The short version
Finish the tutorial, take the boss rewards, return to the lobby, roll a class, match your main stat to that class, then push the highest dungeon difficulty you can clear without repeatedly losing the run. Do not spread stat points evenly just because every stat looks useful.
The release loop is simple: class → dungeon → loot → extract → Forge → harder dungeon. The game advertises randomized dungeons, 30+ classes, stat-build experimentation, Boss Rush and Challenge Dungeon; the current listing (checked October 19, 2026) is titled [🎃 HALLOWEEN] Dungeon Lootr and states Max Player Level: 350 — earlier figures of 225 and 100 are out of date. Beyond that title marker, the description does not describe Halloween-specific content yet.
Update 3 (early October 2026) added a separate endless mode — Expeditions — with its own temporary gear, Run Coins and event currencies, plus five classes earned there instead of rolled. None of it changes the first-hour route above; it opens up once your normal loop is running. Details live on the classes page and the codes page.

First-hour checklist
| Step | Do this | Why |
|---|---|---|
| Tutorial | Learn M1, four class skills, dodge/block and potion refill | These controls are used in every later mode |
| Boss reward | Take the reward chests before returning | Early rings and materials matter more than cosmetics |
| Lobby | Open Classes before spending heavily at the Forge | Your class determines the stat direction of the build |
| Stats | Physical → Strength, ranged → Dexterity, magic → Intelligence | Damage scaling is archetype-specific |
| Survival | Add Vitality only when failed clears show you need it | Damage first is faster when you can already survive |
| Gear | Upgrade pieces you expect to keep for several runs | Higher-rarity ingots become the bottleneck quickly |
| Progression | Raise difficulty only when clears remain consistent | A theoretical higher reward is worthless if you keep failing extraction |
Do not guess your stats from rarity
A rarer class is not automatically a reason to dump the same stat every time. Launch footage shows ranged kits leaning Dexterity, while physical kits lean Strength. If you switch class archetype, reset before judging the new class.
A useful rule is: if the class info calls the kit ranged, start with Dexterity; if it calls the damage physical, start Strength; if it is magic-focused, start Intelligence. Vitality is your correction lever when damage is fine but you cannot finish runs.
Your first Forge decisions
The Forge upgrades gear and eventually becomes a much bigger system than the tutorial suggests. Early footage shows rarity-specific ingots becoming required for evolution, so do not assume every shiny item is worth pushing immediately.
Before upgrading a piece, ask:
- Is its rarity meaningfully better than what I replace every run?
- Do its affixes fit my class archetype?
- Is the next dungeon already clearable without spending this material?
- Am I saving a rarer ingot for a better keeper piece?
When to leave beginner progression
Once you can answer all four of these without guessing, move into the deeper guides:
- Which class am I building around?
- Which main stat scales that class?
- Which Aspect helps that playstyle?
- Which next mode is my target: harder dungeons, Challenge Dungeon, or Boss Rush?
That is the point where a generic beginner guide stops being useful and a build plan starts mattering.
