An island you descend through
Three documented locations from the free demo: the wreck shore you start on, the mausoleum you cannot enter, and the shrine gate the key actually opens.
The demo gives you no map, so what follows is assembled from walking it: a wreck shore that functions as a tutorial, a forest path that hides the optional route, a cloister corridor where the crypt starts charging rent, and two doors that refuse to open. The order matters more than the geography. You learn the stamina cost of a swing on the beach, and you pay for that lesson in the corridor.
Worth knowing before you buy: the island is described officially as interconnected and labyrinthine, and the demo is consistent with that rather than with a hub-and-spoke layout. There is no quest marker pointing at the next objective. Doors you cannot open are the objective marker, which is why this section documents what each one is locked with rather than what lies behind it.
Cassus Vicus
The wreck-strewn shore where the game begins, and the only place in the demo that is genuinely safe.
Dempo Mausoleum
The barred tomb your father entered with a company of knights, and the wall the demo keeps you on the outside of.
The Endu Shrine Gate
The gate the burial-site key actually opens, and the one place in the demo that visibly promises more game behind it.