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        <description><![CDATA[Welcome to the GAMES.GG RSS feed! Get ready to explore the world of blockchain gaming like never before. Our feed brings you the latest updates, news, and insights on the best blockchain games to play, along with unbiased and honest NFT game reviews. Dive into exclusive interviews with game studios and founders of various web3 games, and enjoy tons of entertaining content on both Twitch and YouTube. Plus, don't miss the GAM3 AWARDS, where we celebrate and recognize the best of the best in web3 gaming. Stay informed, entertained, and ahead of the curve with our GAMES.GG RSS feed, your ultimate source for all things blockchain gaming!]]></description>
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        <pubDate>Mon, 20 Apr 2026 20:10:51 GMT</pubDate>
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            <title><![CDATA[Sailor Piece Easter Egg Hunt: All Egg Locations]]></title>
            <description><![CDATA[The Sailor Piece Sea 2 update dropped Easter Island alongside it, and with it comes a proper egg hunt that requires more than just wandering around. Seven eggs are scattered across multiple islands, each with different spawn rules, and missing even one means no rewards. Here's exactly where to find all of them. How do you start the Easter Egg Hunt in Sailor Piece? Before you collect a single egg, you need to activate the quest. Use the portal to reach Easter Island , then walk forward past the spawn point until you find the Easter Bunny NPC . Interact with it to officially begin the Easter Egg Hunt quest. Skip this step and your egg pickups won't register. Understanding the egg types before you set off saves a lot of backtracking. The 7 eggs you need break down into three categories: Egg Type Count Spawn Behavior Guaranteed (Hidden) 3 Always present on the map Timed 2 Spawn every 10 minutes, despawn after 5 minutes Boss 2 0.5% chance to appear after any boss kill info Collect the 3 guaranteed eggs first to lock in easy progress before chasing timed or boss spawns. Start here: Easter Bunny NPC Where are the guaranteed Easter Eggs? These three eggs are always on the map regardless of server timing, so grab them first. Jungle Island From the portal on Jungle Island, look immediately to your left. There's a large tree right next to the portal. Climb to its first branch and the egg sits there waiting. According to both Beebom and Pro Game Guides, this is one of the most straightforward pickups in the entire hunt. Snow Island After spawning on Snow Island , head right toward the far corner of the island. Keep moving past the pool near the spawn point and look for the tree branch just behind it. The guaranteed egg rests on that branch. Pro Game Guides notes the Dragon Slayer NPCs are nearby as a landmark, so stop at the tree before you reach their ledge. Sailor Island Teleport to Sailor Island and head to the main temple structure where the Vampire King and Solo Hunter bosses rotate their spawns. Climb to the roof and check the corners. The egg sits at one of them. Where are the timed Easter Eggs? Timed eggs spawn every 10 minutes and despawn after 5 minutes. If you arrive at a location and nothing is there, wait a few minutes or hop to another island and come back. Pro Game Guides also flags an important mechanic: the same colored egg can appear on multiple islands simultaneously. If you already collected a specific egg, picking up the same one on a different island won't count toward your total. warning Do not waste time farming the same egg type twice. If an egg doesn't register as new progress, move on to a different island immediately. Starter Island From the portal area, go toward the back of the island until you spot the windmill behind the first quest giver NPC. Climb to the first rooftop level of the windmill structure. The timed egg spawns on the roof. Desert Island This one is hard to miss when it's active. Teleport to Desert Island and look for the tallest tower right next to your spawn point. Climb to the top and the egg sits there. Simple route, fast pickup. Shibuya Station Head to Shibuya Station and find the building with the red and green billboards. Climb that building, then look for the smaller purple building directly behind it. The timed egg spawns on the roof of that secondary building. Judgement Island On Judgement Island , move to the far back of the island past the Yamato boss area. There's a rock formation at the very end. The timed egg spawns in a corner of that rock cluster. Pro Game Guides also notes a large hill in the far right corner as a navigation reference. Lawless Island Teleport to Lawless Island and find the Arena Fighter NPCs . Go directly behind them and look for a small booth or nook structure. The egg hides inside it when spawned. Snow Island (timed variant) Snow Island has a second egg beyond the guaranteed one. This timed variant spawns behind the Artifacts NPC on the island. Check this spot after grabbing the guaranteed egg on your first visit. Where do Boss Easter Eggs spawn? Boss eggs are the most unpredictable part of the hunt. They have only a 0.5% spawn chance after defeating any boss in the game, so there's no reliable farming spot. What you can do is know all the possible spawn locations so you can check them quickly after boss kills. According to Beebom, boss eggs can appear at these locations: Starter Island : On top of the rock formations to the right of the Thief Boss quest NPC Shibuya Station : To the right of the Cursed King world boss; jump one level down from the boss position to find the corner spot Desert Island : Far north-east corner of the map, behind the smaller pyramid Snow Island : On top of the rocks directly in front of the portal area Slime Island : On a tree branch to the right of the ruined colosseum, at a roughly 90-degree angle from the structure Sailor Island : On the tree branch behind the Vampire King Seller NPC , at the north-west end of the island Judgement Island : On the rock mountain behind the Swordsman enemy NPCs, at the corner of the mountain Shinjuku Island : Behind the Strong Sorcerer NPCs , in the corner formed by a large dirt formation and a slanted building danger You only need 2 Boss Eggs total. Once you have both, stop farming bosses and focus on completing the remaining egg types if any are still missing. What rewards do you get for completing the Easter Egg Hunt? Once all 7 eggs are collected, return to the Easter Bunny NPC on Easter Island and interact with it to claim your rewards. According to Beebom, completing the hunt earns you three items: "Egg Seeker" Title : grants +42.5% Damage and +25% XP Egg Backpack Accessory Petal Aura The Egg Seeker title's stat bonuses make this worth doing even if you're not collecting cosmetics. A permanent +42.5% damage boost is significant for any build. info If an egg won't register when you interact with it, try switching servers. This is a known issue and a server change typically resolves it without losing progress. For more Roblox guides and event walkthroughs, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/roblox/guides/sailor-piece-all-egg-locations/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:44:06 GMT</pubDate>
