THE WAGERER’S FIELD GUIDE

Know the game.
Beat the house.

Your guide to the reels, your relics and every step down.
Casino guide updated September 30, 2026

Start your first descent ↓

Your first descent

The relic reels, with unobstructed items and wagering controls
  1. Hear the opening story and spin. Your first reel reward sets your starting equipment.
  2. Explore Casino Floor 1. Move while equipment attacks automatically. Collect XP for temporary favors and search for the stairs.
  3. Survive the escape pursuit. Interact at the stairs, hold out for 12 seconds, then leave to bank rewards.
  4. Face ten Pit Bosses. Spin for equipment, choose your battle stance and time your attacks.
  5. Descend into the next casino. Keep your earned equipment and continue the story. Casino favors reset.

Your first run starts with 30 coins. The first pull is a guaranteed triple unless the second House Marker is active. Keep some coins for healing and future spins.

Casino floors & house favors

From reels to the casino

The opening story leads to the reels, which provide your first equipment. Enter Casino Floor 1, find the stairs and escape. Then reel rewards and ten Pit Boss battles lead to the next casino floor. Bring the equipment you earned into the next exploration. Fifteen casino floors and 150 Pit Boss chambers complete the descent, with a new story beat at each casino entrance.

Choose your descent rules

Before starting, choose DIFFICULTY & HOUSE RULES in Options or DESCENT RULES during the prologue. Enemy vitality and damage adjustments apply to casino floors and Pit Bosses. Your choice stays fixed for that descent; changing the preference later affects your next run. Completing the vault unlocks optional House Rules for later descents.

Move, collect, survive

Move with WASD, the arrow keys or the controller's left stick. Your equipment attacks automatically. Gold coins fund the reels; bright XP gems earn temporary house favors. A gem can share a drop with a coin. Your vitality and rechargeable shield are at the upper right, goals and favors at the upper left, and equipped attacks across the top.

Find your way down

M or controller Back opens the explored map. E or controller A interacts with nearby caches and stairs. The Way Down favor reveals a pulsing purple route through walkable space. At the stairs, interact to start a 12-second pursuit, survive until they open, then interact again to escape. Escape or controller Start pauses. HOW TO PLAY is available from the casino pause menu.

Your favors stay on the floor

Casino choices grant temporary attack patterns, speed, damage, protection, collection or a revealed route. Repeats refresh timers; attack-pattern favors replace each other. Only remaining health, collected coins and earned campaign XP return to the reels. Item level, rarity and Pit Boss effects stay unchanged.

Read the complete casino guide: attacks, favors, encounters and rewards →

Reels, paylines and stakes

A two-symbol match pays a common relic. A three-symbol match can pay uncommon or better, drawn from the chamber drum. A triple bomb does not award a relic. More coins per line enrich potential rewards and strengthen bombs; they do not improve the chance of matching.

Wagers before relic modifiers
PaylinesPlayer levelBase spin costBase triple chance
1 · middle row1218%
2 · top and middle10536%
3 · all rows20958%
5 · rows + diagonals301470%
7 · adds two V lines402080%

Choose 1–5 coins per line. The spin price is the base cost above multiplied by that selection, less any spin discount, with a minimum of one coin. Luck, rigging, free lines, nudges and guaranteed spins can alter the result: the game’s displayed odds and price reflect your build.

Bombs and Fortune

Loose bombs arm smaller fuses; a triple arms a larger one. Fuse damage is spread over the opening enemy turns. Guard can absorb it and fuse wards reduce each tick. Bombs are initially dormant for the first three chambers unless a House Marker changes that rule.

Two-matches grant 10% Fortune and triples grant 25%, before relic amplification. Fortune strengthens your battle damage. The winning item family also gives a temporary match gift for the next fight, even if you sell the item.

  • Weapon: opening damage.
  • Armor: opening Guard.
  • Charm: critical chance.
  • Supply: a Recover charge; triples also improve healing.
  • Relic: a Relic Art charge; triples also improve Fortune.

Combat, power and accuracy

Current battle interface with separate power and accuracy meters

CALL boosts the opening action but provokes foes for three rounds. READ reveals upcoming moves and reactive tells; relics can add opening Guard.

Attack

Strike a selected foe. Uses power and accuracy; can critically strike.

Relic Art

Spend a charge to attack the enemy group. Includes twice your Attack bonus and one power per equipped relic. Uses power and accuracy and can critically strike.

Guard

Gain Guard without a timing check. Armor adds a counter: 35% of your Guard bonus, rounded down. Normally half of unused Guard carries to the next round.

