Fan-made dungeon & shopkeeper wiki

Fell&Sell

Bring steel into the dark.
Bring profit back into the light.

Find help with death penalties, Dungeon+, armor and shop pricing. Official patch rules are dated; demo builds are not presented as tested current loadouts.

Released26 Aug 2026PlatformWindows / SteamModeSingle-player
Scroll to open the ledger ↓

Fell & Sell Wiki

Stuck? Start with the rule that matters.

Patch-specific answers, re-read October 10, 2026. Recommendations below are editorial advice, not client-tested builds.

What do I lose on death?

The September 21 difficulty note says Easy keeps equipped weapons and armor, but loses carried loot. Hard applies half the furniture combat bonuses. Return to the Village for difficulty changes to apply.

Plan a safer first loop →

Why is my armor upgrade less effective?

Version 1.7.0 introduced diminishing returns. Compare raw armor values using 60 / (armor + 60), not a presumed linear reduction.

Compare your armor →

What should I do in Dungeon+?

The September 18 announcement links elite enemies to Unholy Skulls and the Blasphemous Anvil to upgrades capped at +3.

See unlocks and upgrade limits →

Which build should I copy?

There is no verified item-by-item recipe here yet. Compare the gear you own on the same difficulty; treat demo hammer-lifesteal advice as a lead to test, not a current meta.

Use the build comparison tool →

Developer evidence: September 18, 21 and 22 announcements. This targeted review does not certify every guide or a new game version.

Latest confirmed game updates

Official Steam announcements · checked 2026-10-13. Publication dates below use UTC+8.

Read the source log →

ONE LOOP. TWO LIVES.

Survive the run.
Earn the shelf.

Fight through a first-person roguelike dungeon where every extra room puts the unbanked haul at risk.

Return to craft equipment, arrange combat-boosting furniture, read demand, and set every price tag yourself.

New player guide

How to start Fell & Sell without wasting your first haul

A practical first-loop guide built from the game’s official dungeon-to-shop premise and clearly marked launch-build details.

Fell & Sell is easiest to understand when you treat the dungeon and the shop as one system. A run is not complete when an enemy falls or a chest opens. It is complete when the loot reaches your cabin safely and becomes something useful: equipment for the next expedition, inventory for a customer, or a fixture that makes the shop work harder. That is why a new player’s first goal is not a flashy build. It is a repeatable loop that preserves value.

1. Begin with a return plan, not a maximum-risk route

Before entering, take a moment to check the current settings and decide what would make the trip successful. The official game description frames dungeon loot as valuable only once it is brought home. If your inventory is carrying materials or gear you would regret losing, leaving is a profitable decision—not a failed run. Early progress comes from banking several modest hauls, learning room flow, and discovering what the current build asks you to manage.

2. Read every dungeon choice as risk versus stock

More rooms may mean more rewards, but they also extend the time before you can convert that reward into shop value. Use the Dungeon Biomes guide to understand the confirmed zone progression, then use the Traps guide and Loot guide to keep the goal concrete: recover items you can actually bank. Do not rely on an old demo video for current trap frequency, drops, or controls; launch patches changed several of those details.

3. Turn the return into a shop decision

Back at the cabin, sort the haul by its next job. Materials and recipes can support crafting. Useful equipment can make the next run safer. Sellable stock gives the shop something meaningful to offer. The official store page says players set prices, read supply and demand, and build prestige through decoration, but it does not publish a universal price formula. Start with the observed demand and your own replenishment cost rather than copying a confident-looking number from a video. The Shop Pricing guide explains that evidence-first approach.

4. Improve one bottleneck at a time

When a run goes badly, name the actual bottleneck before spending the next haul. Was the problem survivability, navigation, the amount of stock you brought back, or a shop layout that is not supporting your routine? That question keeps you from buying an upgrade because it sounds powerful. A furniture bonus may help a combat problem; crafting may solve a gear problem; a better stock decision may solve a cash-flow problem. Follow the Crafting guide, Furniture Buffs guide, and Build framework according to the bottleneck you actually observed.

5. Set controls up before the difficult room

Fell & Sell has full controller support and complete key rebinding according to the official August 28 announcement. It also added quickslot input icons and other quality-of-life changes. The official notes do not publish an authoritative button-by-button map, so confirm the prompts in your live client before committing a valuable run. Our Controller Support & Keybinds page separates those confirmed options from details still waiting for direct verification.

The short version: take a safe trip, bank the result, decide which single bottleneck matters most, then run again. Once that loop feels natural, you are ready to optimize a build, chase deeper zones, or turn a reliable shop into a stronger expedition engine.

Fell & Sell beginner FAQ

What is the fastest way to learn the game loop?

Complete a small dungeon-to-shop loop once. Banking a modest haul teaches more than overextending for a single risky room.

Should I sell everything from my first run?

Not automatically. Keep the next run’s bottleneck in mind: a material, recipe, gear piece, or shop item can be more valuable than immediate gold.

Can I use a controller?

Yes. Full controller support and complete key rebinding are confirmed by the official August 28, 2026 announcement; verify live prompts in the current client.

Where should I go after this page?

Choose the guide that matches your current bottleneck: dungeon safety, loot, crafting, pricing, furniture, or builds.

What changed in the Dungeon Update?

The September 18 update added Dungeon+, elite enemies, Unholy Skulls, +3 gear upgrades, new rewards, room-based spawns, and broad balance changes.

Start Here

Your first four entries

New shopkeepers should learn the complete loop before optimizing a single system.

FIELD NOTE · DUNGEON 03

Down where the
souls run like rivers.

The confirmed descent crosses the skeletal Shallow Dungeon, the goblin-held Overgrown Dungeon, and the necromancer-haunted Darkest Dungeon.