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            <title><![CDATA[Sailor Piece Guide: How to Get the Dragon Goddess Sword]]></title>
            <description><![CDATA[The Dragon Goddess is one of the most sought-after weapons in Sailor Piece's Sea 2 update, and for good reason. This Mythical-rarity scythe-like sword comes with a striking visual design and a moveset that feels genuinely satisfying to use. The catch? You have to earn it through some of the toughest boss encounters in the game. Here's exactly how to get it. What is the Dragon Goddess sword? The Dragon Goddess is a Mythical rarity sword introduced in the Sea 2 update for Sailor Piece. According to the source material from techwiser.com and beebom.com, it drops from two sea bosses: the Kraken and the Sea Serpent , both of which only appear in Sea 2. The weapon has a scythe-like appearance and features smooth slash animations, with moves that include a white dragon attack and a concentrated energy beam. How to unlock Sea 2 first Before you can even attempt to farm this sword, Sea 2 needs to be accessible. Based on the techwiser.com source, here's what the unlock requires: Reach at least level 12,500 Have Ascension level 5 or higher Speak to the Cartographer NPC on World Island in Sea 1 Collect 2 Ancient Fragments and 5 Map Pieces in Sea 1 Once the questline is complete, a portal on World Island opens up for free travel between Sea 1 and Sea 2. danger You cannot encounter the Kraken or Sea Serpent in Sea 1. If you haven't unlocked Sea 2 yet, no amount of open-sea farming will produce these bosses. How to spawn the Kraken and Sea Serpent Spawning Sea Beasts in Sailor Piece follows a specific set of conditions. Based on information from techwiser.com and beebom.com, here's what needs to be in place: Your bounty must be at least 500,000 You must be 200 to 600 studs away from any island Only 1 sea beast can exist globally at a time Two sea beasts cannot spawn within 140 studs of each other To trigger a spawn, travel to Sea 2, leave the island, and keep dashing out into the open water. A notification at the top of your screen will confirm when you've entered the Deep Sea or Open Sea zone. From there, AFK and wait. According to Pro Game Guides, teaming up with other players is one of the most effective ways to reduce wait time. Combined bounties stack, which can shorten the wait from around 40 minutes down to 10 minutes or less. Open Sea zone notification info The Kraken spawns in the Deep Sea area, while the Sea Serpent appears in the Open Sea . If you're targeting a specific boss, navigate to the correct zone before waiting. What are the Dragon Goddess drop rates? This is where things get honest: the drop rates are low. The two sources that provide specific numbers differ slightly, so both are noted below for transparency. Boss Drop Rate (techwiser.com) Drop Rate (beebom.com / Pro Game Guides) Kraken 0.96% 0.92% (beebom) / 2.88% (PGG) Sea Serpent 2.08% 2.02% (beebom / PGG) The Sea Serpent consistently shows a higher drop rate across sources. The Kraken figure from Pro Game Guides (2.88%) diverges significantly from the other two sources, so treat that number with some skepticism until confirmed in-game. Both bosses share 1.25 trillion HP , making every fight a serious commitment. warning There is no confirmed mechanic to increase your drop chance for the Dragon Goddess specifically. Titles, races, clans, and spec passives can boost general luck stats, but the sword drop is tied to raw RNG. How to beat Sea Beasts efficiently With 1.25T HP on both bosses, solo farming is possible but slow without an optimized build. Based on tips from beebom.com: Bless and Enchant your weapons and accessories to push damage output as high as possible Equip the best available titles, races, clans, and spec passives for luck boosts Bring friends. A coordinated group can end a Sea Beast fight significantly faster than a solo run, which means more attempts per hour Can you buy the Dragon Goddess without farming? Yes. The Dragon Goddess sword is available for direct purchase through the in-game shop using Robux . The pricing options are: Dragon Goddess alone: 1,499 Robux Dragon Goddess plus Blossom Outfit: 1,299 Robux Bundle with The World, Cosmic Being, Great Mage, and Dragon Goddess: 4,299 Robux The bundle that includes the Blossom Outfit actually costs less than buying Dragon Goddess solo, which is worth noting if you want the cosmetic too. For more Sailor Piece content and guides across all your favorite games, browse the full guides section at games.gg .]]></description>
            <link>https://games.gg/roblox/guides/sailor-piece-how-to-get-the-dragon-goddess-sword/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:42:56 GMT</pubDate>
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            <title><![CDATA[Sailor Piece Dominion Brand Guide]]></title>
            <description><![CDATA[The Dominion Brand is a Legendary -rarity item in the Roblox game Sailor Piece, added as part of the Sea Two update. Right now its only function is summoning The World Boss at Bizarre Island, but given that Legendary items in Sailor Piece tend to anchor entire progression loops, expect its role to expand. Getting one requires reaching Sea Two, finding the right island, and grinding through some of the toughest NPCs in the game. How to get the Dominion Brand in Sailor Piece According to multiple community sources, there is exactly one enemy type that drops the Dominion Brand: the Strong Bandit NPCs on Bizarre Island in Sea Two. Farming any other NPC anywhere else in the game will not produce this item. That specificity matters, because players waste a lot of time grinding the wrong enemies. To reach Bizarre Island, you first need to complete the Sea Traveler quests and unlock Sea Two. There is no shortcut around this progression gate. warning Do not farm Strong Bandits on any island other than Bizarre Island. The Dominion Brand drop is tied exclusively to that location's NPC pool. Bizarre Island in Sea Two What level do you need to farm Strong Bandits? Strong Bandit NPCs sit at level 13500 , which makes them genuinely dangerous if you show up underprepared. Based on community testing documented across multiple guides, reaching at least level 12000 before engaging them puts you on roughly equal footing. Below that threshold, the fights become slow and punishing enough to make the already-low drop rate feel even worse. Equip your highest damage-dealing build before you start. The faster each kill, the more attempts per session, and with a drop rate described as "extremely low" by Beebom's guide, volume of kills is your main lever. info Maximize your luck stat before farming. According to Beebom's coverage, the Dominion Brand drop rate scales with your overall luck, so titles and Skill Tree bonuses that boost luck directly improve your odds. Can you get the Dominion Brand without farming? Yes. Trading with other players is the only confirmed alternative. If you have rare items to offer, check the official Sailor Piece Discord server or approach players in-game. This