Recover

Spend a Recover charge to heal up to your maximum vitality. No timing check.

Two stops. One strike.

  1. Power: click or press Space to stop the needle. Green gives 100% power; yellow 70%; red 40%.
  2. Accuracy: press again to stop the reel. Green hits and adds 25 percentage points to critical chance; yellow hits at your power-based critical chance; red misses on Standard and High Stakes.

Relics can widen the Perfect zone or slow the power meter. Both meters speed up with depth within fixed limits. In Relaxed mode, red accuracy grazes for 40% damage instead of missing.

Ten perfect stops earn a bonus spin

Green stops on either meter count toward the same streak. Ten consecutive green stops award one free spin and reset the counter; any non-green stop breaks the streak. Bonus spins use your selected wager without charging its spin price, and still carry normal outcomes and bomb risk. Streak progress and earned spins are saved with the run.

Defense reduces ordinary hits before Guard absorbs the remainder. The house normally grows impatient from round six, gaining power each round. Guard-breaking and status effects follow their own rules.

The elemental wheel

The gilded elemental wheel with Fire, Water, Electricity, combination and jackpot pockets

Open the wheel between actions at the reels, in battle, and during available between-chamber choices. It pauses the game and costs coins, never an attack or move. Finish any active animation or dialogue choice first.

Seven pockets, three elements

  • Fire, Water and Electricity: 24% each.
  • Steam (Fire + Water), Storm (Water + Electricity), and Plasma (Electricity + Fire): 8% each.
  • Trinity: 4%, equipping all three elements.

A spin replaces your current elements immediately. They remain equipped until your next spin; closing the wheel does not undo a purchase. Elemental emblems on equipped weapons show your current wheel infusion, not a permanent property of that item. Spinning again changes that infusion.

Read the enemy before buying another spin

Water beats Fire; Fire beats Electricity; Electricity beats Water. Attack and Relic Art deal 20% more damage against a weakness or 20% less against a resistance, before enemy Guard. Matching elements and Neutral enemies take normal damage. Combination pockets use the best equipped element for each target, never stack bonuses, and Trinity gives +20% against every elemental foe. It gives no bonus against Neutral foes.

Affinities follow the character: Candle Knight, Matchgirl and furnace-powered Brass Jackal are Fire; Cold Deck, Ice Sculpture and Nightcap are Water; Marquee, Bad Beat and Eye in the Sky are Electricity. Many casino characters stay Neutral. Use Inspect in your action panel to see a foe’s affinity, weakness and current matchup without spending a move.

The price heats up—and cools down

A cool wheel starts at 3 coins in chambers 1–10, 4 in 11–20, and increases by 1 every ten chambers, reaching 17 in 141–150. Each spin adds one heat: the next price is the base cost multiplied by (1 + half the heat), rounded up. At depth 1, consecutive spins cost 3, 5, 6, then 8 coins.

A completed combat turn without a spin removes one heat. Clearing a chamber removes another and can also apply a no-spin turn reduction. Simply waiting does not cool the wheel. The displayed next price is always the amount you pay.

Choose your difficulty

Choose DIFFICULTY & HOUSE RULES in Options, or DESCENT RULES during the prologue, before starting. The choice stays fixed for that descent; later preference changes apply to your next one. Enemy vitality and damage adjustments affect casino floors and Pit Bosses.

High Stakes

Enemies have 10% more vitality and attacks deal 8% more damage. Timing speed stays the same.

Relaxed

Enemies have 6% less vitality and weaker attacks. Both meters move 15% slower; accuracy misses graze for 40% damage.

Standard

Challenging but learnable. Enemies gain power later in long fights during the first 20 chambers. Build carefully and make your timing count.

Enemy intentions and status effects

Look at each foe’s intent before choosing an action. Some foes change plans in response to your Guard, healing, purse or their remaining vitality. Bosses and some elites change their hand at half vitality.

Attack / Charge
A direct hit, or preparation for a stronger move.
Guard / Heal
The enemy protects itself or restores vitality.
Burn
Damage to vitality over the remaining enemy turns.
Hex
Your damage is reduced by 25% for affected actions.
Drain
Steals coins; Guard can protect you.
Rig
Sabotages the odds on a coming spin.
Siphon
Removes action charges.
Summon
Adds an ally if the act’s enemy cap allows it; a full field can be rallied instead.
Shatter
Breaks Guard and threatens vitality. Ordinary Defense does not work the same way against it.

