Campaign
The core PvE experience. Progress through 40 stages of escalating difficulty across four acts, unlocking new items with each first-time victory.

Each campaign stage is a self-contained 3-week run. Every week follows the same Day/Night exploration cycle and ends with a boss fight. Defeat all three weekly bosses to clear the stage and advance to the next one.
Act Structure
The 40 stages are divided into four acts of 10 stages each, labeled A through D. Acts alternate between two biomes, and later acts layer on additional modifiers that increase boss strength.
| Act | Stages | Biome | Notes |
|---|---|---|---|
| Act 1 (A) | 1–10 | Biome A | Base difficulty; introductory enemy set |
| Act 2 (B) | 11–20 | Biome B | New enemy emphasis; different boss variants |
| Act 3 (C) | 21–30 | Biome A | Act+ modifiers: bosses gain extra stats and trait lines |
| Act 4 (D) | 31–40 | Biome B | Act+ modifiers: bosses gain extra stats and trait lines |
Biome A appears in Acts 1 and 3, while Biome B appears in Acts 2 and 4. Each biome brings its own pool of field enemies and boss variants, so returning to a familiar biome in a later act still feels different thanks to the Act+ modifier system.
Weekly Flow
Each of the 3 weeks within a stage follows the same structure: explore during the Day phase, survive the Night phase, then face a boss at the end of the week. The boss encounter determines whether you advance to the next week or fail the run.
Boss Cycling
Bosses are not static per stage. Within each act, the Week 1 boss cycles through a pool of 5 boss variants as you progress through stages. The Week 2 boss draws from the same pool but with an offset, so you rarely face the same pair twice. Week 3 alternates between two final boss variants for that act.
Act+ Modifiers
Acts 3 and 4 apply Act+ modifiers to all boss encounters. These grant bosses additional base stats (such as extra ATK or SPD) and one or more bonus trait lines that alter their combat behavior. This means that even familiar boss variants from earlier acts become meaningfully harder in the later acts.
Starting HP & Gold Scaling
Starting HP and Gold scale with campaign level progression, decreasing at higher stages to increase difficulty. See Player Stats for the full tables.
Item Unlocking
Each first-time stage clear unlocks a random item from your locked pool. See the Items page for full details on the unlock mechanism.
Target Difficulty
The campaign is balanced around the following approximate clear rates, reflecting a steep difficulty curve as players progress:
| Act | Target Clear Rate |
|---|---|
| Act 1 | ~50% |
| Acts 2–3 | ~20–35% |
| Act 4 | ~10% |