route sidesteps the grind entirely, though the value of a Legendary item means you will need something worth trading in return. How to use the Dominion Brand in Sailor Piece Once you have the Dominion Brand, head to Bizarre Island and locate The World Boss Summoner NPC . He stands in front of the colosseum, next to the Relic Crafting NPC. Interact with him to open the summoning menu, then click the spawn button to spend Dominion Brands and call the boss. There are four difficulty modes . Each mode costs a different number of Dominion Brands, with higher difficulties consuming more. The game also supports auto-spawning, but that setting will continuously drain your supply, so be deliberate about enabling it. danger Farm more Dominion Brands than you think you need before attempting higher difficulty modes. Running out mid-session means returning to the grind before you can re-engage the boss. Tips for farming Dominion Brands efficiently Reach level 12000 before engaging Strong Bandits to avoid spending more time on each kill than necessary Equip every available luck-boosting title before starting a farming session Complete relevant Skill Tree nodes that increase luck stats Farm in focused sessions rather than casual play, since the drop rate demands consistent volume If the grind stalls, check the official Sailor Piece Discord for trading opportunities For more Roblox and Sailor Piece content, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/roblox/guides/sailor-piece-dominion-brand-guide/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:34:53 GMT</pubDate>
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            <title><![CDATA[Crimson Desert Guide: Kuku Disruptor Spear Location]]></title>
            <description><![CDATA[The Kuku Disruptor Spear is the best weapon in Crimson Desert for fighting Clockwork and robot enemies, and getting it requires navigating one of the most chaotic battlefields in the game. The path to owning the permanent crafted version involves two separate steps: picking up the physical spear from an active warzone, then completing a faction quest to unlock the blueprint. Here is everything you need to know to get both. Where is the Kuku Disruptor Spear? The spear is located in the Delesyia region in the southeast. Head north of Gorthak and directly west of the Gunlore Outpost . At that marked position, go up the hill and look for a tent stocked with supplies and weapons. The Kuku Disruptor Spear sits on a stand in the center of that tent. If you have already progressed far enough in the main campaign to liberate this location, you can walk straight up and grab it. If not, you are heading into a literal warzone. warning Do not attempt this location if your gear is below Refinement Level 7. Even well-geared players take heavy damage from the Clockwork Mantis, which can kill you in a couple of hits. Spear stand inside Delesyia tent How do you survive the Clockwork battlefield? Before the zone is liberated, the area swarms with Clockwork Dragonflies , Ants , Mantis , and Beetles fighting soldiers of Demeniss . The sheer volume of enemies means the game will not let you interact with the spear until it registers you as out of combat, so you need to clear the immediate area first. Prioritize the Clockwork Dragonflies first. They travel in large swarms and fire laser beams, but they have low health. Arrows or any Abyss Gear that fires projectiles will clear them quickly. Avoid engaging the Clockwork Mantis unless your gear can handle it. info Airdrops of Clockwork enemies happen throughout the battlefield, so work fast once you start clearing. Grab the spear and leave immediately if you are not there to liberate the zone as part of the main story. Once the area around the tent is clear enough, interact with the spear on the stand to pick it up. How do you unlock the Kuku Disruptor Spear blueprint? The physical spear you grab from the tent has limited durability. The blueprint lets you craft a permanent version with unlimited durability that can also be refined. Getting it requires a few extra steps. Step 1: Liberate the Gorthak battlefield Make the warzone near Gorthak safe by completing the relevant main story content. Once the area is clear, travel to the Gunlore Outpost and speak to Marke . This triggers the faction quest The Pinnacle of Technical Skill , and completing it rewards you with the Kuku Disruptor Spear Blueprint . Step 2: Clear the Sanctum of Absolution You also need the Enhanced Kuku Pot Blueprint , which is obtained by clearing the Sanctum of Absolution in southern Hernand and eliminating all the cultists inside. Step 3: Gather crafting materials With both blueprints in hand, collect the following materials by defeating Clockwork or Mech enemies throughout Delesyia: Material Quantity Source Small Batteries 15 Clockwork/Mech enemies Cogwheels 10 Clockwork/Mech enemies Electrical Components 2 Clockwork/Mech enemies Step 4: Craft at the Kilden Workshop Head to the Kilden Workshop and speak to Grimnir to open his crafting menu. With the blueprints and materials gathered, you can now produce the permanent Kuku Disruptor Spear . danger Get the permanent crafted version as early as possible once main missions start directing you to Delesyia. The region is packed with Clockwork enemies, and the spear's elemental affinity makes those fights significantly faster. What does the Kuku Disruptor Spear actually do? According to the in-game description documented by questlog.gg, the Kuku Disruptor Spear shoots electromagnetic pulses forward that cause mechanical malfunctions in enemies. The effect can be charged up to 10 times, with each charge carrying a 2-second cooldown. You equip it from the secondary weapon tab using the Quick Slot. This makes it the ideal tool against every Clockwork and robot enemy type in Delesyia, which is exactly the environment you will be spending a lot of time in during the mid-to-late main campaign. info The spear belongs to a series of weapons tied to elemental affinities in Crimson Desert. Each weapon in this series excels against specific enemy types, so the Kuku Disruptor Spear is a situational pick rather than a universal best-in-slot option. For more weapon locations, crafting walkthroughs, and build strategies across Crimson Desert and other games, browse more guides on GAMES.GG.]]></description>
            <link>https://games.gg/crimson-desert/guides/crimson-desert-kuku-disruptor-spear-location/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:32:48 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Get Quagmire Powder]]></title>
