The game loop, demo route, and controls.

Fell & Sell Gameplay Guide

Fell & Sell gameplay is built around one connected loop: fight through a first-person dungeon, get valuable loot home safely, then turn it into equipment, shop stock, or a better layout before risking the next run.

Choose the system that is blocking progress

  1. Losing valuable loot: Check difficulty and the extraction decision first. A shop upgrade cannot recover an unbanked haul.
  2. Struggling to survive: Compare equipment and furniture on the same difficulty before calling a setup better. Use the armor comparison tool for its documented formula, not a promised best build.
  3. Returning safely but not earning enough: Inspect stock, the displayed pricing information and customer access. Change one price or layout decision at a time.

These are problem-routing suggestions, not measured income or damage guarantees. The Beginner Guide supplies the first-session checklist; this page explains the connected systems.

Follow the first-session checklist → · Compare armor using the documented formula → · Inspect shop pricing and sales →

01

Fight, loot, and leave alive on the selected difficulty

The official Steam description frames each expedition as a risk decision. Dungeons contain enemies, traps, and increasingly valuable loot, but death costs the haul that has not been safely returned. The September 21 update changes part of that risk: Easy keeps equipped weapons and armor but still loses carried loot, while Medium and Hard use standard item loss.

Difficulty changes apply after returning to the Village. Treat extraction as a strategic choice on every setting, and record the selected setting before comparing deaths or runs.

02

Run a shop from what you recover

Back at the cabin, recovered items can become materials, crafted gear, fixtures, or stock. The September 4 Shop Update changed pricing so active shop bonuses calculate above an item's base price, and the September 5 follow-up added a red warning when a tag is 10%–33% above the acceptable price. Selling is not separate from the dungeon; it funds the next attempt.

03

Build around the next obstacle and the active difficulty

Weapons, armor, altars, and furniture perks all influence the next expedition. The September 21 update says Easy and Medium use 100% furniture combat bonuses, while Hard uses 50%. That makes furniture-based comparisons meaningful only when the difficulty is the same.

Official material confirms that specialized decor can provide combat benefits while improving sales appeal, but it does not publish all stacking rules or a universal best build. Read displayed values in the current client rather than inferring them from an older recording.

04

Use launch-build quality-of-life options

The August 28 official update added full controller support, auto-pickup, complete key rebinding, QuickSlot input icons, an SSAO toggle, and disabled motion blur. Set up the controls and display options before judging the combat rhythm from the default configuration.

05

What current videos can and cannot show

Recent gameplay videos are useful for seeing the dungeon-to-shop loop and player questions in practice, but they are not a substitute for patch notes. Use them to discover topics such as shop prestige or floor progression, then confirm version-sensitive claims against the official Steam store and developer announcements.

06

Keep a version note

Fell & Sell changed quickly around launch. Demo 2.0 introduced destructible dungeon scenery, a transaction display, full key rebinding, double-tap dashing, a tutorial menu, and location nameplates. Demo 2.0.1 changed trap frequency, chest loot, potion drops, furniture scrolls, fire damage, and several controls.

The August 27–28 launch patches fixed dungeon-generation and loading-freeze issues, then added full controller support, auto-pickup, and complete key rebinding. Version 1.4.3 fixed QuestBoard loading, customer flow, price-interface clarity, furniture price stacking, and legacy-demo saves. The September 18 Dungeon Update added Dungeon+, elite enemies, Unholy Skulls, +3 gear upgrades, new reward items, and major combat, loot, prayer, furniture, and dungeon-generation balance changes.

Exact values should always be checked against the current build. Record the build date whenever documenting a route, room behavior, control setting, or economy result.

First-party update references

9 relevant developer announcements are linked below. Full summaries and the UTC+8 publication-date policy are maintained in the source log.

Evidence status

9 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.

Official Steam page ↗Developer news ↗Full source log →

Recommended next

Keep the loop moving

Next field noteShop Pricing GuideRead guide →
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