This is an archive for Demo 2.0 and 2.0.1, not the current release route. Use it to interpret an older demo or video. For a new full-game save, start with the Beginner Guide; later shop, difficulty and Dungeon+ changes must not be assumed to exist in this demo.
Check the build before following a demo step
- Playing the full game: Use the release Beginner Guide instead of copying demo controls, loot expectations or progression limits.
- Looking at an old demo: Record the build label and compare the tutorial and prompts you can actually see. Do not import a later patch feature into an older recording.
- Considering save transfer: Read the current client or official migration instructions before moving files. This guide has not verified a universal demo-to-release transfer procedure.
October 21 editorial boundary correction only. The demo observations have not been replayed or newly verified.
Start a release-build first session → · See the released systems overview →
1. Configure before entering
Open the settings, bind movement and combat inputs comfortably, and decide whether sprint and crouch should toggle. Practice the double-tap dash in a safe area. The tutorial menu can be reopened when a mechanic is forgotten, so there is no need to guess at an interaction.
2. Learn the cabin
Identify the storage, crafting interaction, sales area, and route behind the shop. The official description frames the rear doors as the way into the descending roguelike dungeon, while the local forest is an alternative place to forage. Do not move or upgrade storage while relying on old demo behavior; early builds received fixes for disappearing stacks.
3. Make a short first run
The central decision is when to leave. Official store information confirms that dying costs the entire unbanked haul. Deeper floors offer rarer rewards, but every extra room increases exposure to enemies and traps.
Treat a safe return as progress; a full inventory has no value until it reaches the shop. Read each doorway and floor for trap cues, test destructible scenery, and observe what comes from chests versus breakable objects. Demo 2.0.1 reduced common chest clutter and potion drops from destructibles, so videos from earlier builds may show a different loot rhythm.
4. Return, craft, and stock in the demo
Bring the recovered materials home, inspect the crafting recipes available in that build, and stock an item using its displayed shop instructions. Do not assume item deconstruction is present: that feature belongs to the later September 4 Shop Update, not this Demo 2.0 walkthrough. No exact demo item price or profitable opening recipe is established here.
5. Improve the next expedition
Use proceeds to address the clearest weakness: damage, protection, shop capacity, or a beneficial furniture layout. Check the Quest Board for rewards tied to completed expedition feats. Then repeat the same loop with a slightly larger risk budget.
Demo boundaries and later release changes
The source material used for this archive does not establish an exact final task, terminal floor or universal save-transfer process. The September shop overhaul, September difficulty settings and Dungeon+ are later release-era topics; consult the current guides for those changes. The full-game rules should not be projected backwards into the demo.
Evidence status
0 first-party developer updates currently map to this guide. Version-specific demo or third-party observations are explicitly labeled and are not treated as current official statistics. Unknown numeric values remain unclaimed until they can be verified in the current build.