WASD move J/click attack K heavy Space jump L roll Shift block E use Esc pause · all controls
Build up on creeps, ancients, chests and the hedge maze to the south-west. When you are ready, press E at the castle gate.
Bosses, creeps and chests grow stronger every two minutes.
Crits hit 1.6×. Hits from behind a creep hit 1.35×. The first hit after a parry (Riposte) hits 2×. A perfect dodge grants Flow: every hit crits for a short while.
Spend gold at the Moon Shrine beside the path near the start.
Everything is frozen: enemies, cooldowns, boosts and the world-tier clock.
The shrine restores your health, mana and flasks. Spend gold to grow stronger.
Shards of the World Heart: 0 of 4. Each world holds one.
After the Warden falls, the red ward on the stairs beside the gate breaks. Climb to the roof to face two queens. Vesthra the Gorgon sweeps her tail all around her, lunges, and fires a stone gaze down a long red lane: turn your back or roll before it lands, or you are frozen in place. Nyxara the Thorn Empress floats out of reach, throws fans of thorns, calls a burst of briars under your feet, and vanishes to the far side of the roof when you get close. Kill one and the other gets faster. Die on the roof and you start again at the foot of the stairs.
Beating the Gorgon and the Empress does not end the game. It is an Ascension: the edge of the land moves out with new forest, ruins and chests, creeps grow fiercer, and after three minutes the queens rise again in the land, stronger; climb the roof to call them to the throne for the next Ascension. Every couple of minutes a mythical creature wakes far from the castle, marked by a red diamond on the map: the Minotaur, the Oni, the Manticore, the Basilisk, the Kitsune, the Cyclops and the Hydra as the world tier rises, and after an Ascension, three tyrants of their own. Each one drops a relic and a large bounty.
Cinderwing the dragon circles the castle setting off fireworks. It leaves you alone unless you hit it. Hit it and it fights back for a while with fireballs and fire breath. Drive it off and it drops a big reward, then returns a few minutes later.
Hits from behind a creep are backstabs and hit harder. Fen Stalkers circle you and lunge down a red lane; their bite poisons, and poison ticks through armour until a flask cures it. Thornbacks guard their front: a hit on the shell does a third of its damage, so parry or heavy-hit them to stagger, or get behind them. Relics are passive keepsakes you can carry three of; they drop from gilded and crystal chests, ancients, elites, godlings and the Warden. Drop one from the hero sheet to swap it.
Crawlers and wisps roam the meadow. Kill them for gold and experience, and sometimes a pod. Each level gives two attribute points (P). Treasure chests (E) are spread across the map and upgrade from wooden to iron, gilded and crystal the longer you leave them. The world tier rises every two minutes, so the bosses get stronger the longer you wait.
The Sundering: the World Heart has cracked and every world holds a shard. The Gate Warden guards the moat's. Beat it and the World Gate beside the Moon Shrine opens onto Veyra, a violet grove under three moons: walk over three Lumen Seeds, then face the Hive Matron. Next is Neon Verge, a smog-lit city: stand beside three relay terminals for three seconds each to hack them, then face Director Halvane. Last is Ashfall, a dead town under falling ash: press E beside three survivors to lead them out, then face the Rot Sovereign. Each guardian you beat carries you on to the next world, and you can travel back through any World Gate (not mid-fight, during a hunt or from the spirit realm).
Every few minutes a rift storm may tear you into another world, open or sealed, for 75 seconds before dropping you back where you were. After the last shard the game keeps going: tiers rise, the Warden hunts and the Veil still opens.
The pond is shallow. You can wade through it, but slowly.
Pods grow on the bushes and ripen in a few seconds. Walk into a ripe one to take it. It grows back later, sometimes as a different colour.
(dark) through .':-=+*ox%# to @ (bright).| - / \ so shapes get outlines.