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Playing Allure of the Stars

The following backstory blurb is a copy of the game intro screen:

Your party of trusty explorers is about to test its fortune by plundering a vast derelict passenger cruiser. The grand spaceship was abandoned and lost after an accident at the Solar System's outer frontier, but recently unexpectedly reappeared. Reportedly, deposit safes and jewelry inventories were never salvaged. Neither are emptied the gilded robot holds, the expensive arboretum nor the extravagant whole-deck habitat of natural and enhanced animals.

Up to this day, countless autonomous life support and damage mitigation subsystems with redundant power sources busy themselves throughout dozens of decks. They seem successful, because there are abundant traces of ongoing metabolism all over the ship. That should make exploration so much easier.

Yours can't be the only shady Neptune Area crew interested in the giant wreck, so you shouldn't count on reaching it unopposed. The feral outer frontier denizens are not famed for scruples nor for restraint when using hazardous nano, cyber and bio technologies, so never assume you are safe. Be ready to hide in shadows, create distractions, set up ambushes, bump into unspeakable horrors, puzzling machinery and astounding treasures. Gather clues, ideas and resources. Creatively use all you can find, because your survival depends on grit and ingenuity. Whenever your turn back in fear, expect to be chased via sight, sound and smell by those that don't fear and don't tire.

What to expect

Allure of the Stars is a turn-based game. You issue a command. Then you watch its results unfold on the screen, without you being able to intervene. Then the dust settles and you have as much time as you want to inspect the battlefield and think about your next move.

Once the few basic command keys and on-screen symbols are learned, mastery and enjoyment of the game is the matter of tactical skill and literary imagination. To be honest, a lot of imagination is required, because the game's plot and characters are yet very lightly sketched. However there are already hours and days of replayable fun to be had and gameplay mastery to build, confirm via high scores and pit against challenges, the first challenge being to finish all scenarios on standard difficulty (5) that already requires careful planning and use of multiple resources, but gives some leeway for trial, error and imperfect execution. Role playing and piecing clues from text descriptions is mandatory at the start of the longest scenario, but completely optional elsewhere for players that prefer tactics and optimization challenges to storytelling.

The game differs from classic roguelikes in a few ways:

  • player manually controls each member of his squad, though often the best tactics is to scout with only one character (a classic roguelike feel) and let others guard important areas

  • the game is turn-based, but with visibly high granularity --- projectiles fly gradually over time with varying speeds and can be sidestepped or shot down; less so explosions that are swarms of projectile particles (turn-based just the same)

  • time passes and factions pursue their goals on a few levels simultaneously, while other levels are frozen (but all are persistent)

  • the same laws of simulated world apply to all factions and all actors, whether player-controlled or AI-controlled; e.g., the same field of view calculation, skill checks, equipment limitations, rules for item and terrain use

  • combat mechanics is deterministic; randomness comes only from AI decisions and procedurally generated terrain

  • there's (almost) no HP regeneration; attrition ensures all past (silly) decisions matter; HP of every actor starts at around half max

  • each character has 10 uniform equipment slots, which fill quickly given that most melee weapons have cooldowns

  • each faction has a single shared inventory of unlimited size, which has a physical location on the map and so can be ransacked

If the game window is too large for your screen or the game doesn't start or you experience other technical issues, please consult or describe your problem on Discord or Matrix or the issue tracker. Contributions of all kinds are welcome. Please offer feedback to or, preferably, on any of the public forums.

Starting your adventure

Commands for starting a new game, saving and exiting the current game, configuring convenience settings and toggling AI control of the party are listed in the main menu, brought up by the Esc key. Of the convenience settings, the suspect terrain choice is of particular interest, because it determines not only screen display of the level map, but also whether suspect tiles are considered for mouse go-to, auto-explore and for the C-? command that marks the nearest unexplored position. Game difficulty, from the game setup menu, determines hitpoints at birth: difficulty below 5 multiplies hitpoints of player characters, difficulty over 5 multiplies hitpoints of their enemies. Each of the several named optional challenges make the game much harder, but usually simpler, as well.

The "cold fish" challenge mode makes it impossible for player characters to be healed by actors from other factions (this is a significant restriction in the long crawl adventure). The "ready goods" challenge mode disables crafting for the player, making the selection of equipment, especially melee weapons, very limited, unless the player has the luck to find the rare powerful ready weapons. The "lone wolf" challenge mode reduces player's starting actors to exactly one, though later on new heroes may join the party. The "finder keeper" completely disables flinging projectiles by the player, which affects not only ranged damage dealing, but also throwing of consumables that buff teammates engaged in melee combat, weaken and distract enemies, light dark corners, etc.