            <description><![CDATA[Quagmire Powder sits behind a locked door for most of your Windrose playthrough. You won't see it until you've pushed far enough into the world to unlock the Cursed Swamps biome, which makes it one of the later materials you'll encounter. Once you're there, though, it's surprisingly straightforward to farm, and it feeds directly into one of the most important crafting chains in the endgame. How do you unlock access to Quagmire Powder? Access to Quagmire Powder depends entirely on reaching the Cursed Swamps biome. According to Destructoid's coverage of Windrose, most players unlock this region after the Foothills, making it the third biome accessible in a typical save. There's no shortcut here. Progress through the earlier regions first, then head into the swamps once they open up. Where do Plague Thralls spawn in the Cursed Swamps? Plague Thralls are the enemies you're after. They appear throughout the Cursed Swamps, specifically in the forests and along the coastline within the biome. They're described as fairly common spawns, so you won't be hunting rare elites or waiting on a respawn timer. Walk through the swamp and you'll find them. In terms of combat, Plague Thralls are slow, rely on melee attacks, and carry two blocks. They're not threatening if your character is leveled appropriately for the Cursed Swamps region. The real value in killing them isn't the fight itself, it's the loot. info Plague Thralls also drop Bone Beads alongside Quagmire Powder, so every kill contributes two useful materials at once. Don't ignore the Bone Beads while farming. Plague Thrall loot drop Is Quagmire Powder a guaranteed drop? Yes. Based on testing documented by Destructoid, every Plague Thrall killed appears to drop Quagmire Powder without exception. That makes this one of the cleaner farming loops in Windrose since you're not dealing with percentage-based drops or bad luck streaks. Kill a Plague Thrall, get the powder. Repeat as needed. danger Because the drop rate appears to be 100%, the most efficient strategy is simply to clear every Plague Thrall you encounter while moving through the Cursed Swamps rather than farming a single fixed location. What do you use Quagmire Powder for? The only confirmed use for Quagmire Powder is smelting Mire Metal Ingots . The recipe requires 1 Quagmire Powder and 2 Ancient Scraps per ingot. That's a straightforward ratio, but it means you'll need a steady supply of both materials to craft ingots in volume. Why do Mire Metal Ingots matter? Mire Metal Ingots are required for the final upgrade tier on both weapons and ships. That puts them squarely in endgame territory. If you want your gear at maximum strength before tackling the hardest content Windrose has to offer, you need Ingots, which means you need Quagmire Powder. warning Don't wait until you need Mire Metal Ingots to start farming Quagmire Powder. Stock up while you're actively spending time in the Cursed Swamps so you're not making return trips later. Tips for farming Quagmire Powder efficiently Clear the Cursed Swamps methodically rather than rushing through. Every Plague Thrall you skip is a guaranteed drop left behind. Prioritize both forests and coastline areas since Plague Thralls appear in both zones within the biome. Keep an eye on your Ancient Scraps supply alongside your powder count. You need twice as many scraps as powder to smelt Ingots, so a powder surplus without scraps still stalls your crafting. Farm in bulk early. Mire Metal Ingots gate your endgame progression on both weapons and ships, so building a stockpile of Quagmire Powder before you need it keeps your upgrade path smooth. For more guides covering Windrose and other games, browse more guides on GAMES.GG to keep your progression moving forward.]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-get-quagmire-powder/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:31:10 GMT</pubDate>
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            <title><![CDATA[Disney Dreamlight Valley Guide: Where to Find Special Resin]]></title>
            <description><![CDATA[The A Little Algae Problem quest in Disney Dreamlight Valley has a reputation for stopping players cold, and the Special Resin is the main culprit. The game points you toward a general area with no real precision, and the item itself blends into its surroundings well enough to be genuinely easy to miss. Here's exactly where it is and how to grab it without wasting another ten minutes circling the map. What is Special Resin and why do you need it? Special Resin is a quest-exclusive item tied specifically to the A Little Algae Problem quest, which is part of Pocahontas's questline in Disney Dreamlight Valley. Because it only exists within the context of this mission, it won't appear in your world until you've reached the relevant stage, and you won't find it through normal foraging or crafting. Pocahontas asks you to track it down as one of several materials needed to progress. info Special Resin is not a general-use crafting material. It only appears during the A Little Algae Problem quest and cannot be found or stored outside of that mission context. Special Resin spawns near the drum Where does Special Resin spawn in Pocahontas's house? The Special Resin sits on the floor of Pocahontas's Yehakin (her house), specifically next to the drum in the back right corner of the room. To get there, walk through the entrance, pass the glowing blue fire in the center of the room, then look down and to your right. The item blends into the dark flooring at first, but once you move past the fire, it begins sparkling, which makes it noticeably easier to spot. The tricky part is finding the house itself. Because players can place Pocahontas's home anywhere in the valley when they unlock her during the Whispers of the Wind quest, the location varies for every save file. To track it down quickly, open your map and look for the Mickey Mouse head icon with a purple circle around it. All character homes use the same Mickey icon, but the purple circle marks Pocahontas's specifically during this quest stage. info If you've unlocked DLC areas like Wishblossom Ranch or Eternity Isle, check those maps too. You may have placed Pocahontas's Yehakin outside the main valley entirely. How to get Special Resin Progress through the A Little Algae Problem quest until Pocahontas asks for Special Resin. Open your map and locate the Mickey Mouse head icon with a purple circle (this marks her Yehakin). If you can't find it on the main valley map, check any DLC worlds you have access to. Enter Pocahontas's house and walk past the glowing blue fire in the center of the room. Look to your right toward the back corner , near the drum. The Special Resin will start sparkling once you're past the fire. Pick it up to add it to your inventory. What else do you need for A Little Algae Problem? Special Resin is just one part of the material list for this quest. Here's a full breakdown of everything required to progress, according to the quest's requirements: Material Quantity Special Resin 1 (from Pocahontas's house) Softwood 15 Hardwood 10 Clay 6 Glass 4 The Special Resin tends to be the sticking point because it's location-specific and hidden, while the other materials can be gathered through standard resource collection around the valley. Once you have all five, you're clear to finish the quest and move on. What comes after A Little Algae Problem? Finishing this quest opens up additional Pocahontas storyline content and lets you move on to other active missions in the valley. Based on the available quest structure, players typically continue into tasks like the A Raccoon's Return quest, tracking down and feeding a Calico Rabbit , and working through Olaf's Grand Exhibition in the Dazzle Beach room. For more help navigating Disney Dreamlight Valley's quests and collectibles, browse more guides covering everything the game throws at you.]]></description>
