They're out there. They're looking. They always find us.
You lead a warren of monsters hiding from a world that wants you dead. Pigloids in nearby settlements will find you, muster fighters, and send waves against your Home Nest. If the nest falls, the run ends.
You survive — and eventually win — by doing three things in parallel:
There is exactly one win condition, and it has a name: cage the ☠ Prime Target — the strongest settlement on the map, out at the far rim, marked on the map itself with a hovering gold marker — and then survive the final wave, which every settlement still standing marches in.
The final page of this guide spells out exactly how a run is won. Use the dots below or Next/Prev to move through the guide.
Your Home Nest hosts your buildings. Two are the backbone of every run:
Every monster gets hungry over time. A hungry monster fights worse; a starving one dies. Watch the fullness bars in the population panel on the left — if they're trending red, you need more Burrows, more Tavern throughput, or fewer mouths.
Every building card carries an ⓘ next to its name. That opens a page about that building alone — what it makes, what it costs to staff, and when it stops being worth upgrading. When you are not sure whether to buy one more of something, read its ⓘ first.
Later buildings plug into the same loop from both ends. Bodies from raids and combat go to the Graveyard, which renders them into meat, bones, ghouls, blood for vampires and organs for the Brewery. Bones go to the Bone Mill and on to the Bonekery as bone cakes — food that costs no meat. Meat goes to the Radiant Grotto as fungi.
The world map is a grid of hex tiles. You start owning one: the Home Nest at the center. All territory growth happens in a fixed two-step sequence — you corrupt first, then upgrade to a full nest hex.
Why corrupt at all? Corruption is your cheap, fast-spreading footprint. You get no raid launches from a corrupted hex, but you extend your reach, encircle nearby villages, and — for every producer except the Spine-Piercery, which takes a single step — corrupted ground near your nests is what actually raises the building cap. Even the Coffee Shop and the Tinkerer's Warren grow this way; they just want far more hexes per building than anything else. This is your path to victory: a fully surrounded settlement — no route to open ground except through your territory — becomes a Larder. You only have to Larder one settlement to trigger the endgame: the ☠ Prime Target, the strongest settlement out at the map's rim. Everything closer is a stepping stone. You'll finish most maps with far more corrupted hexes than expansion hexes.
Painting a plan. The 🖌 Plan Corruption button under the Nest buttons puts the map into Plan Mode: drag across empty hexes to mark the corridor you want, drag back over a planned hex to un-mark it. Nothing is spent by planning — the plan is simply the queue your corruption works through first. Esc or ✓ Done leaves the mode, and the plan survives.
Caging costs you a battle. The moment a settlement is sealed in, it empties its barracks — everything it still has, plus a 20% desperation bonus. That militia does not attack on its own: it waits and rides the next wave, arriving with everyone else at countdown zero. So a cage doesn't hand you a surprise fight — it makes the next scheduled wave heavier. Cage them one at a time and you fight the bill in instalments.
When to promote: upgrade a corrupted hex to a nest expansion when you specifically need more Burrows or Barracks, or a closer raid launch — not by default. Every promotion costs a big pile of bones and goblins.
The catch: Every owned or corrupted hex draws more enemy attention than an empty one — pigloids notice you spreading. Expand deliberately, not compulsively.
Once you research Creeping Blight (in the Blightcraft branch of the tech tree), your corruption starts spreading on its own. Every 10 seconds the blight seeds a Corruption Growth, if you can afford it — on a hex from your Corruption Plan first, and with nothing planned, on the reachable empty hex closest to a nest, so each nest grows its own ring of blight outward. Once every nest's ring is full, the automation stops: it never pushes at a settlement on its own. Paint a Corruption Plan (or build a nest expansion) to drive a corridor at the settlement you want to encircle — the encirclement that wins the run is always your call. This first tier buys you the automation itself, at the full bone meal and fungi price.
It is rationed, not free-running. Base Creeping Blight may only auto-corrupt one hex per wave interval; the follow-up nodes lift that ceiling and cut the price:
That ration is per nest: the allowance is multiplied by one plus your expansion count, so every nest expansion widens the blight's budget along with everything else.
There is no way to corrupt a hex by hand — every Corrupted Area is laid by the free per-hex tick or by Creeping Blight. The ration is therefore a hard ceiling on how fast blight can spread, and a Corruption Plan is how you aim it.
Switching it off. The blight spends from the same bone meal and fungi stockpile you need for everything else, and each hex it claims adds to the footprint that feeds enemy waves. So it has an On/Off toggle, which sits in the Corruption Plan panel that opens with Plan Mode. Turn it off when you're saving up, when you'd rather choose your own direction of expansion, or when the next wave is already going to be more than you can handle. Turn it back on and it resumes on its next 10-second beat.
