Nine Sols Fast Travel and the Introvert Art of Moving Slowly

Happy couple sharing breakfast and working on laptop in cozy kitchen

Nine Sols fast travel is a mechanic in the action-platformer Nine Sols that lets players return to previously visited areas without replaying every corridor and enemy encounter. For introverts who process games the way we process everything else, which is slowly, deliberately, and with attention to meaning, fast travel isn’t just a convenience feature. It’s a design choice that either respects or disrupts the way we naturally inhabit a world.

There’s a reason this matters beyond gameplay efficiency. How we choose to move through a game, whether we fast travel constantly or resist it entirely, often mirrors how we move through real life. And for those of us who’ve spent decades being told we’re too slow, too internal, too reluctant to just get on with it, a game that makes you think about movement is worth examining closely.

Atmospheric scene from Nine Sols showing a quiet, lantern-lit corridor representing the game's meditative pacing

Much of what I’ve written about introversion and life changes lives in our Life Transitions and Major Changes hub, because the themes keep connecting. Whether you’re changing careers, processing grief, or deciding how to spend a Saturday afternoon inside a video game, the underlying question is the same: how do you honor your own pace in a world that keeps pushing you to move faster?

What Is Nine Sols Fast Travel and How Does It Work?

Nine Sols is a Taoist-inspired action-platformer developed by Red Candle Games, set in a world called New Kunlun that blends ancient Chinese mythology with a decayed biopunk aesthetic. The game draws clear inspiration from Hollow Knight and other entries in the Metroidvania genre, where exploration, backtracking, and environmental storytelling carry as much weight as combat.

What’s your personality type?

Take our free 40-question assessment and get a detailed personality profile with dimension breakdowns, context analysis, and personalised insights.

Discover Your Type
✍️

8-12 minutes · 40 questions · Free

Fast travel in Nine Sols works through a network of Sanctums, which are rest points scattered across the game’s interconnected map. Once you’ve visited a Sanctum and rested there, you can return to it from any other Sanctum without traversing the space between. The system is intentionally limited. You can’t fast travel from just anywhere on the map. You have to physically reach a Sanctum first, which means the game still asks you to engage with its world before granting you shortcuts through it.

That design choice is more thoughtful than it first appears. The developers aren’t simply giving you a menu of teleportation options. They’re asking you to earn familiarity with a place before you’re allowed to skip it. As someone who spent years running advertising agencies where efficiency was the only metric that seemed to matter, I find that approach quietly radical.

Why Do Introverts Experience Fast Travel Differently?

My relationship with video games has always been complicated by the same tension that defined my professional life. There’s the version of me that wants to optimize, complete checklists, and reach the end efficiently. Then there’s the version that wants to linger in a beautifully rendered hallway for three minutes, reading environmental details that most players sprint past.

At the agency, I had a creative director named Marcus who played games the way he approached briefs: he’d spend twice as long as anyone else in the early stages, absorbing everything, and then produce something that felt inevitable rather than constructed. He’d complete a game’s main story and still be wandering side corridors weeks later, not because he missed anything, but because he wasn’t done with the world yet. I recognized that impulse completely.

Many introverts bring this same quality to games. We’re not necessarily slow because we’re inefficient. We’re slow because we’re processing. Psychology Today has written extensively about introverts’ preference for depth over breadth, a tendency that shows up in conversation, in work, and yes, in how we inhabit virtual spaces.

Introvert gamer sitting quietly in a dim room, absorbed in a detailed game world on screen

Fast travel, then, presents a genuine internal conflict. Use it too liberally and you’ve effectively skipped the texture of the world. Refuse it entirely and you may be punishing yourself with repetition that serves no purpose. The question isn’t whether to use fast travel. It’s understanding what you actually lose and gain when you do.

What Does Nine Sols Lose When You Skip the Walk?

Nine Sols is built around environmental storytelling in a way that rewards attentive players. The world of New Kunlun is layered with visual details, scattered notes, and ambient sound design that builds a picture of what this civilization was before its collapse. Most of that storytelling happens in the spaces between objectives, in corridors you’d fast travel past if the option were unlimited.

Red Candle Games made a deliberate choice to root fast travel in Sanctums specifically because those rest points are also narrative anchors. Resting at a Sanctum triggers conversations, memories, and character reflections. The game is essentially saying: you can skip the physical distance, but you still have to sit with the emotional content.

That distinction matters to me personally. At one of my agencies, we had a client relationship that had grown entirely transactional. Every interaction was fast travel: skip the small talk, skip the relationship maintenance, get to the deliverable. When that client eventually left, I wasn’t surprised. We’d been teleporting past the parts of the relationship that actually held it together.

The parallel to how introverts process identity and change is real. Sensitivity and self-awareness tend to deepen over time rather than arrive in sudden revelations, which means the accumulation of small, seemingly redundant experiences often carries more weight than we recognize in the moment. Fast travel skips the accumulation.

How Should You Decide When to Use Fast Travel in Nine Sols?

There’s no universal answer, and any guide that tells you otherwise is optimizing for a kind of play that may not match your temperament. What I’d suggest instead is a framework based on intention rather than efficiency.

