Move. Dash. Your weapon fights. Go north.
More of this guide opens as gifts, deaths, keys, resonance, and seals enter your story.
- Endless dungeon
- No last floor: every step raises enemy strength, every fifth floor brings a guardian. Fleet echoes, crowded swarms, violet fault circles and withering recovery change your approach. All six vessels and their powers are available from the start. Gifts wait at cleared-floor checkpoints; your dungeon save and best-floor record are separate from campaign rewards.
- The descent
- You are a spark inside a body. Six created worlds lead to a seventh realm: the Uncreated. 126 connected chambers · eighteen in every world hold keys, equipment, guardian seals, and a final battle with the Demiurge. Auto-fire is the default. Manual holds J, left click, RT, or FIRE; Surge is a vault unlock. Your job is to move, collect memory fragments, and dash through danger.
- Vessel resonance
- Tree, Computer, and Rock vessels open different doors. Your health percentage, equipment, and gifts carry across a morph.
- Move & dash
- Move. Dash.
- Skill trees & specialties
- After your first life, open Skill trees. Each vessel has three connected paths and one chosen specialty. Mastery is banked when a life ends; rebuilding is free between lives. Co-op uses the host’s learned trees for the shared build, and each spark banks its own vessel practice.
- Your vessel power
- Use POWER. Spark pulses light and breaks nearby bolts. Human rallies and guards. Computer overclocks its weapon. Animal pounces. Tree holds enemies in roots. Rock guards and sends a fault wave. Powers have cooldowns that carry across morphing.
- Choose a gift
- Blue fragments level you up. Time stops while you choose one of three powers. Choose a gift card. Stack weapon damage, attack speed, orbiting sparks, recovery, and movement.
- Keys
- Explore east from the Unbound Conduit. Clear Nacre’s Reliquary and walk onto its glowing Ivory Key. The key opens the Mirror Nursery, which teaches vessel resonance. The Tide Key is in Drowned Observatory; the Crown Key is in Obsidian Belfry. Both open the Crown Vault. Keys stay on your keyring.
- Find a gate
- Clear a chamber and make its karma choice. Choose a story card, then use the gate. Crystal, root, and basalt seals need their matching abilities.
- Remember across lives
- Abilities earned by clearing chambers become permanent after the run ends. Open Equipment & forge between lives. Carry a weapon, armor, relic, and ward. Matching weapons and armor grant set bonuses. Equip discoveries at safe checkpoints or defeated guardians; enhance items to +3 and buy lasting memories between lives. Starter equipment is free; the first memory costs 4 essence. Karma changes the three bodies offered next.
- Reach the Eye
- The Machine Sepulcher grants Prism Phase. The Root Cathedral grants Root Passage. Basalt Reach grants Fault Breaker. The Archon Foundry grants the Eye Sigil. Defeat the Warden to earn the first guardian seal and enter Tideglass Expanse. Its Pearl Key, then the forest’s Seed, clockwork’s Ember, night’s Dusk, and lunar Orbit keys open later guardians. All six seals open the seventh realm. The map’s world tabs let you inspect each world and travel from checkpoints. Keys and seals survive reincarnation.
- Roads between worlds
- Nacre’s Reliquary holds a feather that opens the Door Behind Sleep in Prism Night. Walk onto glowing diamond relics after clearing their rooms. Dotted rooms on the map mark clues before you arrive; the Story journal keeps their destinations. Their descriptions name the world and path they open. Return through the map from a checkpoint. A question mark marks a strange discovery; use the hinted vessel and investigate it with your gate button. Guardians are protected by a local ward chamber as well as a key. The map names that chamber. Keys, relics, and discoveries are remembered between lives.
- Guardian rematches
- Choose Guardian rematches from the start screen after meeting a boss. Each world has a fixed practice level and starter build with native vessel weapons. Permanent upgrades stay in your campaign. Return to your journey whenever you want; its choices, build, and rewards are kept.
- Endings & daily descent
- After the Warden, finish a shorter descent or continue into the other worlds. Both the Eye and Demiurge endings reflect your karma. The daily challenge gives everyone the same starting Spark and seed, with a separate result card.
- New save
- New save starts a fresh spark and keeps the previous save for restoration. Open New save again to restore it. Leave co-op before changing saves.