Two separate numbers drive the pigloids' response — don't confuse them:
You cannot reduce threat, but you can slow the clock: Shadow Veil and Dark Forest research slow the accrual by 30% and 50%, and vampire feeding trips (Mesmerize, V for Vena) push the meter back without ever un-banking a hex.
When the wave fires, its size and composition are computed from a strength budget:
Practical read: your reach only ever widens, so every wave is drawn from a bigger pool than the last. What you can shrink is what that pool contains — raid a settlement's fighters down, or thin its population enough to drop its tier — so between waves spend the time raiding rather than just stockpiling. One warning: a settlement you raided within the last wave interval retaliates by committing everything it has left to the next wave.
When a wave arrives the world freezes and the battle board opens paused — that's your setup phase. A battle costs no game time at all, however long you deliberate, and nothing in the run advances until it is resolved.
Each side fields up to three rows (front / mid / rear, 30 units per row; overflow queues as reserve), and every round resolves in three visible sub-turns:
Your formation doctrine (which species stands in which row, and in what fill order) persists between battles — you keep two saved doctrines and switch between them on the board while paused. Enemy formation is fixed, and which roster you face depends on the kingdom: pigloid armies stage knights/squires/scouts front, archers mid, mages rear, while the Deepwood fields wolves and bears and the Iron Crags fly. AoE (your Fungal Scourge, their Mages) spills into the row behind its target, so thin rows are dangerous. The Fungal Metastasis research doubles a Scourge's HP and adds two extra guaranteed strikes per clash into that same row behind its target.
Battle tactics are big per-battle buttons with limited charges (research adds more). There are five: Raise the Fallen (Graveyard + research — each enemy corpse dropped so far has a 60% chance to stand up as a Risen Ghoul on your front row), Bone Volley (Bone Mill — 2000 bones to rake any enemy row, the only way to hit their backline early), Blood Frenzy (Vampire Nest — for 5 rounds kills feed the force, vampires shed a quarter of their defence and every survivor heals 10% a round), Spore Bloom (Gestation Pool + research — 2000 Fungi to stop the enemy front row reinforcing for 2 rounds, 6 with Spore Saturation) and Goblin Mode (research — 2 rounds of double damage from everyone above 70% fullness, paid for with their hunger). Firing a tactic pauses playback so you see the result before resuming.
Press Play (or Space) to fight a round every few seconds; Pause any time to re-plan. After the fight, survivors come home hungry: each fighter owes a stretch of doubled hunger drain, so stock food before a big wave.
Raids are how you go on the offensive. From the world map or the Raids panel, pick a settlement, choose a squad of monsters, and send them out. The squad walks to the target, fights, loots, and walks back.
Why raid? Three reasons, in roughly this order:
Costs and risks: Raiding monsters aren't at home — they're not defending the nest if a wave lands mid-raid. Travel time is real; don't send your whole army to the far corner of the map just before a wave. Underpowered squads die and you lose the bodies and the monsters.
Everything you manage lives in a panel, and every panel has a one-key shortcut. The key is printed in brackets on the button that opens it, so you never have to memorise this page. Shortcuts work whenever a run is in progress; they're ignored while you're typing in a number box.
Every shortcut toggles: press it once to bring the panel up, press the same key again to put it away. Pressing a different panel's key switches straight to that panel. (The buttons themselves always open — only the keys close.)
The six buttons under Nest (top-right) drive the centre of the screen:
Two more panels are opened from elsewhere in the HUD:
And the universal keys:
Research is the run's other economy. Goblins staffing your Coffee Shops brew the research points — half a point per second per barista, so a fully staffed first shop of 10 makes 5 a second — and the tree only advances while those seats are filled. The 📚 Research [T] button opens it, and clicking a node queues it. The queue works top to bottom, one node at a time, and you can queue a node whose prerequisite is still in the queue ahead of it — so you can lay out a whole plan in one visit and walk away.
The tree is a forest: there is no single root any more, so every branch — food and the Coffee Shop, intel and raid automation, blightcraft, the graveyard's organ line, bones and skeletons, vampires — is open to you from the opening turn. A node is clickable when you can afford to start it and its prerequisite is earned or queued; the rest are drawn dimmed so you can see where a branch leads before you commit.
The Tinkerer's Warren is a second, separate bench of repeatable upgrades, unlocked from the tree. It has its own queue and never competes with the tree above for slots.
Read this as a strategy directive, not a bonus objective. Waves and raids matter — but the whole game is really a race to drive a corridor of corruption out to the Prime Target and cage it before the pigloids grind you down. Every corruption and every expansion is progress toward that; a raid that doesn't ultimately clear the path is just buying time.
Practical checklist:
Close this dialog and press Enter the Dark when you're ready.