Study all three biomes →

The Complete Ledger

20 guides. No invented numbers.

Confirmed mechanics are separated from demo observations and current-build details still waiting for verification.
Start Here

The game loop, demo route, and controls.

01
Beginner GuideA practical first-run plan for surviving the dungeon, banking loot, crafting useful gear, and opening a profitable shop.
↗
02
Demo WalkthroughFell & Sell Demo 2.0 walkthrough with historical controls and first-loop practice. Separate demo observations from release changes and save-transfer unknowns.
↗
03
Gameplay GuideA source-backed overview of the dungeon-to-shop gameplay loop, the choices that define each run, and the current-build features to verify.
↗
04
Controller Support & KeybindsSet up Fell & Sell controller support, key rebinding, movement options, and a safe current-build checklist before carrying valuable dungeon loot.
↗
Dungeon Ledger

Biomes, bosses, traps, and loot.

01
Dungeon GuideUnderstand Fell & Sell dungeon progression, extraction risk, bosses, special rooms, destructible scenery, and how deeper routes improve your loot choices.
↗
02
Dungeon+ GuideA current Fell & Sell Dungeon+ guide covering unlock steps, elite enemies, Unholy Skulls, +3 gear upgrades, new rewards, and combat changes.
↗
03
Dungeon BiomesExplore Fell & Sell's Shallow, Overgrown, and Darkest Dungeon zones, with confirmed enemies, atmosphere, reward progression, and route-planning context.
↗
04
Boss GuidePrepare for Fell & Sell zone bosses with confirmed encounter context, practical run preparation, and a careful method for testing current-build weaknesses.
↗
05
Traps GuideUse this Fell & Sell traps guide to learn confirmed changes, read procedural rooms safely, avoid common hazards, and account for version-sensitive behavior.
↗
06
Loot GuideLearn how Fell & Sell loot supports the dungeon-to-shop economy, why deeper runs are riskier and richer, and when banking a valuable haul is the better call.
↗
Build Workshop

Weapons, lifesteal, altars, and perks.

01
Armor & Build ComparisonCompare Fell & Sell armor setups with a damage calculator and readable reference table. Includes dated patch evidence, not a verified best-build ranking.
↗
02
Hammer BuildTest the Fell & Sell hammer build with its demo stun-focused setup, supporting choices, safe crowd-control habits, and clear current-build verification steps.
↗
03
Lifesteal BuildReview the Fell & Sell lifesteal build as a cautious demo-era healing-on-hit lead, with multi-target testing, safety limits, and current-build checks.
↗
04
Altars and Passive PerksEvaluate Fell & Sell altars and passive perks with confirmed examples, furniture-backed bonuses, radical run changes, and careful current-build testing.
↗
Merchant's Desk

Pricing, decorations, and furniture buffs.

01
Shop Pricing GuideUse this Fell & Sell shop pricing guide to weigh supply, demand, prestige, decoration bonuses, customer sales, and the official 1.4.2 price-warning cue.
↗
02
Decoration BonusesPlan Fell & Sell decoration bonuses around shop appeal and dungeon power, then document real values, layout effects, and current-build limits.
↗
03
Furniture BuffsPlan Fell & Sell furniture buffs using persistent combat benefits, demo-era leads, shop layout choices, and a practical current-build verification checklist.
↗
The Forge

Crafting, blueprints, weapons, and armor.

01
Crafting GuideLearn how Fell & Sell materials and recipes become equipment, shop fixtures, safer dungeon runs, and sellable value without wasting scarce resources.
↗
02
Blueprint LocationsTrack Fell & Sell recipes and blueprint leads with a launch-ready method for recording dungeon sources, Quest Board rewards, conditions, and evidence.
↗
03
Weapons and ArmorConfirmed equipment roles, weapon observations, crafting priorities, and the data needed for a trustworthy gear catalog.
↗

About the game

Why buy from heroes
when you can become one?

Fell & Sell is a first-person action roguelike and fantasy shop-management game by Art Games Studio S.A. Enter dangerous procedural floors, escape with valuable stock, forge equipment, and transform a roadside cabin into a merchant powerhouse.

Decoration has teeth: the right layout improves the next expedition and the shop's sales appeal. Every return becomes a choice between survival gear, stronger shelves, and immediate gold.

Visit the official Steam page ↗
Developer
Art Games Studio S.A.
Publisher
Art Games Studio S.A.
PlayWay S.A.
Genres
Action · RPG · Simulation
Languages
Five additional languages
September 3 update
Storage
4 GB

THE SHOP DOORS ARE OPEN

Ready to risk
one more floor?

Read the beginner guideWatch official trailer ↗
Fell & Sell Beginner GuideStart HereFell & Sell Demo WalkthroughStart HereFell & Sell Gameplay GuideStart HereFell & Sell Controller Support & KeybindsStart HereFell & Sell Dungeon GuideDungeon LedgerFell & Sell Dungeon+ GuideDungeon LedgerFell & Sell Dungeon BiomesDungeon LedgerFell & Sell Boss GuideDungeon LedgerFell & Sell Traps GuideDungeon LedgerFell & Sell Loot GuideDungeon LedgerFell & Sell Armor & Build ComparisonBuild WorkshopFell & Sell Hammer BuildBuild WorkshopFell & Sell Lifesteal BuildBuild WorkshopFell & Sell Altars and Passive PerksBuild WorkshopFell & Sell Shop Pricing GuideMerchant's DeskFell & Sell Decoration BonusesMerchant's DeskFell & Sell Furniture BuffsMerchant's DeskFell & Sell Crafting GuideThe ForgeFell & Sell Blueprint LocationsThe ForgeFell & Sell Weapons and ArmorThe Forge