            <link>https://games.gg/disney-dreamlight-valley/guides/disney-dreamlight-valley-where-to-find-special-resin/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:29:45 GMT</pubDate>
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            <title><![CDATA[Disney Dreamlight Valley Guide: How to Get All Star Path Vault Rewards]]></title>
            <description><![CDATA[The Star Path Vault is one of the newer additions to Disney Dreamlight Valley's seasonal event system, and if you missed it when it launched alongside the Elements of Nature Star Path, you're probably wondering what it actually does and whether it's worth your time. Short answer: yes, especially if you skipped any previous Star Path events. What is the Star Path Vault in Disney Dreamlight Valley? The Star Path Vault is an extra rewards page tied to the active seasonal event. According to Destructoid's coverage of the Elements of Nature Star Path, the feature was added specifically to give players a second chance at items from past events they may have missed. Think of it as a rotating archive that runs alongside the main Star Path track. The Vault contains two distinct categories of items: Returning items from previous Star Path events, unchanged from their original release Refreshed versions of old items, which may be recolored, redesigned, or otherwise updated info The Star Path Vault debuted with the Elements of Nature Star Path event, which also introduced Pocahontas to the game. If you're playing an earlier event, this feature may not be available yet. Star Path Vault rewards screen How do you unlock Star Path Vault rewards? Unlocking Vault prizes comes down to completing routine duties during the active event. For the Elements of Nature Star Path specifically, there are 7 Vault prizes available across 7 weeks of routine duties. The unlock rate is straightforward: for every 3 routine duties you complete, you can claim 1 Vault prize. A few things to keep in mind: Prizes must be claimed in order . You cannot pick and choose which items you grab first. Completing all weekly duties before the event ends means you'll collect every Vault prize available. Routine duties also generate Tokens for the main event shop, making them the most efficient tasks to prioritize during any active Star Path. info Don't let routine duties pile up. Finishing them weekly keeps you on pace for all 7 Vault prizes and keeps your Token income steady for the main Star Path track. Routine duties task checklist What's the difference between free and premium Vault rewards? Each Vault collection mixes free items and premium items . Here's how the split works: Reward Type Who Can Claim It Requirement Free items All players Complete routine duties Premium items Premium Star Path owners only Upgrade to premium tier If you're on the free track and hit a premium item in the Vault queue, you skip past it automatically and can still claim the free items that come after it. You won't be blocked from progressing just because you haven't paid for premium. warning Even on the free track, you still need to complete the routine duties to advance through the Vault queue. Skipping duties means skipping prizes, regardless of your tier. What happens if you already own a Vault item? This is where the system gets genuinely clever. If a Vault prize is something you already have in your collection, you won't just get a duplicate or nothing at all. You'll receive a red chest instead, which contains a different item you don't already own. That makes the Vault worth engaging with even for veteran players who've completed multiple previous Star Paths. You're not going to walk away empty-handed because you were playing the game early. The developers also noted in that same blog post that the Star Path Vault system may evolve in future updates based on player feedback, so the exact structure could shift over time. Which routine duties should you prioritize? For the Elements of Nature Star Path, some of the more accessible routine duties to knock out early include planting 20 enriching orange squash, crafting a potion to boost your garden, and planting 20 corny golden crops. These are confirmed tasks from the current event, per Destructoid's guide coverage. Getting these done early means you're not scrambling in the final week of the event to unlock Vault prizes you could have had weeks ago. info Routine duties serve double duty: they unlock Vault prizes at a rate of 1 per 3 completed, and they generate Tokens for the main Star Path shop. Always clear them before spending time on anything else during an active event. For more gaming guides across all platforms, browse more guides at GAMES.GG to stay on top of the latest tips and strategies.]]></description>
            <link>https://games.gg/disney-dreamlight-valley/guides/disney-dreamlight-valley-how-to-get-all-star-path-vault-rewards/</link>
            <guid isPermaLink="true">https://games.gg/disney-dreamlight-valley/guides/disney-dreamlight-valley-how-to-get-all-star-path-vault-rewards/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:28:16 GMT</pubDate>
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            <title><![CDATA[Tomodachi Life: Living the Dream Guide: How to Get Miis to Live Together]]></title>
            <description><![CDATA[Two Miis watching the same TV in a shared apartment is one of those small moments that makes Tomodachi Life: Living the Dream feel genuinely alive. Getting there takes patience, though. The game never explains the system directly, so plenty of players end up waiting around with no idea what they're missing. Here's exactly how to make it happen. How do you get Miis to move in together? There are two paths to shared living, according to both GameTyrant and Destructoid's coverage of the game: marriage and deep friendship . Both work, but they play out differently. The marriage route is the more predictable of the two. If two Miis are already dating, one will eventually ask for help proposing to the other. Pull off the proposal successfully, and your Miis will get married, head off on a honeymoon, and then ask to move in together afterward. As Destructoid notes, this route is reliable but slow, since romance takes time to develop from scratch. The friendship route is faster in practice but harder to control. Once two Miis reach a strong enough bond, one of them may randomly bring up the idea of living with their best friend. You can't force this conversation to happen on a schedule. The key is checking in on your Miis regularly and keeping their relationship strong. info Drag and drop Miis close to each other as often as possible, or bring them together at the restaurant for shared meals. Both methods help build friendship faster, according to Destructoid. Miis settling into shared life When a Mii is ready to pop the roommate question, you'll see a Pondering bubble appear above their head. Tap it, hear them out, and make sure you tell them it's a