The guide
Pictures first, words second. The about page has the story.
A run
7 roomsThree items each. Ten seconds. Take one.
The vaultAfter boss 3 and boss 6: one more item, chosen for your build.
8 bossesFought for you, beat by beat. Your score is how many fall.
3 runs a daySame dungeon every time. Your best one counts.
Pedestals
+2 burn +0.2 speed
FIRE
+2 shots −2 damage −4 health
SWARM GLASS
Once a run, falling leaves you at 1 health
BONE
- Purple is cursed: a big upside with a real cost. Green is rare. Neither appears in the first two rooms.
- A line of words on a pedestal is a rule: something the numbers can't say.
- Your hero wears the latest item of each kind as they walk: head, hand, charm, feet.
The sheet
Every item adds to a stat or multiplies it. Additions first, then multipliers.
- Damage4Per shot.
- Shots1Per volley. Each rolls its own crit.
- Speed×1Volleys a beat. Under 1 skips beats.
- Crit0%Chance a shot doubles. Caps at 75%.
- Health30Carries from boss to boss.
- Armour0Off every swing. A swing keeps at least 30%.
- Regen0Health back every beat.
- Lifesteal0%Damage dealt comes back as health. Caps at 12% of max a beat.
- Dodge0%Chance a swing misses. Caps at 50%.
- Burn0Stacks each volley, ticks each beat, fades fast.
- Venom0Like burn, but lingers and grows.
- Thorns0What each landed swing costs the boss.
Bosses swing 3% harder every beat. A fight not won in 40 beats is lost.
Tags
Every item carries one tag, some two. The tag is the only hint about synergies.
Synergies
Counts of tags do something extra. Fifty exist. They are found, not shown.
- A stamp announces each one with its requirement and effect. Tap its chip on your sheet to see it again.
- Some synergies carry a rule instead, so a build can reach one without the item.
- The codex on the front page remembers everything you have met, on this device.
The vault
When boss 3 falls, and again after boss 6, the fight pauses. Three items, ten seconds, take one. Chosen for your build:
Plain items only, never ones today's rooms offered. The next boss and its quirk are shown while you choose.
The gauntlet
Eight bosses. Health and swing come from the slot, not the boss.
- 160 · swing 2
- 2140 · swing 3
- 3300 · swing 6
- 4700 · swing 9
- 51,300 · swing 14
- 62,600 · swing 20
- 74,700 · swing 26
- 87,300 · swing 33
Every boss announces its quirk as it slides in:
- No tricksIt hits you, you hit it.
- FireproofBurn does nothing.
- Venom-proofVenom does nothing.
- ReflectsA tenth of your damage comes back, up to a cap.
- SwiftTwo swings a beat.
- ArmouredFour off every shot.
- DodgyOne shot in five misses.
- ThornyEvery volley costs you two health.
- MendsHeals its swing every beat.
The fight
A replay. The dice are fixed by the day and your picks, so the server re-runs it to score you. What comes off a bar is coloured by what took it:
- Your shots
- Burn
- Venom
- Thorns
- The boss's swings
- Sent back by a quirk
The numbers above the fighters are the fight's running totals. "Not today" means a rule kept you standing.
Scoring
Three bosses down and six tenths off the fourth. A perfect run is 8. Your best of the day goes on the board, against everyone else's. Finished days go into the archive with the best run anyone made and the best that was possible.
Tips
- Build against what ended your last run. The vault shows the next boss for the same reason.
- Two of a tag is cheap and always does something. Go for three only when the rooms allow it.
- Health is a stat. Glass builds fall early with nothing left to stand on.
- Speed under ×1 is a real cost. Speed over ×1 is worth more than it looks for burn and venom.