How to play
Clear each enemy squad to open the doors. Monster and trial rooms are a single encounter, with no sequential reinforcement rooms. The left entrance door (upper door in phone portrait) leads to treasure. All 32 relics can appear from stage 1; every acquired type stays active, stat relics stack beyond three copies, and all seven combos can work together.
Extra spread stacks add damage after the visible spread is full. Treasure, trials, altars and recurring combat rewards each give relics. Shops sell several relics and repeated heals for 5 coins; altars trade one heart for a relic. Elite squads combine ward shields, healers, revenge shots and warned ground strikes. Every stage has its own guardian, with eight geometric silhouettes and different sizes, movement and attacks.
Dodge giant square presses, triangle lunges, small blinking assassins, rotating ring barrages and crossing beams. Shapes match actual contact and projectile hit areas. From stage 2, guardians awaken at 66% and 33% health, briefly preparing their signature attacks. Purple heavy shots pass orbiting stars. Bullets hit the white core; dash briefly grants invulnerability.
Nova clears current bullets and damages nearby enemies, while announced follow-ups and ground attacks remain. Relaxed offers longer warnings and more healing; Adventure and Nightmare increase pressure without restricting relic growth. Claim the guardian relic, then enter the portal; conquer 18 stages to win. Your entire build carries between stages and can be retried from the stage checkpoint.
Discover eight relics to unlock Stargazer; defeat a guardian to unlock Guardian. Nightmare victories unlock higher ranks. Existing saves retain builds and rewards and continue with single-encounter rooms.