good idea. Skip that confirmation and nothing happens. What friendship level do Miis need before asking to move in? Miis should be at least great friends before there's any real chance of a roommate request appearing. Simply being acquaintances won't cut it. The bond needs to be strong enough that the game registers them as close, which takes consistent interaction over time. The table below breaks down both routes at a glance: Route Trigger Speed Predictability Marriage Successful proposal after dating Slow High (always triggers after wedding) Best friendship Random request after strong bond Faster Low (random timing) warning There is no direct way to force Miis to live together. You can only create the right conditions and wait for the request to appear organically. How many Miis can live in one shared home? Up to 8 Miis can share a single large house, as confirmed by both GameTyrant and Destructoid. That's the hard cap. You won't reach it quickly, either. New roommates can only be added one at a time, and each addition requires that the incoming Mii already has a strong bond with someone already living in the apartment. Building a full house of 8 is genuinely a long-term project. Think of it less as a goal to rush and more as a natural result of playing the game attentively over many sessions. Up to 8 Miis per apartment How to grow a shared apartment beyond two Miis Getting a third, fourth, or fifth Mii into an existing apartment is where things get tricky. Based on available information from GameTyrant, the most likely path is having a Mii outside the apartment become best friends with someone already living inside it. That friendship bond is what triggers the eventual move-in request. There's no confirmed mechanic for directly inviting a Mii into an established apartment without that relationship foundation. So if you have a specific Mii you want to add to a household, start building their friendship with a current resident now. danger All Miis you want sharing a home should ideally be at least great friends with each other, not just with one resident. This gives you the best odds of the system working smoothly as the household grows. Keep visiting every Mii on the island regularly. The more attention you pay to relationships across the board, the faster these bonds develop and the sooner roommate requests start appearing. Tips for speeding up the process Drag Miis together whenever you visit the island. Physical proximity helps build bonds faster. Use the restaurant to get specific Miis dining together, which counts as quality time. Check in frequently. The Pondering bubble only appears during active play sessions, so the more you visit, the more chances you catch it. Don't skip the confirmation. When a Mii raises the idea of moving in, always say yes if you want it to happen. There's no guarantee the same Mii will ask again immediately. Work on romance in parallel. Since married Miis automatically request to move in after the wedding, running a few romantic storylines alongside your friendship-building gives you multiple chances at shared living at once. For more on everything happening in Tomodachi Life: Living the Dream and other games, browse more guides at GAMES.GG.]]></description>
            <link>https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-how-to-get-miis-to-live-together/</link>
            <guid isPermaLink="true">https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-how-to-get-miis-to-live-together/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:24:37 GMT</pubDate>
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            <title><![CDATA[Saros Trophy Trophy List: All Achievements & Trophies]]></title>
            <description><![CDATA[Saros arrives with 45 PlayStation trophies to chase, and Housemarque has built a list that rewards mastery over luck. After looking at the full trophy breakdown, the good news is that the design skews toward skill-based challenges rather than the frustrating RNG-dependent tasks that haunted Returnal's list. If you're planning a Platinum run, here's everything you need to know before your first cycle begins. How many trophies does Saros have? The Saros trophy list contains 45 trophies in total, split across the following tiers: Trophy Tier Count Platinum 1 Gold 2 Silver 16 Bronze 26 For context, Returnal shipped with 38 trophies, so Saros offers 7 more targets to chase. According to the trophy list sourced ahead of release, the Platinum is titled "The Sun Is Forever" and requires mastering Carcaso by obtaining every other trophy first. info Saros is a PS5-exclusive title, so all trophies are PlayStation trophies only. There are no Xbox achievements or Steam achievements. Bullet hell in Carcaso All Saros story trophies The narrative trophies track your progress through Saros' three acts and the boss encounters tied to each region. These will come naturally as you push through the game, though clearing every Overlord takes serious commitment. Act completion trophies Never Let Go - Complete Act 1 Into Yellow - Complete Act 2 The Blazing Throne - Complete Act 3 Let Go - Complete all Epilogue requirements and defeat the King Overlord boss trophies Each of Saros' biomes has an Overlord to defeat. Clearing all of them is required for the Platinum, so treat this list as your boss checklist: Prophet - Defeat the Overlord of the Shattered Rise Bastion - Defeat the Overlord of the Ancient Depths Rhabdom - Defeat the Overlord of the Shattered Descent Legion - Defeat the Overlord of the Blighted Marsh Architect - Defeat the Overlord of the Desecrated Fortress Shepherd - Defeat the Overlord of the Acolyte's Haven Priestess - Defeat the Overlord of the Cathedral King - Defeat the Overlord of the Yellow Shore info The King Overlord trophy and the "Let Go" Epilogue trophy are separate. Defeating the King alone earns one trophy, but completing all Epilogue requirements unlocks the second. Plan your endgame accordingly. All Saros exploration and progression trophies These trophies push you to engage with Saros' systems fully, from the Banyan Tree to Nightmare Gates. Strange Is The Night - Enter the Banyan Tree for the first time Shattered Glass - Complete every encounter inside the Banyan Tree Nightmare Strands - Enter and complete all 7 Nightmare Gates at least once Full Arsenal - Unlock all Main and Power Weapons, then defeat 25 hostiles with each Carcosan Cartographer - Use the Carcosan Modifiers to complete and survive 33 expeditions Soltari R&D - Unlock and use all Traits and Variants of a single Weapon Eclipse's Gift - Collect 70 Halcyon Never Enough - Collect 20 Halcyon in the Yellow Shore specifically Carcosan Conqueror - Encounter and defeat 10 Alpha hostiles Reinforced Carapace - Collect 20 Integrity Augments warning "Full Arsenal" requires defeating 25 hostiles with every unlocked weapon, not just owning them. Track your progress per weapon type and avoid neglecting any category early in your runs. All Saros combat skill trophies This is where the list gets demanding. These trophies test specific mechanics and weapon proficiencies that require deliberate setup rather than passive play. Weapon-specific challenges