Ask yourself what you’re trying to accomplish in a given session. Some sessions are genuinely about progression. You’ve had a long day, you want to reach the next boss, you want to feel a sense of forward movement. Fast travel serves that need well and there’s nothing wrong with using it that way. Other sessions are about inhabiting the world, processing the story, or simply decompressing inside a space that feels safe and absorbing. For those sessions, walking the long way often yields more than the shortcut.

This mirrors something I’ve found to be true in career planning as well. The way your personality type shapes how you approach decisions, including whether you optimize for speed or depth, isn’t incidental. It’s structural. The MBTI life planning framework explores how personality type shapes every major decision you make, and gaming habits are a surprisingly honest window into those patterns.

Map screen from a Metroidvania-style game showing interconnected zones and fast travel points

As an INTJ, my default is to build systems. Even in games, I find myself mapping patterns, noting enemy placements, cataloging which routes are worth memorizing. Fast travel in Nine Sols actually supports that tendency by letting me test hypotheses about the map without committing to every step of the verification process. Used that way, it becomes a tool for deeper engagement rather than a substitute for it.

What Does Nine Sols Teach Introverts About Pacing?

Nine Sols has an unusual relationship with pace for an action game. The combat system, which centers on a parry-and-counter mechanic called Tao, demands patience in a way that punishes button-mashing and rewards observation. You watch an enemy’s patterns, identify the moment to act, and respond with precision rather than volume. That’s not how most action games work, and it’s not how most workplaces expect people to operate either.

I spent the first decade of my career trying to perform a kind of professional speed that didn’t come naturally to me. In agency environments, the premium was on rapid ideation, quick pivots, and visible enthusiasm. My actual process, which involved extended quiet periods of synthesis before I said anything, read as hesitance to people who didn’t know me well. I learned to simulate urgency while doing the real work internally, which was exhausting in ways I didn’t fully recognize until years later.

Nine Sols rewards a version of engagement that looks like my actual cognitive style. The game doesn’t penalize you for stopping to read a piece of lore. It doesn’t time your traversal between objectives. The Sanctum system essentially tells you: rest when you need to rest, move when you’re ready to move, and trust that the world will still be here when you return.

That kind of permission is rarer than it should be. Neuroscience research on introversion has helped clarify that introverts process stimulation differently, not deficiently, which means environments designed around extroverted pacing create genuine friction for introverted minds. A game that builds rest and reflection into its core mechanics is, whether intentionally or not, an introverted design.

Is Nine Sols the Right Game for Introverted Players?

Nine Sols is genuinely demanding. The combat requires real skill and the difficulty, while adjustable in some respects, doesn’t soften the core challenge of learning its systems. Introverts who want a meditative, low-stakes experience may find the boss encounters frustrating rather than satisfying. That’s worth naming honestly.

What the game does offer is a world built for people who read carefully, think before acting, and find meaning in atmosphere as much as achievement. The Taoist philosophy woven through the narrative rewards contemplation. The environmental storytelling rewards attention. The fast travel system, limited and Sanctum-anchored as it is, rewards players who’ve actually engaged with the spaces they’re now permitted to skip.

One of the INFJs on my creative team years ago described a similar experience with certain books. She said she’d sometimes reread a chapter not because she’d missed anything, but because she wasn’t finished with how it felt. Nine Sols is that kind of game for the right player. Fast travel doesn’t diminish that quality. It just means you have to choose consciously whether to use it.

There’s a broader conversation worth having here about how introverts use solitude and quiet engagement as tools for genuine restoration. Making peace with solitude changes what you’re able to receive from quiet experiences, including games that ask you to sit with complexity rather than resolve it quickly. Nine Sols, at its best, is a solitude-friendly space.

Contemplative game character resting at a glowing save point surrounded by ancient architecture

How Does Gaming Connect to Broader Introvert Identity Work?

I want to be direct about something that might seem like a stretch but genuinely isn’t. How we play games is a form of self-knowledge. The choices we make in low-stakes environments, whether to explore or optimize, whether to fast travel or walk, whether to engage with lore or skip to the next objective, reveal real preferences that show up in higher-stakes contexts too.

When I finally started paying attention to my own gaming habits in my mid-forties, I noticed I was consistently drawn to games with rich internal worlds, limited social pressure, and pacing I could control. I’d always assumed this was just taste. What I eventually recognized was that these were the same conditions under which I did my best professional work. The games weren’t escapism. They were a cleaner version of the environment I was always trying to create at the agency.

That kind of self-awareness compounds over time. Emotional processing and self-regulation are skills that develop through experience and reflection, not through forcing yourself to operate in ways that don’t fit your wiring. Playing Nine Sols slowly, using fast travel only when it genuinely serves you, and paying attention to what you notice in the spaces between objectives is a small but real practice in honoring your own pace.

I’ve seen this same principle show up in mentorship contexts. The most effective advisors I’ve encountered, in academic settings and professional ones alike, are often those who resist the urge to fast travel through a person’s confusion. Deep listening in advisory relationships changes outcomes in ways that efficient information transfer simply cannot replicate. The willingness to stay in the slow parts is what makes the guidance meaningful.