The game scenarios, as ordered by their number, lead the player along an optional story arc. The first two adventures double as tutorials that offer rudimentary preparation for the main game, the long crawl. They gradually introduce exploration, stealth and melee combat, helping the player develop his repertoire of squad formations and move patterns, suitable for different tactical contexts. When the player loses, a defeat message for the scenario appears with hints about strategies known to work in the given tactical context. Alternatively, the player may postpone reading these messages and instead try to puzzle out the tactics himself --- this is not so hard, as there are not so many moving parts to figure, at least in the short adventures.

As soon as the player learns to navigate initial levels of the crawl game and starts employing ranged combat, light sources and other means of gaining or denying battlefield intel, and dies a lot, it makes sense to return to the remaining short adventures. They bring forth many extra game features and tactics and prevent the player from missing half the fun by trying to play the crawl just like a normal roguelike with spare heroes. The extra scenarios continue the plotline from the initial tutorial adventures in the form of flashbacks and eventually lead up to the events that start the main crawl adventure. The training they provide has narrow focus, drilling a particular skill set, even as exotic as opportunity fire management, a frantic race to the exit and big asymmetric melee battle. The challenge the scenarios offer may be, accordingly, quite extreme, particularly at higher difficulty levels and when striving for high scores.

The main adventure, the long crawl, is the only one that takes place over many floors, some initially blocked, requiring lots of time to beat. The focus is on resource management and survival, including food gathering and cooking, crafting, terrain transformation using tools, spotting environment clues and guessing and countering opponents' strategies. The player has a choice of exploring a single level at a time or portions of many levels along a single staircase. On some levels he may explore and loot with a single scout, eluding most opponents. On others he may be forced to change the pace and perform a complete exterminatory sweep involving his whole party. On yet others, his best course of action may be to defend a key location until the first wave of attackers is broken. The large game arena calls for strategic thinking, including resource management, frantic races to the exit, big asymmetric melee battles. Thus, the crawl scenario is the most replayable adventure, but even the small ones can be refreshed by striving to beat a high score and then ramping up the difficulty settings.

Exploring the world

The map of any particular adventure consists of one or many levels and a level consists of a number of tiles with a particular terrain kind on each. The game world is persistent, i.e., every time the player visits a level during a single game, its layout is the same (unless modified by other actors).

Letters and digits on the game screen are likely to represent actors. On the other hand, terrain is depicted with non-letter and non-digit characters and with zero 0. Blocky solid symbols are likely to be non-passable and/or not translucent terrain. White, cyan and green terrain is usually inert, red is burning or trapped, blue activable or trapped, magenta activable or searchable.

Items lying on the ground are represented with non-letter and non-digit characters, just as terrain, though rarely with blocky symbols. In case of doubt, one of the aiming commands (/ and KP_/, that is, / on the keypad) cycles through all visible and remembered items on the level and another (* and KP_*, all with default keybindings) through all foes. Also, pointing at a map position with MMB (middle mouse button) displays a short description of its contents.

Pointing with RMB enters aiming mode, in which pointing again or pressing Space key or MMB decreases detail level of the description. If a foe or interesting terrain is being pointed at, tilde key ~ shows the relevant lore details, including crafting recipes afforded by this terrain, if any. The basic terrain kinds are as follows.

terrain type                  on-screen symbol

bush, transparent obstacle    %
trap, ice obstacle            ^

wall                          #
tree, rock, man-made column   0
rubble                        &
stairs, exit up               <
stairs, exit down             >
closed door                   +

open door                     '
ground, corridor              .
water, other fluid            ~

smoke, fog, open fire         ;
workshop, curtain, foliage    :

The four groups above, in turn, block movement but not view, block both, block neither, block view but not movement. Additionally, each tile, regardless if open and if translucent, may be permanently lit with ambient light or not.

Actors are marked with lower and upper case letters and with characters @ and 1 through 9 (but never 0). Player-controlled heroes are always bright white and at game start they are selected (e.g., to run together) so they have a green highlight around their symbol. If player manages to take control of animals or other actors, they retain their letter and color, but gain a highlight as well.

So, for example, the following map shows a room with a closed door, full of actors, connected by a corridor with a room with an open door, a pillar, a staircase down and rubble that obscures one of the corners. The lowest row of the larger room is full of items.