Relics, rarity and item level

Equip up to five relics. The current catalogue has 123 item families and 615 rarity variants: every family exists in all five rarities. Persistent player level unlocks additional item families as well as paylines. Available families can roll any rarity; rarity does not bypass a family unlock.

New loot rolls an item level from chamber − 10 to the current chamber, clamped to 1–150. Existing gear keeps its level. Flat combat bonuses use 1 + 0.055 × (item level − 1), with whole-point rounding. Rarity is applied before that scaling. Chance bonuses, action counts and economy effects are not all scaled by item level.

Higher rarity strengthens eligible effects and adds vitality, while fixed effects such as extra paylines and free rerolls stay bounded. Compare the actual rolled effect text before replacing a relic.

Base sale values: common 3, uncommon 7, rare 12, legendary 20, mythical 30 coins; other bonuses can modify the reward.

Twenty entries on the drum

The base drum has 8 common, 5 uncommon, 4 rare, 2 legendary and 1 mythical entry. Pool relics replace common entries with higher rarities while preserving twenty entries and at least one common. Higher stakes weight the prize toward rarer entries; they do not add entries or increase matching odds.

Browse all items and compare effects ↗

150 chambers. Three kinds of level.

Chamber depth

1–150 within the run. Scales enemy strength, base player power and new loot.

Player level

Persistent XP progression up to 100. Unlocks paylines at levels 10, 20, 30 and 40. Levels 51–100 grant mastery vitality: 0.5% of the chamber’s base vitality per level, up to 25%, with integer rounding.

Item level

A rolled level from ten below the chamber up to the current chamber, with a minimum of 1. It stays with the item and determines its scaled combat bonuses.

Chambers 1–50 normally have one foe, 51–100 have two, and 101–149 have three. The Owner fights alone in chamber 150. Identities vary while strength scales with depth. Every tenth chamber is a boss encounter; The Owner always holds chamber 150. Use the DEPTH MAP to inspect your route.

Your base maximum vitality starts at 50 and grows by 2 per chamber descended, before relics and mastery. Attack, Relic Art, Guard and Recover also grow with depth. Descending restores 5 vitality plus 12% of maximum vitality, rounded to the nearest whole point and capped at your maximum.

Defeat the final chamber to earn a permanent Gold Coin: future descents start with 1,000 coins. It is never consumed. Cleared descents also unlock stacking House Markers.

Read the boss guide ↗

House offers and between-fight choices

Between fights, you can spend coins to mend vitality or buy action charges. Prices increase with depth and purchases, so read the displayed cost. Mending heals only up to maximum vitality.

Special offers appear every ten chambers, starting at chamber 4. Fourteen encounter types can trade relics, offer healing, wager your purse, suppress bombs or change your next battle. Read every price before accepting: some ask for vitality, future danger or a temporary restriction instead of coins.

A stronger rarity is not always a better fit. A relic that protects against fuses or supports your other four items may be worth more to your run than an isolated damage upgrade.

Lucky allies and unlucky enemies

Not every meeting on the stairs is a battle. The traveller cast includes 189 lucky allies and 78 unlucky enemies, separate from the combat roster. Each has a story and brings either a temporary blessing or a setback.

A lucky meeting

An ally can improve Attack, Guard, Recover healing or critical chance for the next two won battles. Ten special allies can also be invited to travel with you.

An unlucky introduction

An unlucky enemy applies a temporary penalty to one of those bonuses. These encounters are resolved through their encounter choice; they are not the combat bestiary’s defeated-enemy count.

When do travellers appear?

Meetings can begin at chamber 2. Boss chambers and pending House offers block them, and meetings are spaced at least three chambers apart. Before relic modifiers, each eligible chamber has a 32% meeting chance; a meeting has a 70% chance to be an ally. A character does not repeat within the same descent.

Relics can change meeting chance (capped from 10% to 65%) and the ally share of meetings (20% to 95%). These are separate from the reel’s match odds. Inspect their effects in STATS.

Blessings and setbacks

Effects last for two battle victories. You can have one blessing and one setback at a time; another meeting of the same kind replaces that effect and refreshes its duration. Temporary effects do not stack without limit.

Bring a friend

Up to two recruitable allies can accompany you for the run. When the party is full, choose whom to replace. You may accept an ally’s help without recruiting them; unlucky enemies cannot join.

Companions act automatically once per fight: the first slot helps after your second action, and the second after your fourth, if a foe is still standing. Depending on the ally, support strikes one foe, hits the group, breaks Guard, adds your own Guard or restores vitality. Support strength grows with chamber depth. Hover over the party entry to inspect the skill.

