The shape of a run
A run begins in the Prisoners’ Quarters and moves through a chain of biomes. Each biome holds enemies to clear, loot to find, and one or more exits.
Pick an exit to travel to the next biome. The route branches, so two runs rarely follow the same path.
Cells and the Collector
Cells are the run currency, separate from gold. You collect them from kills, chests and bosses as you explore.
At the end of a biome you pass through a Collector room. Spend cells there on blueprints, flask charges and mutation unlocks.
Banked cells become permanent progress. Carried cells die with you.
Death and progress
Death ends the run. You lose your gear, gold and any cells you did not spend.
That loss is the design. Each run hands the Collector a little more, so the next attempt starts stronger.
Reading the loop
Treat a run as a delivery job. Get cells to the Collector, learn one biome better, and push a door you could not open last time.
Next: Weapon scaling explained and Runes and unlocks.