######       ######
######       ##########

Leading your heroes

The heroes are displayed on the map with bright white color (red if they are seriously wounded) and symbols @ and 1 through 9 (never 0). The currently chosen party pointman is highlighted on the map with yellow. The easiest way to control your team is to run a short distance with your pointman using Shift-direction or LMB, switch the pointman with the Tab key, repeat. In open terrain, if you keep consistent distance between teammates, this resembles the leap-frog infantry tactics, in which the immobile team members cover the movement of the others. For best effects, try to end each sprint behind cover or concealment (note that a thin pillar is neither, but a single shadowed spot may be enough to hide in the dark).

Pointman hero's attributes are displayed at the bottom-most status line which, in its most complex form, looks as follows.

*@12   2m/s Calm: 20/60 HP: 33/50 Pointman: Haskell Alvin   6d1+5% 4d1

The line starts with the list of party members, with the current pointman highlighted in yellow. Most commands involve only the pointman, including movement with keyboard or keypad or LMB (left mouse button). If more heroes are selected (highlighted in green), they run together whenever : or S-LMB (LMB while holding down Shift) over map area is pressed, though that's usually not a precise enough method of controlling a team. Any sleeping hero is highlighted in blue and can be woken up by yelling with % key, which also taunts or stresses up nearby enemies.

Next on the bottom-most status line is the pointman's current and maximum Calm (morale, composure, focus, attentiveness), then his current and maximum HP (hit points, health). The colon after "Calm" turning into a dot signifies that the pointman is in a position without ambient illumination, making stealthy conduct easier. A brace sign instead of a colon after "HP" means the pointman is braced for combat (see section Moving and acting).

In the second half of the bottom-most status line, the pointman's name is shown. Then come damage dice of the pointman's melee weapons and pointman's appendages, ordered by their power. The dice of the first recharged weapon, the one that is going to be used now, is adorned with percentage damage bonus collected from the whole equipment of the pointman. If the dice are displayed with upper-case D instead of lower-case d, the weapon has additional effects apart of the usual direct damage. The nature of the effects can be appraised via the equipment outfit menu. Only the most common piercing direct damage, denoted by the damage dice, is affected by the percentage damage bonus. The other direct damage kinds, such wounding and burning, are represented by extra added integers and are not scaled by bonuses from melee skill nor maluses from the opponent's armor.

Weapon damage and other item properties are displayed using the dice notation xdy, which denotes x rolls of y-sided dice. A variant written xdLy is additionally scaled by the level depth in proportion to the maximal level depth (at the first level the result is always one, then it grows up to the full rolled value at the last level). Section Battling monsters below describes combat resolution in detail, including the role of the percentage bonuses.

The upper status line describes the current level in relation to the party.

5  Lofty hall    [33% seen] dire basilisk    [__**]

First comes the depth of the current level and its name. Then the percentage of its explorable tiles already seen by the heroes. Then the common focus of the whole party, coming from the aiming crosshair marked on the map with a red box and manipulated with mouse or movement keys in aiming mode. In this example, the crosshair points at a dire basilisk monster with its hit points drawn as a half-full bar.

Instead of a monster, the aiming crosshair status area may describe a position on the map, a recently spotted item on the floor or an item in inventory selected for further action or, if none are available, a summary of the team composition. For example, this form

5  Lofty hall    [33% seen] spot (71,12)    p15 l10

indicates that the party is aiming at an exact spot on the map. At the end of this example status line comes the length of the shortest path from the pointman's position to the spot in crosshair and the straight-line distance between the two points, one that a flung projectile would travel if there were no obstacles.

Moving and acting

This section is a copy of the few initial bits of in-game help. The in-game help pages are automatically generated based on a game's keybinding content definitions and on overrides in the player's config file. The remaining in-game help screens, not shown here, list all game commands grouped by categories in detail. A text snapshot of the complete in-game help is in InGameHelp.txt.

Walk throughout a level with mouse or numeric keypad (right diagram below) or the Vi editor keys (middle) or the left-hand movement keys (left). Run until disturbed with Shift or Control. Go-to a position with LMB (left mouse button).

      q w e          y k u          7 8 9
       \|/            \|/            \|/
      a-s-d          h-.-l          4-5-6
       /|\            /|\            /|\
      z x c          b j n          1 2 3

In aiming mode, the same keys (and mouse) move the aiming crosshair. Press KP_5 (5 on keypad) to wait, bracing for impact, which reduces any damage taken and prevents displacement by foes. Press S-KP_5 or C-KP_5 (the same key with Shift or Control) to lurk 0.1 of a turn, without bracing.

