Change Log
- References to a “run” have been replaced with the term “run”.
- References to “cell” have been replaced with “radius”.
Characters are the player’s units.
The player must take a party of any combination of three characters into a run. You cannot bring multiple instances of the same character; each party member is unique.
When starting a new save file, the player only has Bandit, Construct, and Idol unlocked and selected by default. The rest are unlocked by reaching certain milestones/achievements.
Each character begins a save file with one passive and three abilities unlocked, all equipped by default. The rest are unlocked by reaching certain milestones/achievements with that character.
| Character | Archetype | Unlock Condition |
|---|---|---|
| Bandit | DMG/TNK | Unlocked at the start. |
| Construct | TNK | Unlocked at the start. |
| Idol | SUP | Unlocked at the start. |
| Hacker | DMG/SUP | Escape New Damascus. |
| Keeper | DMG | In a single run, kill over 200 enemies and Escape New Damascus. |
| Neko | SUP/TNK | In a single run, complete 3 specific random encounters in the HQ over multiple loops. |
Archetypes are not shown to the player: they’re for our own reference when designing strengths and weaknesses for each. Below is the chart we used.

Character Details
Each character must have a unique playstyle and synergise with other characters, even before items are brought into play. Items should enhance the existing synergies while also creating new opportunities and chain reactions throughout the run.
In each character page, please use the template below. This includes:
- 3-5 keywords that describe their personality
- 3-5 keywords that describe their playstyle
- A short backstory paragraph
- Abilities that this character has available to choose from
- How those abilities synergise with each other
- How those abilities synergise with procs, items, status effects
- How those abilities synergise with other characters
Template: Custom Dualie Squelchers
Overview
Personality
- fiery
- cocky
- confident
- brash
Gameplay
distraction
elusive
taunting
dodge rolls
The Exiled Skirmisher A short paragraph describing what they were made for, what happened when they got the virus, and any other motives they have for fighting and attempting a futile escape. (Don't include this callout though please LMAO)
The Custom Dualie Squelchers were introduced into the world on July 28 2017. They lived their life with pleasure and popularity, until one day, the nerfs happened. Since that day, they’ve struggled in a world where they’re barely strong enough to survive, but not weak enough to warrant help from the gods.
Personality
Fiery, cocky, confident, brash
Gameplay
Distractive, elusive, taunter, dodge-rolls
Gameplay
Strengths
- High mobility
- Great range
- Easy survivability
- Aura
Weaknesses
- Low damage
- Weak kit
- Relies on others to secure kills
- Inconsistent accuracy
Passive Description Hothead Rolling directly through an enemy unit (in a cardinal direction) makes the next attack a guaranteed crit. Doomed by the Gods Every time you get a multi-kill, you become nerfed for 1 turn.
Ability Description Target Type Conditions and Details Cooldown Shoot Shoot four bullets at an enemy in a straight line. Line - Cardinal directions only Roll Roll onto a cell, phasing through obstructions. Hitting an enemy with Shoot resets this ability’s cooldown. Radius - Range of 3 cells 1 Bomb Toss a bomb that hits all enemies within 2 cells. Radius - Has an AOE pattern 1 Splashdown Deal damage to all enemy units within 2 cells. Radius - Range of 3 cells 2 Wave Breaker Deploy an obstructive entity which damages all units within 2 cells, once per tern, for 3 turns. Is destroyed after the last attack. Radius - Range of 3 cells 2
See all Content.