Full Walkthrough#

ℹ️A “full walkthrough” in this game means the three-act skeleton and each act’s goal, not a fixed map route — the map is procedurally generated, and alternating acts change what each act contains.

The Skeleton of a Run#

Pick a character
  ↓
Act 1   → inter-act Ancient blessing (Neow is always here)
  ↓
Act 2   → inter-act Ancient blessing (drawn from a random pool)
  ↓
Act 3   → beat the Act 3 boss → run complete

A run is complete when you defeat the Act 3 boss. That character then unlocks Ascension 1 and the difficulty ladder begins. The entire deck and all relics reset at the end of a run; what persists is epoch and character-unlock progress — the permanent layer (character unlocks only require finishing a run, win, lose or abandoned).

Each Act Has a Different Goal#

All three acts are “walk, fight, reach the boss,” but each one solves a different problem:

Act 1: Define Your Win Condition#

  • What wins this run? You need at least a preliminary answer before this act ends.
  • Your deck is at its thinnest now, so card removal pays the most — every dud removed raises your draw quality the most visibly. Remember that Ascension 6 (Inflation) makes removal pricier over time, so “remove early” holds at every difficulty.
  • Don’t stockpile mediocre cards here. Your deck’s thickness at the end of Act 1 basically sets the tempo for the next two acts.

Act 2: Patch the Gaps, Make the Win Condition Real#

  • The win condition exists but usually still lacks a payoff engine or lacks defense.
  • This is the main window for elites and relics, and the best moment in the inter-act blessing to double down on your established direction.
  • Alternate as needed: if recent fights were “won but lost a lot of HP,” add defense; if you “can’t close out fights,” add damage.

Act 3: Convert Everything Into “Survivable + Lethal”#

  • This act is no place for grand pivots — only fine-tuning.
  • The goal is for the deck to answer two questions at once: survive the boss’s burst turns and kill the boss before you run out of steam.
  • Before the boss room, run the self-check list on the deck-building page.

Current Act 3 boss pool (verified): The Queen, Test Subject (specimen #C8), and Aeonglass. The Doormaker was removed in Beta v0.105.0 and replaced in v0.107.1 — stop preparing against it per old guides. That’s why “tech cards against a specific boss” pay poorly here; general deck strength is more reliable.

Choosing Map Routes#

The map is a branching node graph, and every path choice is a trade-off. Usable heuristics:

Current State Priority Node
HP healthy, deck direction clear Elites (trade HP for relics — the best return)
HP low Rest site / low-risk normal fights
Obvious deck gap Shop (buy certainty with gold)
Deck already thick Event or shop options that remove cards
Near the boss with HP to spare Elites / chests — squeeze every resource out

There is exactly one core question: at my current HP, which route gets me to the boss alive. “Most rewards” is not the criterion; “arrive alive” is.

Inter-Act Ancient Blessings: Three Run-Defining Choices#

Each act opens with a blessing set from that act’s Ancient. Three verified structural details:

  • Three blessings each time, pick exactly one — there is no “skip” option.
  • Neow, Mother Revived, anchors the Act 1 entrance; the Act 2 and Act 3 Ancients are drawn from their own random pools.
  • Choices are permanent for the run (modifying the whole run), some granting relics and some granting Wax Relic-style temporary relics that melt away after combat.

By category, blessings roughly split into:

  • Card blessings: add, transform or upgrade cards
  • Relic blessings: grant relics, sometimes with a drawback (or Wax Relic-style one-shot power)
  • Resource blessings: gold, max HP, and the like
  • Enchant blessings: attach permanent properties to cards
  • Removal blessings: delete cards from your deck

Recommended focus per act:

Act Focus Why
Act 1 Removal / deck quality / permanent relics These choices compound across two more acts
Act 2 Double down on your direction, or patch a clear gap The win condition is set; this act makes it real
Act 3 Immediate power; avoid breaking existing synergy No time left for long-term payoffs

One discipline: in Act 3, don’t take options that disrupt existing synergy. At this point “not making a mess” beats “a small power bump.”

The Pre-Boss Checkpoint#

Before every act boss, stop and ask four questions:

  1. Is my win condition still intact? (Did this act drift?)
  2. Can I survive one burst turn? (Do I have block or mitigation?)
  3. Did I waste a removal opportunity? (Is the deck still diluting?)
  4. Are my potion slots empty? (Base 3 slots; Ascension 4 cuts it to 2 — do I have a trump card for key turns?)

Any “no” means you can afford one more lap on the map — don’t rush the boss room.

How Co-op Differs#

Co-op runs on the same three-act skeleton with a few rule changes:

  • The map is shared, but relics, cards and gold are per-player.
  • The Ancient offers each player their own set of blessings; events allow different branches per player.
  • Rest sites add Mend alongside the usual options, letting you heal a teammate.
  • Ascension progress is independent from single-player and shared across the five characters within co-op; the selectable starting level is the lowest among the party.
  • Division of labor and communication are the real difference: shared map, individual resources, enemies scale with player count — four decks should be built to complement each other, which makes building around team composition worthwhile.

The co-op win condition matches single-player: beat the Act 3 boss, with enemy HP scaling per player (a third-party estimate of roughly +50% per player — unofficial).

About the “True Ending”#

The official roadmap lists a deeper endgame layer (True Victory) for early access, but currently without specifics or dates. This guide therefore makes no claims about true-ending conditions — any concrete “how to trigger the true ending” story circulating right now fails verification.

内容最后验证于 2026-07