Displace enemies by running into them with Shift/Control or S-LMB. Search, open, descend and attack by bumping into walls, doors, stairs and enemies. The best, not on cooldown, melee weapon is automatically chosen from your equipment and from among your body parts.

The following few commands, joined with the movement and running keys, let you accomplish almost anything in the game, though not necessarily with the fewest keystrokes. You can also play the game exclusively with a mouse, or both mouse and keyboard (e.g., mouse for go-to and terrain inspection and keyboard for everything else). Lastly, you can select a command with arrows or mouse directly from the help screen or the dashboard and execute it on the spot.

keys         command
I            manage the shared inventory stash
g or ,       grab item(s)
ESC          clear messages/open main menu/finish aiming
RET or INS   open dashboard/accept target
SPACE        clear messages/show history/cycle detail level
TAB          cycle among all party members
*            cycle crosshair among enemies
/            cycle crosshair among items
M            modify any admissible terrain
%            yell or yawn and stop sleeping

Screen area and UI mode (exploration/aiming) determine mouse click effects. Here we give an overview of effects of each button over the game map area. The list includes not only left and right buttons, but also the optional middle mouse button (MMB) and the mouse wheel, which is also used over menus, to page-scroll them. For mice without RMB, one can use Control key with LMB and for mice without MMB, one can use C-RMB or C-S-LMB.

keys         command (exploration/aiming)
LMB          go to pointer for 25 steps/fling at enemy
S-LMB        run to pointer collectively for 25 steps/fling at enemy
RMB or C-LMB start aiming at enemy under pointer/cycle detail level
S-RMB        modify terrain at pointer
MMB or C-RMB snap crosshair to floor under pointer/cycle detail level
WHEEL-UP     swerve the aiming line
WHEEL-DN     unswerve the aiming line

Note that mouse is totally optional. Keyboard suffices, occasionally requiring a lookup for some obscure command key in the help screens.

Battling monsters

The life of heroes is full of danger. Monstrosities, natural and out of this world, roam the dark corridors and crawl from damp holes day and night. While heroes pay attention to all other party members and take care to move one at a time, monsters don't care about each other and crowd and stampede all at once, sometimes brutally colliding by accident.

Monsters are depicted on the map with letters. Upper case letters are unique monsters, often guardians of special floors, resources and keys to other areas. Lower case letters are the rabble. If there are humans not from our team, they are marked with @ and 1 through 9 in other colours than white.

When a hero walks and bumps into a monster or a monster attacks the hero, melee combat occurs. Hero running into and displacing a monster (with the Shift key and, in case of keypad movement, alternatively a Control key), does not involve inflicting a damage, but only causes an exchange of places. This gives the opponent a free blow, but can improve the tactical situation or aid escape. In some circumstances actors are immune to the displacing, e.g., when both parties form a continuous front-line.

In melee combat, the best recharged equipped weapon (including fighting organs that are not on cooldown) is taken into account for determining the damage and any extra effects of the blow. To calculate the damage dealt, the outcome of the weapon's direct piercing damage dice roll (but not any additional direct damage summands such as wounding or burning) is multiplied by a percentage bonus. The total bonus is calculated by taking the damage bonus (summed from the equipped items and organs and conditions of the attacker, capped at 200%) minus the melee armor modifier of the defender (capped at 200%, as well). However, at least 5% of damage always gets through, even if the bonus is nominally below -95%, so excessively strong armor acts only as a buffer against high melee skill of opponents.

The current pointman's melee bonus, armor modifier and other detailed stats can be viewed in the skill menu, accessible via the # command, which summarizes all the stats conferred by organs and conditions listed in the organ menu, invoked by @.

In ranged combat, the projectile is assumed to be attacking the defender in melee, using itself as the weapon, with the usual dice and damage bonus. This time, the ranged armor skill of the defender is taken into account and, additionally, the speed of the missile (based on shape and weight) figures in the calculation. You may propel any item from your inventory (by default you are offered only the appropriate items; press + to open all choices). Only items of a few kinds inflict direct damage, but some have other effects, beneficial, detrimental or mixed.

In-game detailed item descriptions contain melee and ranged damage estimates. They do not take into account enemy armor nor damage from effects and, if bonuses are not known, guesses are based on averages for the item kind in question. The displayed figures are rounded, but the game internally keeps track of minute fractions of HP for all actors in all calculations.