Achievements and lifetime progress

The House Ledger contains 100 achievements. Open ACHIEVEMENTS from the title screen or pause menu, then search by name or filter by category and earned status. Locked icons are sealed and dimmed; earned icons show their full color.

Unique encounter milestones across all descents
Meeting typeDifferent characters met
Lucky allies1 · 5 · 10 · 25 · 50 · 100
Unlucky enemies1 · 5 · 10 · 20 · 35 · 50

A character counts once across your descents, after its encounter choice completes successfully. Merely seeing a preview does not count, and meeting the same character again does not increase the total. Recruitment is optional. Both counters save with the completed encounter.

Other goals reward bosses, Perfect timing, relic combinations, coin totals, House offers and full descents. Combat counters bank when you win; replaying part of an interrupted fight does not repeatedly bank its actions. Earned achievements remain earned across runs.

Older saves retain earned achievements and can recover progress from facts already recorded, but cannot reconstruct earlier meetings or unrecorded combat counters. The website catalog is a reference, not a connection to your personal save. Steam achievement support is being prepared for release.

Browse all 100 achievements and their artwork ↗

House Markers

Clears unlock additional House Markers. Choose them before starting in Options → DIFFICULTY & HOUSE RULES or the prologue’s DESCENT RULES. Their challenges stack as you increase the selected marker level and stay fixed for that descent.

  1. Bombs are armed from the first chamber.
  2. The first pull is no longer a guaranteed win.
  3. The house grows impatient from round four.
  4. Companion enemies arrive at full strength.
  5. All foes begin with extra power; mending and purchased charges cost 50% more.

Controls, stats and saving

Your lifetime records

Open OPTIONS → STATS for best depth, finished runs, wins, win rate, lifetime XP, combat records, unique encounters and achievements. These records carry across descents. Combat totals bank when you win a battle; older saves may not contain every historical total. The in-run STATS button still shows your current character build.

Inspect an enemy

Select a living foe, then choose INSPECT in the battle action panel. It pauses the fight and spotlights that enemy beside its details. Check vitality, Guard, elemental affinity and your current matchup without spending an action. Choosing READ before the fight also reveals upcoming moves and reactive tells. Close the panel with CLOSE or Esc to return to battle.

Audio and accessibility

OPTIONS offers independent Master, Music, Ambience and SFX volume. Accessibility settings let you disable screen shake, reduce flashes and switch off the low-health heartbeat. Changes save between sessions. Use Tab / Shift+Tab to move focus, Enter to select, arrow keys to adjust volume and Esc to close settings.

Use the on-screen buttons to spin, inspect relics, select a target and choose actions. In battle, 1 / 2 / 3 / 4 select Attack / Relic Art / Guard / Recover. Esc closes an inspection or opens the pause menu; required choices still need an answer.

STATS opens your complete build breakdown. Hover or focus entries for explanations. DEPTH MAP shows campaign progress. Inspecting either pauses play.

Choose CONTINUE on the title screen to resume a saved run. Quitting during battle resumes from the chamber checkpoint, not midway through an action. If RETRY SAVE appears, use it before closing the game.

Your XP, records, unlocked progression and earned Gold Coin persist across descents. Starting a new run resets that run’s chamber, coins and inventory. Need help? Contact support.

Stat and relic-effect glossary

Open STATS during a run; hover or focus a row for its explanation. The values shown include your current gear. Power is displayed before timing, Fortune and conditional effects.

3-Match Chance

Normal triple-match chance for the selected wager, including luck bonuses and rigging. Guaranteed spins and nudges can change the final outcome.

Attack Power

Attack damage before timing, Fortune, criticals, enemy guard and conditional bonuses. Equipped attack bonuses are included.

Between Chambers

Health restored after winning and descending, capped at your maximum vitality.

Burn

Damages vitality directly over its remaining enemy turns.

Charges Left

Remaining uses of Relic Art and Recover for this fight. Relics, match gifts and purchases can grant extra charges.

Coins / Relics

Coins pay for spins, healing and purchases. Your five equipped relics determine the build bonuses below.

Critical Chance

Power timing sets your base critical chance. Green accuracy adds 25 percentage points; yellow retains the base chance; red misses. Certain relics let Solid power crit at half the Perfect chance. Applies to Attack and Relic Art.

Current Guard

Your remaining damage shield in this fight. Blocking consumes guard before vitality on ordinary hits.

Defense

Flat damage reduction against ordinary enemy hits, applied before guard. Shatter and status damage follow their own rules.

Fortune

Damage bonus carried into battle from the winning match, amplified by Fortune relics.

