Furniture links interior design to dungeon survival. Official material confirms that specialized decor can grant permanent combat buffs for the next dive while raising the shop's overall sales appeal.
How buffs fit the loop
A dungeon return supplies materials and recipes; those can become fixtures; the fixtures improve the next run; stronger runs return better loot. This feedback loop is one of Fell & Sell's defining systems.
Choose a coherent package
Combine furniture around a clear need rather than collecting unrelated bonuses. A control build may favor effects that support stun and durability, while an exploration setup may value safer recovery or reward quality if those effects are confirmed in the current game.
Demo-reported effects
A third-party demo review described a vase improving drop rates and a flat healing-on-hit bonus that paired strongly with a hammer. These details are useful leads but not official launch statistics. Verify the item names and values in the current interface.
Layout matters
The official store specifically mentions the right furniture layout, implying that placement is meaningful. The available source does not explain adjacency, room, range, duplicate, or capacity rules. Test an effect before and after moving the relevant object.
Acquisition change
Furniture began dropping as scrolls in Demo 2.0.1. That update also fixed whole stacks of swords and armor disappearing when placed for sale, so old videos may show both different furniture handling and inventory bugs.
Buff database checklist
Record exact title, icon, text, source, cost, footprint, placement constraints, combat effect, sales effect, stacking, activation timing, and version. Separate displayed facts from measured outcomes.
Source standard
Core facts on this page come from the official Steam store and developer announcements. Demo observations are labeled when used. Exact values absent from those sources are not invented.