The combat stress drains Calm, gradually limiting viewing radius and, if Calm reaches zero and the actor is sufficiently impressed by his foes, making him defect and surrender unto their domination. Whenever the monster's or hero's hit points reach zero, the combatant falls down and quickly gets permanently incapacitated. When the last hero is disabled or dominated, the adventure ends in defeat.

Attacking from a distance

For ranged attacks, setting the aiming crosshair before f to attack is pressed is not mandatory. Crosshair is set automatically as soon as a monster comes into view and can still be adjusted for as long as the missile to fling is not chosen. However, sometimes before flinging you want to examine the level map tile by tile by moving the crosshair or assign persistent personal targets to party members. The latter is essential in the rare cases when your henchmen (non-pointman characters) can move autonomously or fire opportunistically (via innate skills or rare equipment). Also, if your non-pointman character is adjacent to more than one enemy, setting his target makes him melee a particular foe.

You can enter the aiming mode with the * and KP_* keys that select enemies or the / and KP_/ keys that cycle among items on the floor. You can move crosshair with direction keys and assign a personal target to the pointman with a RET key (Return, Enter). The details about the shared crosshair position are displayed in a status line close to the bottom of the screen, as explained in section Leading your heroes above. You cycle aiming mode from foe to spot to vector with the \ key, which is useful when a monster vanishes but you still want to fling at its last known position.

Winning and dying

You win an adventure if you escape the location alive (which may prove difficult, because your foes tend to gradually build up the ambush squad blocking your escape route) or, in scenarios with no exit locations, if you eliminate all opposition. In the former case, your score is based predominantly on the gold and precious gems you've plundered. In the latter case, your score is most influenced by the number of turns you spent overcoming your foes (the quicker the victory, the better; the slower the demise, the better). Bonus points, affected by the number of heroes lost, are awarded only if you win. The score is heavily modified by the chosen game difficulty, but not by any other challenges (which are, however, proudly displayed in the high score listing).

When all your heroes fall, there's a hope they'd be found and brought back to life using nanomedicine perfected for space travel hibernation. The side effect of such a treatment is the loss of any bodily augmentations, whether acquired by training, surviving harsh experiences or artificial implantation. The heroes would start their next attempted conquest afresh, with no endurance coming from experience, no supplies for survival and no equipment. They should also expect new undaunted enemies to bar their way.

The only immutable factor throughout the chain of the heroes' adventures is their personal life stories, with the implied unique characteristics, virtues and vices. However, a hero is not determined by the past nor discouraged by present defeats and the allure of fame, wealth and glory is always as bright as the stars.


  • Q: I've already explored first three decks and I don't know what to do next.

A: Role-play a little. Re-read the scenario description, deck descriptions for all three levels and the description of crucial terrain items. Think in-character about visiting the lowest deck. What would you do? What would you look for? Has anything changed compared to what the texts describe? Would anything surprise you? When you encounter any special terrain, actors, unexpected groups of actors or items, ask questions, think how that ties to your initial goal from the scenario description, examine terrain, actors and your own items, discover and follow the plot, gather clues, find and set for yourself new immediate goals, look for resources to attain them. Don't be afraid to take notes. Eliminate hypotheses. Solve mysteries. You don't need to move your heroes to examine positions on other explored levels. It's enough to press < or > and move the crosshair or use mouse. Feel free to recall the lore pertinent to a position and use the lore menu by pressing ~.

  • Q: In the crawl scenario, I already investigated and decided I won't use the [spoiler] nor [spoiler] way of escaping the ship. [Spoiler alert: players that didn't, may want to role-play and try that first, see the previous question.] Assuming I want to attempt the way through the welded staircase, how do I open the stairs up welded shut and reach the levels above the first three?

A: Examine the staircase to determine how to open it. Look for clues about who can have the right tool. If you didn't collect any clues while investigating the other story elements, you need to bump or examine interesting terrain more often. Listen to what encountered unique characters say. Read the descriptions and piece the puzzles together. If still no luck, it may be that there was a murder and the item you look for got stranded. In that case, explore every tile, pick up every item, equip it and try opening the staircase. The item can't be destroyed and is too scary to be picked up by foes, so your success is assured. Ask on a forum if desperate. If that's any consolation, it's the only blocking puzzle in the game. All other puzzles and mini-games can be brute-forced (with some losses).

  • Q: Where to buy light sources in the crawl scenario game?

A: Too late to buy anything. However, they can be crafted in at least two ways in the very early stages of the scenario. See the terrain lore menu for crafting recipes after exploring the initial levels.