What Nine Sols Gets Right About Returning to Familiar Places

One of the underappreciated aspects of Nine Sols fast travel is what it makes possible beyond simple efficiency. Returning to an earlier area after you’ve gained new abilities, new context, or new story information changes what you see there. The physical space is the same, but your relationship to it has shifted. That’s not just a gameplay mechanic. It’s a fairly accurate model of how personal growth actually works.

In my late thirties, I went back to visit a city where I’d worked my first agency job. I’d spent three years there feeling chronically out of place, too quiet for the culture, too deliberate for the pace. Returning a decade later, I could finally see what I’d actually been doing in those years. The discomfort had been real, but so had the growth. I’d been building something even when it felt like I was just surviving.

Nine Sols uses fast travel to enable that kind of return. You go back to an early area not because you’re lost, but because you now understand it differently. The Sanctum you rested at when you were struggling with basic mechanics becomes a reference point for how far you’ve come. That kind of spatial memory is genuinely meaningful, and it’s only available to players who engaged with the space in the first place rather than fast traveling past it.

Efficiency has its place. At the agency, I learned to appreciate team members who could move quickly and execute without overthinking. Yet the work I’m most proud of, the campaigns that actually said something, came from processes that resisted the fast travel option. They came from staying in the difficult middle space long enough to find something true.

Overhead view of an interconnected game world with glowing pathways between rest points, symbolizing thoughtful navigation

Fast travel in Nine Sols is a tool, not a verdict. Use it when you need momentum and set it aside when you need meaning. The game is wise enough to let you make that call. The question is whether you’re paying enough attention to know which one you actually need.

If you’re working through questions about how your introversion shapes the choices you make, in games, in careers, and in life generally, there’s more to explore in our Life Transitions and Major Changes hub, where these threads connect across many different contexts.

Curious about your personality type?

Our free MBTI assessment goes beyond the four letters. Get a full breakdown of your scores, see how your type shows up at work and in relationships.

Take the Free Test
✍️

8-12 minutes · 40 questions · Free

About the Author

Keith Lacy is an introvert who’s learned to embrace his true self later in life. After 20 years in advertising and marketing leadership, including running agencies and managing Fortune 500 accounts, Keith now channels his experience into helping fellow introverts understand their strengths and build fulfilling careers. As an INTJ, he brings analytical depth and authentic perspective to every article, drawing from both professional expertise and personal growth.

Frequently Asked Questions

How does fast travel work in Nine Sols?

Fast travel in Nine Sols operates through Sanctums, the game’s rest and save points distributed across the map. Once you’ve visited and rested at a Sanctum, you can travel directly to any other unlocked Sanctum without physically crossing the territory between them. The system is intentionally limited to Sanctum-to-Sanctum movement, which means you still need to reach each rest point through normal exploration before the fast travel option becomes available there.

Should introverts use fast travel in Nine Sols or explore on foot?

There’s no single right answer, and the choice depends on what you’re trying to get from a given play session. Fast travel works well when you need forward momentum or are revisiting an area for a specific purpose. Exploring on foot tends to yield more environmental storytelling, atmospheric detail, and the kind of slow accumulation of world-knowledge that many introverts find genuinely satisfying. A useful approach is to walk new areas thoroughly the first time and use fast travel strategically on return visits.

Is Nine Sols a good game for introverted players?

Nine Sols suits introverted players who enjoy deep lore, atmospheric world-building, and methodical combat systems that reward observation over reflexes. The game’s Taoist philosophical underpinnings and its environmental storytelling are well-matched to players who process through depth rather than speed. The combat is genuinely challenging, so players looking for a purely relaxing experience should be aware that the boss encounters require real patience and pattern recognition. For introverts who enjoy that kind of focused challenge, Nine Sols offers a rewarding experience.

What do you miss by using fast travel too often in Nine Sols?

Overusing fast travel in Nine Sols means missing the environmental details, ambient storytelling, and atmospheric texture that the game places in corridors and transitional spaces. Red Candle Games built a world where meaning accumulates through repeated exposure to spaces, not just through cutscenes and dialogue. Players who fast travel past the connective tissue of the map often find the story feels thinner than it actually is, because much of the world-building lives in the spaces between objectives rather than at them.

How does Nine Sols compare to other Metroidvania games for introverted players?

Nine Sols sits in a similar space to Hollow Knight in terms of its atmosphere, depth of lore, and respect for player pacing. Both games reward thorough exploration and penalize rushing. Nine Sols distinguishes itself through its specific cultural and philosophical framework, drawing on Taoist mythology and Chinese aesthetic traditions that give it a distinct tonal quality. For introverted players who found Hollow Knight’s world absorbing, Nine Sols offers a comparable depth of engagement with a meaningfully different cultural texture. The fast travel system in Nine Sols is somewhat more accessible than Hollow Knight’s, which may suit players who want depth without excessive backtracking friction.

You Might Also Enjoy