes formal rules.

How many enemies must I defeat in CICADAMATA?

The available sources do not state a total enemy count or provide a complete roster. Build your own encounter ledger during exploration, include optional areas under your declared rules, and use video timestamps or in-game evidence to verify each target.

Do the 32 Steam achievements prove a full enemy clear?

No. The official store page lists 32 Steam achievements, but the supplied information does not connect those achievements to every hostile encounter. Achievements can provide completion context, but they should not replace an enemy-by-enemy checklist.

What should a first CICADAMATA all enemies percent submission include?

Include the category scope, game version, timing method, reset policy, uninterrupted gameplay capture, level or sphere splits, and a completed encounter ledger. If a statistic or completion screen appears, show it at the end. Label personal observations as player experience and broader conventions as community reports rather than presenting either as official rules.