Upgrade decisions
Skill Tree Guide
A skill-tree priority guide that gives early upgrade logic while keeping unverified node rankings out of the page.
Quick answer
Spend early upgrades on the bottleneck your current room exposes: survival if runs end early, damage if waves drag, utility if ability use changes clear speed, and economy only when it speeds the next permanent milestone.
Current recommendation: Use ability milestones as checkpoints. First ability, second ability slot and all-abilities achievements show the system matters; they do not prove a fixed best node order.
What to do next
- 1
Open the skill tree and identify the next purchase currently offered.
- 2
Choose the upgrade category that matches the latest failed run: survival, damage, ability tempo, economy or room progress.
- 3
Test the purchase in the same dungeon area before committing more resources.
- 4
Reassess when first ability, second ability slot or all-abilities milestones appear.
Early upgrade path
For the first upgrades, choose the branch that fixes the failure you just saw. Survival comes first when runs end early, damage comes first when enemies linger, ability value comes first when a new slot changes play, and economy comes first only when it clearly shortens the next permanent milestone.
Hero Reset and mistake recovery
Use Hero Reset as the recovery step after a skill or hero investment clearly fails the same-room test. If your current game screen offers a reset, read its refund preview before confirming; do not assume any currency, level or permanent progress is refunded unless the screen states it.
When should you reset
- Reset after two comparable runs show that the current investment does not solve survival, damage, ability tempo or economy pressure.
- Reset when a new hero role, party slot or ability route needs resources more than the old plan.
- Do not reset just because one room push failed; first check whether a weapon, blessing or safer upgrade category fixes the blocker.
Early skill tree priorities
Use this early path when the tree offers several tempting branches. It is a decision route, not a fixed node order.
| First signal | Early upgrade path | Retest |
|---|---|---|
| You die before rewards matter | Survival or durability | Replay the same room and check whether runs last long enough to reveal loot and pressure. |
| Waves take too long | Damage or attack uptime | Replay the same room and compare clear speed before buying economy. |
| An ability milestone appears | Ability testing or slot value | Test the ability in a familiar room before building around it. |
| The next permanent milestone is coin-limited | Economy only when it shortens that milestone | Buy economy when it directly speeds the next room, hero, weapon or skill purchase. |
Upgrade priority by blocker
| Blocker | Early priority | Why |
|---|---|---|
| Runs end before rewards matter | Survival / durability | Longer runs reveal more loot and room pressure. |
| Enemies survive too long | Damage / attack uptime | Clear speed is the direct limiter. |
| Ability unlock just appeared | Ability testing / slot value | Milestones prove ability progression exists. |
| Next room is close | Room-push support | Avoid overfarming if a new room milestone is reachable. |
| Upgrade costs slow everything | Economy only when it shortens the next milestone | Economy is useful when it accelerates a concrete unlock. |
Confirmed context
- The current Steam store listing describes 160+ upgrades, checked on September 8, 2026.
- Observed records include first ability, second ability slot, all-abilities, 25 skills, 100 skills and all-skills milestones.
Primary source
Official Steam launch announcement ↗Hard facts were last checked against the listed first-party source on September 8, 2026. Recheck after material game updates.