How to use this
Answers start with the player's real decision
Facts answer what the game does. The playbook underneath answers what to do next.
Strategy is framed around the next dangerous fight, resource trade, or version check,
because a universal tier list cannot see your current HP, deck, map, or branch.
01–15
The current Early Access facts: release timing, price, devices, languages, and whether it is worth buying now.
First principle: Separate what exists today from the roadmap. A purchase decision should be based on the current build, not an assumed 1.0 feature list.
Read 15 answers → 16–30
How to start a party, what the host owns, which resources are personal, and what crossplay does not currently mean.
First principle: Treat co-op as a shared map with separate economies. Coordinate targets and routes, but do not assume that gold, cards, Energy, or saves are shared.
Read 15 answers → 31–45
Current Main and Beta branches, how to switch, the important v0.111.0 changes, controls, Workshop, and mod compatibility.
First principle: Never use a number without a branch and date. In Early Access, the first debugging step is checking whether the player and guide are on the same build.
Read 15 answers → 46–63
Practical answers for the first run: card rewards, map routes, Elites, shops, rests, potions, unlocks, and learning from losses.
First principle: The best next decision is the one that raises the chance of surviving the next dangerous fight. Named archetypes come after immediate damage, defense, and a route plan.
Read 18 answers → 64–85
Build guidance for all five characters, with the generator-payoff-defense test for Ironclad, Silent, Regent, Necrobinder, and Defect.
First principle: A build is not a keyword. It is a working loop: a way to generate its resource, a payoff that converts it into damage or defense, and enough front-loaded power to reach that payoff.
Read 22 answers → 86–100
Direct explanations for the current high-intent card, relic, event, and obsolete-boss searches already appearing in GSC.
First principle: Evaluate an event by its effect on run survival and future options, not by the reward in isolation. Pay HP, Gold, or deck space only when the route can convert it into a win.
Read 15 answers →