Free patch 16 November: Hermes Mode + Erebus Mode, PS4 and PS5
God of War Sons of Sparta Guide

Hermes Mode: rules, unlock code and split routing

✚ Checked 2026-11-15 · PS5 1.005.000 / PS4 launch build · 3 sources

What Hermes Mode is

Hermes Mode is the speedrun mode added in the free 16 November 2026 patch. It ships a dedicated speedrunning toolkit: a split-based timer, a persistent scoreboard, and the surrounding tools a timed run needs. It is available on both PS5 and PS4 in the same patch.

Two ways in:

  1. Beat the game once. The mode then opens normally.
  2. Enter the official code in the start menu: Up, Up, Down, Down, Left, Right, Left, Right, L1, R1, Touchpad.

That string is published by Santa Monica Studio in the PlayStation Blog post announcing the patch. It is a cheat code in the old sense — a developer-sanctioned input, not a leak and not a redeemable store code.

Hermes Mode runs over the same Laconia map, timed in segments.
The mode ships with a split-based timer and a persistent scoreboard

The rule that catches people out

Your mode is selected when you start a new game and pick a save slot. Once selected, the mode chosen for that save file cannot be changed.

That has three practical consequences for a speedrunner:

  • You cannot convert an existing story file into a Hermes file. Practice runs and real runs are separate files.
  • You cannot drop out of Hermes into a normal run mid-way to practise a section with more health. Every practice attempt is a fresh file.
  • Because there is only one save slot and manual saves happen at campfires, your run's integrity depends on you remembering to save. A crash or a quit without a campfire save costs you the run.

Five segments, five split times, one persistent board
How a split-based timer is laid out: per-segment times plus a running board

What the split timer changes about routing

A split-based timer records the time at each segment boundary rather than only at the end. For a Metroidvania that means you plan in segments, not in one long attempt.

Segment typeWhy it becomes a splitWhat you gain
Story gateEnds when the story hands you a required giftMeasures story pacing separately from clean-up
Traversal gateEnds when a movement gift opens a shortcutExposes the cost of the route you chose
Boss gateEnds on the encounter's endIsolates fight consistency from movement
Region entryEnds when you cross into a new regionShows whether your route order is the slow part

The point of splitting is diagnostic. A single final time tells you that a run was slow; five splits tell you which segment bled time. If your Laconia segment is stable and your Gallery segment is not, you do not need to practise the whole game, you need to practise one room.

Persistent scoreboard: what it is for

The scoreboard persists finished runs, so the mode keeps a record rather than showing you a single number at the end. For a runner that is the difference between "I think I am improving" and having the history to check.

Treat it as a personal ledger:

  • Finish runs even when they are bad. A slow completed run is data; an abandoned run is not.
  • Change one thing between runs. Route order, a boss approach, a movement gift timing.
  • Compare splits, not totals, when you are diagnosing.

Planning a first Hermes run

You do not need a route map to start. You need an order of operations that respects what the game gates.

  1. Decide the run's shape first. Any% style (story only) and 100% style (with the 594 collectibles) are completely different runs. Pick one.
  2. Take the traversal gifts early. Movement gifts gate progress in a Metroidvania, so a route that defers them pays for it later in back-tracking.
  3. Learn where the campfires are before you optimise. A run that dies with unsaved progress is slower than a run that saves twice more.
  4. Fix your segment boundaries and never move them. If the splits change between attempts, the comparison is meaningless.
  5. Record the first clean run as your baseline. Not your best, your cleanest. Optimisation needs a floor.

What Hermes Mode does not do

It does not change enemy health, damage, or the story. It does not remove the campfire save requirement. It does not make Erebus Mode's one-hit rule apply. It is a measurement layer over the same game, which is why a Hermes run is a legitimate way to learn the map even if you never submit a time anywhere.

Should you start with Hermes or with the story?

For a first playthrough, no. The mode is a tool for people who already know the route; running it cold means the timer is measuring you reading. Play the story once, learn where the traversal gates are, then start a Hermes file with a route in mind.

The exception is a player who has already finished the game on PS5 and is picking up the PS4 version: you already know the map, so a Hermes file from the start is the right call.