Solo removes teammates, not content
Playing alone keeps the expedition structure and changes the numbers. Health scaling responds to party size, so you are not simply doing trio content with fewer people.
The bigger shift is losing cover. Every weakness your class had is now yours alone to manage.
Pick self-sufficiency
Nightfarers that need teammates to handle their gaps get markedly harder alone. Anything that can disengage, heal or finish fights unaided rises in value.
If you plan to play both ways, learn one class for each rather than forcing one pick across both.
Route for safety, not speed
Without teammates, a mistake is not recoverable. That argues for safer target selection even when you could technically handle something harder.
Live to reach the Nightlord with resources, rather than arriving fast and empty.
The clock is friendlier alone
You lose revive mechanics but you gain control. Nobody wanders off, nobody disagrees about targets, and every decision is yours.
Use that. Solo pacing rewards players who plan their route and then execute it cleanly.
Progression still works
Relics and Murk still accumulate whether expeditions succeed or fail. Running solo does not lock you out of the permanent systems, so a failed attempt still buys you account progress.
Treat each solo attempt as both practice and progress, which takes the pressure off any single run.
Play self-sufficient Nightfarers
Without a team to revive you or cover gaps, Nightfarers with built-in healing or escape tools rise in solo. Avoid kits that need a partner to function.
Skip team-content
Evergaols and forts built for trios are poor solo bets. Clear routes you can finish alone, and leave the group content for when you have allies.