Fuse

Remaining bomb damage, spread across the remaining enemy turns. Guard absorbs the damage and fuse wards reduce each tick.

Guard Action

Guard gained when you use Guard. Guard absorbs damage; normally half of what remains carries into the next round.

Hex

Reduces your damage by 25% for the affected actions.

Level

Your persistent level unlocks paylines and additional item families. Unlocked families can roll any rarity. Item levels never exceed the current chamber. Your player level carries across descents.

Recover Action

Health restored by Recover, up to maximum vitality. Each use spends a Recover charge.

Relic Art Power

Relic Art damage before timing, Fortune and conditional bonuses. Includes twice your attack bonus and one power per equipped relic.

Stance

CALL strengthens the opening action and provokes foes for three rounds. READ reveals the foe's hand and reactive tells.

Vitality

Your current and maximum health. Reaching zero ends the descent. Maximum health grows with chamber depth and relic bonuses.

Ally Chance

Changes the share of traveller meetings that bring a lucky ally. The ally share is capped between 20% and 95%.

Attack Bonus

Added to Attack power and doubled for Relic Art power. Already included in the power values above.

Bomb Coins

Coins paid for loose bombs showing on the reels.

Bomb Ward

Health restored for each loose bomb showing on the reels.

Bonus Lines

Adds a free payline to the selected wager.

Call Bonus

Extra opening damage when choosing CALL.

Coin Bonus

Extra coins awarded for each battle won.

Combo Bonus

Adds to the damage bonus carried by a winning match into battle.

Crit Bonus

Adds percentage points to Attack and Relic Art critical chance on Perfect power timing.

Enrage Delay

Extra rounds before the house begins growing impatient.

Execute

Extra Attack damage against foes at or below 34% vitality.

First Blood Charge

Relic Art charges granted for first blood.

First Strike

Extra damage on the opening action of a fight.

Free Reroll

Number of relic rerolls available without payment each chamber.

Full Pack Fortune

Grants extra Fortune when all five relic slots are filled. The resolved bonus appears in Fortune bonuses.

Fuse Ward

Reduces each bomb-fuse damage tick before guard absorbs it.

Guard Bonus

Added to Guard gained. Half this bonus, rounded down, also becomes flat defense. Relic Art gains this bonus as guard too. Guard also counters for 35% of this bonus, rounded down.

Guard Keep

Preserves your remaining guard between rounds instead of halving it.

Heal Bonus

Extra health restored each time you use Recover, capped at maximum vitality.

Kill Refund

Relic Art charges gained when you defeat a foe.

Lifesteal

Damaging actions restore health up to maximum vitality. Half of excess healing becomes Guard, rounded down.

Max Hp

Extra maximum vitality from relics or house offers. Included in your vitality total above.

Meeting Chance

Changes the chance of a traveller meeting in eligible chambers. Total meeting chance is capped between 10% and 65%.

Nudge

Chance to turn a near miss into a triple match.

Opening Guard

Guard granted automatically when a battle begins.

Per Armor Guard

Guard bonus for each equipped ARMOR. The resolved total is already included above.

Per Charm Wild

Triple-match chance bonus for each equipped CHARM. The resolved total is already included above.

Per Weapon Attack

Attack bonus for each equipped WEAPON. The resolved total is already included in Attack power.

Phase Break

Extra damage against a boss that has changed its hand.

Pool Legendary

Replaces common reel entries with legendary entries, keeping twenty total and at least one common.

Pool Mythical

Replaces common reel entries with mythical entries, keeping twenty total and at least one common.

Pool Rare

Replaces common reel entries with rare entries, keeping twenty total and at least one common.

Pool Uncommon

Replaces common reel entries with uncommon entries, keeping twenty total and at least one common.

Rarity Push

Treats the reels as more heavily staked when determining relic rarity.

React Punish

Extra damage against a foe using a reactive intent.

Read Guard

Extra opening guard when choosing READ.

Shatter Keep

Amount of guard protected when an enemy shatters it.

Spin Discount

Reduces the price of a spin.

Thorns

Damage returned to an attacker when you block its hit.

Thorns Always

Damage returned when an enemy hits, even without blocking.

Timing Green

Widens the Perfect region of the action timing meter.

Timing Slow

Slows the action timing meter, giving you more time to stop it.

Wild Chance

Increases normal triple-match odds by this many percentage points.

Yellow Crit

Allows Attack and Relic Art to critically strike on Solid power timing at half the Perfect power chance. Green accuracy adds its separate critical bonus.