Camps and Supplies#
In this game, camps are not rest stops you light on a whim; they are the pivot of the whole loop: they are the save node, the respawn point, the supply depot, and the only stable place to advance bond conversations. Anyone who neglects camps tends to raise the difficulty by a tier for no reason.
What a Camp Does#
| Function | Detail |
|---|---|
| Save | Camps are the only stable save node, so rest once before any long push |
| Respawn point | After death you revive at the last camp you rested at, with no items lost |
| Supply | Restock healing items and food, and check gear and reinforcement |
| Eating | Take food from the Pack to refill Emma’s and Koo’s Hunger meters |
| Interaction | Talk with companions to advance bonds and story detail |
| Enemy reset | Resting brings regular enemies back, which makes repeat practice easy |
That last one is often misread as a punishment. It is actually useful: if you want to practice parries or farm materials, one rest resets the entire field, which is far faster than hunting around for enemies.
The Hunger Meter#
Emma and Koo each have their own Hunger bar. It is easy to overlook, but it ties directly into how long you can keep going:
| State | Effect |
|---|---|
| Not hungry | Regenerates HP automatically outside combat, saving healing items |
| Hungry | Regeneration stops, leaving you reliant on items or Koo’s recovery arts |
Practical habit: check both Hunger bars every time you rest. This is not a complicated mechanic, the cost is tiny, and the payoff is sustain across the whole stretch you are pushing.
The Cleanse Walker#
The Cleanse Walker is this game’s mobile base: you sleep aboard it, cook, plant seeds and harvest crops, with the seeds coming from gathering out in the field. Its job is to turn resupply from a one-off into something continuous.
| Feature | Content |
|---|---|
| Overnight stays and meals | Sleeping aboard lets you eat a proper meal, which usually beats snacking on the move |
| Planting | Plant seeds gathered in the field and harvest edible crops |
| Harvest | Come back regularly to collect, building a steady food supply |
| Upgrading | Spend materials earned from zone exploration to raise the base’s capabilities |
Precisely because the base can be upgraded, sweeping every reachable material node each time you enter a new zone pays off twice: it covers both the reinforcement materials you need right now and the upgrade materials for the base.
Dragon Vein Shrines#
Facilities such as Dragon Vein Shrines are scattered around each zone and tied to resupply and healing item acquisition. They are also a resource you can use from very early on — activate them as you pass rather than planning routes around them.
Camp Placement Strategy#
| Situation | Approach |
|---|---|
| A boss is coming up | Find a nearby camp and rest first, and confirm the Hunger meters are not empty |
| Entering a new block | Locate and activate the camp before walking deeper in |
| Want to practice parries | Pull enemies near a camp, then rest to reset |
| Want to make progress | Unlock the shortcuts between camps; trips back and forth get much cheaper afterward |
There is always a camp near a boss fight in principle, and most of them are hidden. If you cannot find it, backtrack and search the route again — forcing the fight usually costs more than five extra minutes of walking.
Supply Related Updates#
There were several post-launch changes tied to supply and camp experience: the timing for using healing items was relaxed so you can use them earlier after taking damage; charm-type items became sellable; overflow items now convert automatically into Amber currency; each zone also gained Withered Sprouts that grant Skill Points, and Amber nodes became breakable.
These changes make field resupply considerably more forgiving than it was at launch. See Version Updates for the full record.
Related Pages#
| What you want | Where to go |
|---|---|
| What materials and items are | Materials and Items |
| Preparing for a boss fight | Boss Fights |
| How to find camps in a zone | Areas and Chapters |
Checklist for Every Rest#
A camp earns its keep from the few things you do while you are there, not from a dedicated trip. Just run through this order when you rest.
| Order | Task |
|---|---|
| 1 | Check Emma’s and Koo’s Hunger bars |
| 2 | Eat a meal if needed, restoring automatic HP regeneration |
| 3 | Check remaining healing items and top up if necessary |
| 4 | Check whether gear reinforcement can still be pushed further |
| 5 | Interact with companions to advance bond conversations |
| 6 | Harvest crops at the base and replant new seeds |
| 7 | Confirm the direction of the next objective, then set off |
Cleanse Walker Upgrade Priorities#
Upgrade materials for the base come from zone exploration, so the order you take them in shapes the overall experience.
| Priority | Upgrade path | Reason |
|---|---|---|
| High | Anything tied to food and planting | Directly improves sustain, the best long-term return |
| High | Anything tied to supply and item capacity | Reduces trips back to the base |
| Medium | Anything tied to movement or convenience | Raises how efficiently you push forward |
| Low | Purely cosmetic | Only once resources are comfortable |
On Resting Bringing Enemies Back#
This rule is often treated as a punishment when it is really a resource:
- If you want to practice parries near a camp, one rest resets the field, faster than running around looking for enemies.
- The same goes for farming materials off the same group of enemies repeatedly.
- The only caveat is not to rest casually before a long push, or you will have to re-clear the road you just finished.
This page was last updated on 2026-09-24.