WheelMates Levels in Order: All 6 Areas and Their Gadgets

Data checked:

#LevelGadget found hereOwners who finished itMini-game seenWhere
0TutorialProfessor Bloom's test track
1KitchenGrapple70.5%TagKitchen and living room, plus the crawl space under the sink
2Hallway52.0%Coin RushThe library hallway and the great staircase
3GarageMagnetic Grabber18.6%Garage, pickup truck and the quantum replicator
4Neuro-Void: FragmentsMagnet Wheels11.5%Inside the house grid: frozen time, floating baseballs and books
5ShedPhase Shifter, Paintgun3.1%Garden shed and the vents
6Backyard2.1%Backyard, antennas, the pool

Level by level

Prologue: Tutorial

Teaches driving, jumping, mid-air strafing, the honk, headlights and the two-button sync press. Ends at the transit gate to the Kitchen.

Level 1: Kitchen 70.5% finished

First real level. Collect Neuro-Cores, run the sync tracks, find the Grapple, pull two levers together, cross the BH-19 sludge and finish in the synchronization airlock that opens the basement door to the Hallway.

Level 2: Hallway 52.0% finished

A lift-cart level: one car rides the scissor lift while the other drives it with buttons, then the staircase track, laser corridors and paired levers. Ends at a rift that drops you into Neuro-Void: Fragments.

Level 3: Garage 18.6% finished

The biggest open level. Power the three pumps, carry batteries from the quantum replicator to sockets, run the two-station crane and ride the big fan. The Magnetic Grabber is found here and unlocks the acid-bath cog puzzle.

Level 4: Neuro-Void: Fragments 11.5% finished

Entered through the rift at the end of the Hallway. Objects hang in the air and a keypad blocks progress; players have reported being stuck there without the Magnetic Grabber. The Magnet Wheels sit between the Garage and this level's completion in the unlock order.

Level 5: Shed 3.1% finished

Both late gadgets, the Phase Shifter and the Paintgun, unlock between the Neuro-Void and the end of the Shed. Reviewers describe timed target-shooting with the paint gun and split-side pipe puzzles here.

Level 6: Backyard 2.1% finished

The final level, first shown in the June 26 to 28 closed playtest. Contains the pool with the rubber ducks and the last lever gate. A report of the gate staying closed on the final lever is in the Steam bug thread.

What is not on this page yet

Step-by-step routes exist for the Kitchen, Hallway and Garage because we have footage and demo coverage of them. Neuro-Void: Fragments, the Shed and the Backyard are described only from achievements, developer posts, bug reports and reviews. We would rather leave those thin than invent a cupboard-by-cupboard map; they will be filled in as commented playthroughs of the late game appear.

Level questions

How many levels does WheelMates have?

Six named levels plus a tutorial: Kitchen, Hallway, Garage, Neuro-Void: Fragments, Shed and Backyard. Each has a "Complete the level" achievement, and the in-game map at the first transit gate shows five rooms of the house plus the Neuro-Void.

Can you go back to earlier levels?

Yes. Firevolt said in the Aug 21 Q&A that you can return to earlier areas at your own pace, and the professor tells you in the Hallway that a magnet part will need a trip back. Transit gates connect the levels.

Which level is the longest?

From launch footage the Kitchen took a first-time pair about 23 minutes and the Hallway about 32 minutes, including the Tag and Coin Rush mini-games. The Garage is described by Firevolt as the biggest open space with hidden paths; the late levels are undocumented so far.

Is Neuro-Void: Fragments a full level?

It has its own completion achievement (11.5% on Sept 2), so yes. You enter it through a rift at the end of the Hallway, where objects hang frozen in the air. Its completion rate sits below the Garage, so the level is finished after the Garage even though you first see it earlier.