  • Q: How do I craft?

A: Stand adjacent to the workshop terrain (blue colon on the map) and experiment. Note that walkable positions can't be activated by bumping and, anyway, crafting requires the Modify command (key M) even for terrain that could be bumped into. Other crafting spots (e.g., any water and fire) work similarly, but the recipes differ. Read the recipes in the lore menu, terrain submenu, or by pressing ~ when crosshair points at terrain that enables crafting.

  • Q: Does power of crafted items depend on the depth of current level?

A: No, unlike items found on the floor or created via other means, items created by crafting are considered to originate at maximal depth whether regarding item kind, item stats or lifetime, if applicable.

  • Q: Why do I summon hostile animals all the time, why do I defect to the enemy faction every level, why am I constantly sabotaging my own adventure, what is going on?

A: Whenever anything bad happens, notice it and use it as a learning experience. Especially if it happens often or periodically. Check carefully the messages overlaid on the map and in history log, look at your outfit, organs, stats. Observe coincidences. Build conjectures. Deduce. Prevent. Adjust. Win. Whomever told you bumping is enough, lied.

  • Q: Why is my hero immobile?

A: Perhaps he's just sleeping (blue box indicates that)? If so, you can wake him up with the % command. If he's not asleep, his movement skill may be temporarily drained. Switch to another hero or perform some other productive action that walking or wait or rest with R.

  • Q: Is autoexplore safe?

A: Not at all. It doesn't try to guess which hazardous terrain you want to avoid and which to barge through, so be prepared to abort exploration if open fire or slippery ground comes into view. Unless you have HP to spare.

  • Q: Why does the percentage of explored tiles turn from 100% to 99%?

A: Apparently enemies transformed a tile from unexplorable terrain kind to explorable. The new tile has never been seen by the player, so the percentage is no longer at 100%.

  • Q: Why when a single hero gets ambushed and is fighting at close quarters, his distant teammates don't jointly come to his rescue.

A: The teammates wait for him to come back into the formation instead so that they may assume a front line and then melee their foes together. The immobile heroes are assumed to be pinned to their positions by fear and shock, but also by their imperative to hold formation, so as to defend an important position or avoid running piecemeal into a trap or into friendly fire or avoid breaking concealment and revealing their position or leaving a vantage point from which they can observe and relay enemy movement. For untrained teams, simultaneous synchronized squad movement is not feasible. It would be practical, if all squaddies had cameras, with a few drones overhead for best effect, and if a team of off-site coordinators analyzed the situation and micromanaged them all. This is not the case here.

  • Q: Why is the noise I'm hearing "indistinct"?

A: That's because it's out of direct hearing range of each teammate on the level, but ponderous enough to be perceived by all as vibrations and echos from afar. Any other noise adjective indicates that the noise is heard by at least one teammate and how far it is from the pointman (who may or may not hear it directly, as signalled by his Calm drop).

  • Q: Why are there two 'weakened' conditions in the organ menu of my hero?

A: Each team has a different recipe for their weakness brew. Consequently, multiple affliction by the concoction from a single team prolongs a single malady, but affliction by concoctions from many teams causes concurrent ailments, with compounded effects, but independent and short durations. The benefit of the mechanism is that it's possible to tell the perpetrator team of any ailment. The exceptions are the conditions that activate each turn, e.g., healing (regeneration, various resistances that effectively cure each turn) or wounding (poison). These are similar regardless of the team and so the condition is always only prolonged.

  • Q: Why is a harpoon in my shared inventory stash charging for hundreds of turns?

A: This is an artifact of time running independently on each level. Any ideas on how to improve this are welcome. A workaround is to drop and then pick up the item on the level you want to use it. When picked up, it gets recharged after, randomly, from one to two times the normal cooldown period of the item and then recharges normally for as long as it's used on this level.

  • Q: Why the bottom line displays a weapon with a timeout to the right of a weapon without timeout? Doesn't it mean the former is never used?

A: Yes, it's never used and quite possibly it's your mistake and if not, at least a very special situation and the display reminds you about it. Shuffle the equipment among your team if you want the weapon to get used.

  • Q: When can I learn all characters' backstory items?

A: Each backstory item triggers in specific circumstances, so it may take some time and even, rarely, never be revealed at all. For vices, that may be the desired turn of action. Alternatively, you can try to reveal a vice early and then prevent it from triggering ever again once the activation condition is known.

  • Q: Can I kill off heroes permanently and reset all character backstories?

A: Yes (not judging). Just remove all savefiles.