Enforcer - Damage 7 hostiles within 5 seconds using Handcannons Relentless - Land 50 consecutive shots on hostiles with Rifles Spread the Cost - Land 7 consecutive Shotgun blasts with 100% pellet accuracy Vicious Circle - Use Chakrams to damage 4 hostiles within 2 seconds All Shall Bow - Hit 3 hostiles at once with Crossbows Broadside - Defeat 5 hostiles with a single Prominence blast Atrophy - Damage 5 hostiles simultaneously with Dispiritor projectiles Angle Of Attack - Defeat a hostile using a ricochet Nova Lance slug Radiance - Damage 3 hostiles simultaneously using the Illumine General combat trophies Bullet Paradise - Dispatch 1995 regular hostiles (a cumulative grind across runs) OverDriven - Dispatch 30 hostiles using OverDrive in a single cycle Countermand - Stagger 2 hostiles simultaneously with one Parry Approach Vector - Dispatch a shielded hostile with a mid-air Melee attack Break The Cycle - Absorb 2021 projectiles using the Shield Catch And Release - Absorb 3 Power bars with the Shield, then defeat a hostile with a Power Weapon Fall From Grace - Eliminate a hostile using the environment without shooting it info "Spread the Cost" demands 100% pellet accuracy on 7 consecutive Shotgun blasts. Fight at close range against stationary or slow-moving hostiles to land every pellet cleanly. Dense corridor encounters are your best opportunity. All Saros challenge and survival trophies These are the trophies that separate casual players from Platinum hunters. Several require you to complete full biomes under restrictive conditions. Untouchable - Complete a Biome without taking direct, non-Corruption damage or losing Adrenaline Vincible - Complete a Biome without using the Shield War Within - Reach maximum Corruption level and survive Fatal Triptych - Die 3 times during a single cycle Second Chance - Use Second Chance for the first time Come Back Stronger - Die for the first time "Untouchable" is almost certainly the hardest non-story trophy on the list. Completing an entire biome without taking direct damage and without losing Adrenaline means playing at a level that eliminates almost all mistakes. Pick the biome you know best and run it repeatedly until the layout and enemy patterns are second nature. "Vincible" flips the script by removing your Shield entirely, which forces aggressive play and precise positioning. Pairing both of these runs back-to-back in the same session on a familiar biome is the most time-efficient approach. What's the easiest Saros trophy to get first? "Come Back Stronger" is literally awarded for dying once, making it the first trophy most players will unlock without trying. "Second Chance" follows naturally once you trigger that mechanic for the first time. "Strange Is The Night" pops the moment you enter the Banyan Tree, so that comes early too. The grind trophies like "Bullet Paradise" (1995 hostile kills) and "Break The Cycle" (2021 absorbed projectiles) accumulate passively across your entire playthrough, so don't stress about them. Focus on the skill-based trophies and the kill counts will take care of themselves. For more guides on Saros and other PS5 titles, browse more guides at GAMES.GG to keep your trophy hunt on track.]]></description>
            <link>https://games.gg/saros/guides/saros-trophy-trophy-list/</link>
            <guid isPermaLink="true">https://games.gg/saros/guides/saros-trophy-trophy-list/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:17:57 GMT</pubDate>
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            <title><![CDATA[Forza Horizon 6 Release Date & Start Times]]></title>
            <description><![CDATA[Forza Horizon 6 is weeks away from dropping, and Playground Games has finally given fans the Japan setting they've been asking for across multiple entries in the series. The full release lands on May 19, 2026 , with Premium Edition buyers getting a head start four days earlier. Here's everything you need to know to plan your launch day. When does Forza Horizon 6 release? The standard release date for Forza Horizon 6 is May 19, 2026 . Players on Xbox Game Pass get the standard edition included at no extra cost, making this one of the more accessible launches in the franchise's history. If you want in earlier, the Premium Edition costs $129.99 and unlocks up to four days of early access, putting you behind the wheel as early as May 15 depending on your time zone. Whether that four-day window is worth the premium price is a personal call, but for dedicated fans who've been tracking every reveal, it's a real option. info Start times listed below are sourced from SteamDB data for the Steam version of the game. Console players should verify times through their respective storefronts closer to launch. Japan map revealed for FH6 What are the exact Forza Horizon 6 start times by time zone? Forza Horizon 6 is expected to follow a global simultaneous release structure rather than a staggered regional rollout. That means players in Japan and Australia will technically see the calendar flip to May 15 (early access) and May 19 (full release) before players in North America, even though everyone goes live at the same moment. The table below covers both waves. Early access buyers get in on May 14-15 depending on their region, while the full release follows four days later on May 18-19. Time Zone Early Access Start Full Release Start Pacific Time (PT) 9 PM, May 14 9 PM, May 18 Central Time (CT) 11 PM, May 14 11 PM, May 18 Eastern Time (ET) 12 AM, May 15 12 AM, May 19 Brasilia Time (BRT) 1 AM, May 15 1 AM, May 19 British Summer Time (BST) 5 AM, May 15 5 AM, May 19 Central European Summer Time (CEST) 6 AM, May 15 6 AM, May 19 China Standard Time (CST) 12 PM, May 15 12 PM, May 19 Korea Standard Time (KST) 1 PM, May 15 1 PM, May 19 Japan Standard Time (JST) 1 PM, May 15 1 PM, May 19 Australian Eastern Time (AET) 2 PM, May 15 2 PM, May 19 New Zealand Standard Time (NZST) 4 PM, May 15 4 PM, May 19 info Set a calendar reminder for the evening before your local start time. Preloading the game ahead of launch means you're racing the moment servers open rather than waiting on a download. Which edition should you buy? There are two practical options for most players. Standard Edition via Xbox Game Pass — Free with an active subscription. Full game, no early access. This is the right call for the majority of players. Premium Edition ($129.99) — Includes four days of early access plus additional content. Aimed at players who want to be among the first on the Japan map and are willing to pay for the privilege. Four days is a meaningful gap if you're planning to stream or compete in early community challenges, but it won't define your long-term experience with the game. What's new in Forza Horizon 6? The biggest shift in Forza Horizon 6 is the setting. Japan has been one of the most requested locations from the community for years, and Playground Games is delivering a sprawling map built around the country. Beyond the setting, the game continues the series' tradition as a spinoff from the Forza Motorsport franchise, keeping the open-world festival format that defines Horizon entries. The Japan map has already been fully revealed, giving players a look at the scope of the world before launch. Expect a mix of mountain roads, urban environments, and coastal stretches that suit the country's driving culture. For more racing guides and gaming coverage, browse more guides on GAMES.GG to stay ahead of launch day and beyond.]]></description>
