Start Here
First 10 minutes, the run loop, Dust & Eternal Shards, and why question marks are your best friend.
All 8 weapons from Bow of Hope to Scepter of Charity — loops, tiers, unlock costs and Mastery.
DPS, support and tank templates, Paragon gating, and the perk economy that shapes every run.
Systems & Combat
Six relic Paths, Action/Boost/Duo relics, Wishing, Bones rerolls and the trigger-read rule.
Lucifer, Adam & Eve, and the Wrath of God — the mechanic checks that wipe most lobbies.
Inferno → Purgatorio → Paradiso, the player-count ladder, Dark Woods and permanent growth.
Multiplayer & More
33 players and no voice chat — emotes, markers, Co-strike and the revive etiquette that wins runs.
Is it solo-friendly? Platforms, price, how long is a run, crossplay and common first-run questions.
Weapons now cost 50 Eternal Shards to unlock, Weapon Mastery grants permanent damage (a 48% full-mastery goal), relics use the deeper Path + Wishing system, and the Scepter of Charity joins the roster with the Paradiso realm. These launch-era notes need to be read alongside the 1.1 changes.
FAQ
Do I need to play with 32 strangers?
No — you can queue with a squad and the matchmaking fills the rest of the 33, or play solo through all three realms. The systems pages treat the lobby as a resource rather than a requirement: marks, squad stickiness and duo relics multiply whatever coordination exists, and the progression layer rewards finished runs whether the lobby was eleven strangers or your usual trio.
What kind of game this is
A co-op action-roguelike for 33 players from Thunder Lotus, the studio behind Spiritfarer: you play a damned soul rebelling against God's final judgment, fighting through Inferno, Purgatorio and Paradiso alongside 32 other rebels. Runs are structured, death is expected, and the progression layer between runs — Eternal Shards, mastery, relics — is where the real game lives.
How to read this guide
Update 1.1 introduced targeted weapon, difficulty and progression changes. Read the official update before applying an older build recommendation; this was not a blanket reversal of all weapon nerfs.
A guide for the lobby you have
Thirty-three players is a design constraint, not a difficulty setting: every page here assumes the lobby may be brilliant or silent, and the advice is written to work for both. The systems reward showing up with a plan, marking honestly, and finishing runs — the three behaviors that compound across the shard economy, the feat list and the Fate system alike.
Read the 1.1 changes alongside this guide
The developer’s 17 August update explains the targeted balance changes, weapon-Feat unlocks, dynamic difficulty and Fate-reset exceptions. Tier labels here are editorial suggestions, not official rankings. The developer can adjust some balance parameters without a client patch.
