
After a cleared room
One of three
Choose a relic, deepen one you already own, or take coins for the pedlar. There are 31 relics, each with up to three tiers.
A seeded hall of arrows
She has a bow, a quiver that runs dry, and four stages between her and the Hollow One. Draft relics, learn five skills, and keep hunting after the story ends.
A small free game, played in the browser.
The run
A stage is six seeded arenas and then something that fights back properly. Every cleared combat room offers one of three relics, or the coins instead, so the same layout becomes a different run each time you answer it.
Type a number or a shareable FW-XXXX-XXXX code. The seed is
the whole layout, and the run book keeps it for next time.
Doors stay shut until the room is empty. Then take one of three tiered relics, or take the coins and spend them at the pedlar.
Kills and cleared rooms level the run. Spend those points on five cooldown skills, and open more relic slots as the level climbs.
Each stage ends on a boss and a shop. Four bosses finish the story; The Hollow One unlocks the run that keeps going.

Builds
Relics change the bow, the quiver, the purse and what a kill leaves behind. Skills give the fight a button. Neither is bought before the run: one is earned room by room, the other levelled by playing well.

After a cleared room
Choose a relic, deepen one you already own, or take coins for the pedlar. There are 31 relics, each with up to three tiers.

What she carries
She starts with one relic slot, opens a second at level five and a third at level ten. Swap relics mid-room without stopping the fight.

A fan of five to nine arrows on one draw.

A burst of distance with a short breath of grace.

Brambles that hold a pack where it stands.

Eight to sixteen arrows out in every direction.

One heavier arrow that passes through everything.
Between runs
The title screen’s old Hearth row is a room now. The fire buys permanent starts with the embers a run leaves behind; the plaque wall keeps what you have done; the open book keeps every finished run and the code that can bring your profile to another machine.


The fire
Spend embers on more arrows, movement, coin value, extra lives and the permanent unlock that waits until the story is beaten.

The book
Monsters, relics and skills are written down as you meet them. Pages you have not found stay silhouettes, and milestones pay embers.

The wall
Twelve goals can be earned now, from the first boss to a full Encyclopedia. Three Act II plaques already say what the road ahead will ask for.

The open book
Every finished run gets a seed code, its build and where it ended. Copy the code, play it again, or export the whole profile to carry it to another device.
The hollow
The ground changes as she gets deeper, and the monsters change with it. Stage four has everything on the list, plus the ones that have been through it before.

Stage one
Grass, clover and leaves. Live oak and pine, bushes, boulders, mushrooms.

Stage two
Mossy flagstone and grass, pine and bare oak, thorned bushes, rubble and a shrine stone.

Stage three
Cracked and damp mine stone. Dead pine, snags, pale mushrooms, blight and thorns.

Stage four
Churned dirt and pebbles, burned and snapped snags, a dead log, basalt, ash.
Bestiary
Each monster asks a different question. The goblin closes the distance, the imp swarms, the beetle makes you spend arrows, and the shaman will not stand still for you. The Deep Hollow adds the redcap and the widow’s wider fans.

Runs straight in, and lunges over the last ninety pixels.

Fast, fragile, and never alone.

Slow, three hits deep, and shuts its shell when the first one lands.

Holds a ring at 210 paces, and walks it while the string is drawn.

Winds up, then commits to a run along the line she was on.

Holds a wider ring, and casts a fan of thorns.

The goblin in red: more health, more coins and a shorter temper.

Stage one
Charges along the line she was on, and fires a ring of eight. At half health the ring is twelve, and it comes round faster.

Stage two
A fan of stone shards, and it calls up three thorn imps. At half health, five in the fan and five imps.

Stage three
Blinks out of reach and walks a five-armed spiral round the room. At half health, a second spiral turning the other way.

Stage four
Three committed dashes, then a wall of nine shots with a gap in it. At half health, eighteen shots and a wider gap to find.
64px characters · eight directions · ten clips
The archer
She is one character seen again and again rather than a set of drawings that happen to look alike. Ten clips, eight directions, 536 frames. She faces the nearest of the eight, so a shot at the mouse is a shot she has art for.
Four bows, one for each tier the pedlar sells — an upgrade changes what she is holding, not just a number in the corner of the screen.

Clear the four stages, then take a seed code back into The Long Hunt and see how deep the same rooms can go.
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