            <link>https://games.gg/forza-horizon-6/guides/forza-horizon-6-release-date-and-start-times/</link>
            <guid isPermaLink="true">https://games.gg/forza-horizon-6/guides/forza-horizon-6-release-date-and-start-times/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:14:31 GMT</pubDate>
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            <title><![CDATA[Is there Early Access for Forza Horizon 6?]]></title>
            <description><![CDATA[Forza Horizon 6 launches on May 19, but if you want to be racing four days before that, there's a specific path to get there. Playground Games has set up early access the same way Forza titles have handled it for a while now: pay for the top-tier edition, get in early. The details on what that costs and what your options are as a Game Pass subscriber are worth knowing before you hand over your money. Does Forza Horizon 6 have early access? Yes. Eligible players can access the full game up to four days before the official May 19 release date. That means you could be behind the wheel as early as May 15, depending on your time zone and the exact unlock times. This isn't a surprise for anyone who has followed the Forza franchise. Both Horizon and Motorsport entries have offered early access windows tied to premium purchases for several generations now, and Forza Horizon 6 follows that same pattern. Is there Early Access for Forza Horizon 6? How do you unlock Forza Horizon 6 early access? Early access is locked behind the Premium Edition of Forza Horizon 6. The four-day head start is one of the main benefits bundled into that edition, and there is no other way to get it. Buying the Standard Edition or playing through an Xbox Game Pass subscription, including Xbox Game Pass Ultimate or PC Game Pass, does not include early access. danger Game Pass subscribers are not automatically eligible for early access. You need the Premium Edition specifically, either purchased outright or as an upgrade on top of your existing Game Pass access. How much does the Forza Horizon 6 Premium Edition cost? Here's the full breakdown of your options based on the pricing: Option Price Who it's for Premium Edition (full) $119.99 Players without any existing access Premium Edition Upgrade $59.99 Players with Standard Edition via Game Pass The Premium Edition Upgrade at $59.99 is the smarter buy if you already have the game through Game Pass. You get the early access window and the rest of the Premium Edition benefits without paying full price twice. info If you're already subscribed to Xbox Game Pass Ultimate or PC Game Pass, the Standard Edition of Forza Horizon 6 is included at no extra cost. The $59.99 Upgrade then becomes your cheapest route to early access rather than buying the $119.99 Premium Edition from scratch. What's the difference between the Standard and Premium editions? Beyond early access, the Premium Edition typically bundles additional content on top of the base game. The source material confirms the four-day early access period as one of the main benefits of the Premium Edition, though the full list of included extras beyond that is not detailed in available information. Based on what's confirmed, the core early access advantage is the four-day window itself. Is the early access worth the price? Four days is a meaningful head start in an open-world racing game where the community will be mapping out the fastest routes, best car builds, and hidden content in real time. Getting in before the general population drops means you're exploring on your own terms rather than following a trail that's already been blazed. That said, $119.99 is a significant outlay. The Game Pass Upgrade route at $59.99 makes the math considerably easier to stomach, especially since Game Pass Ultimate already costs a monthly fee. If you're a committed Forza fan who plays these games for hundreds of hours, the Premium Edition has historically justified itself through the bundled content alone, before you even factor in the early access window. For more on what's coming to Forza Horizon 6 and the rest of the year's biggest releases, browse more guides at GAMES.GG.]]></description>
            <link>https://games.gg/forza-horizon-6/guides/is-there-early-access-for-forza-horizon-6/</link>
            <guid isPermaLink="true">https://games.gg/forza-horizon-6/guides/is-there-early-access-for-forza-horizon-6/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:11:45 GMT</pubDate>
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            <title><![CDATA[Invincible VS Release Date, Start Times & What to Expect]]></title>
            <description><![CDATA[Invincible VS is a 3v3 tag fighting game set in the Skybound universe, and it's arriving on April 30, 2026 . After an open beta earlier this month gave players their first real taste of the gore-soaked combat, the full launch is locked in. With 18 characters on the roster at launch, this is the game that finally lets you settle the debate: who actually wins between Rex Splode and Conquest ? When does Invincible VS release? According to Insider Gaming, Invincible VS launches on April 30, 2026, at 10:00 AM PT . That's a solid mid-morning window for West Coast players, giving you the full afternoon and evening to grind through the roster. East Coast players are looking at 1:00 PM ET, which is still a reasonable start. The open beta ran in early April and, based on available reports, the reception was positive enough that the developer pushed straight to a full launch without delay. The game's setting was never really in question since the Invincible animated show and comics are built on brutal, high-stakes fights. Translating that into a fighting game format was always going to work on paper. The real question was execution, and the beta suggested the team got it right. info If you're on the West Coast, the 10:00 AM PT launch means you can get a full session in before the evening crowd floods the servers. Jump in early to avoid peak-hour matchmaking queues. 18-character launch roster What time does Invincible VS go live in your region? The table below covers every major time zone. Note that players in East Asia and Oceania will technically be playing on May 1 due to the time difference. Region / Time Zone Launch Time Pacific Time (PT) 10:00 AM, April 30 Central Time (CT) 12:00 PM, April 30 Eastern Time (ET) 1:00 PM, April 30 Brasilia Time (BRT) 2:00 PM, April 30 British Summer Time (BST) 6:00 PM, April 30 Central European Summer Time (CEST) 7:00 PM, April 30 China Standard Time (CST) 1:00 AM, May 1 Korean Standard Time (KST) 2:00 AM, May 1 Japan Standard Time (JST) 2:00 AM, May 1 Australian Eastern Time (AET) 3:00 AM, May 1 New Zealand Standard Time (NZST) 5:00 AM, May 1 warning Players in Australia, New Zealand, Japan, Korea, and China are looking at a very early morning launch on May 1. Set an alarm or just stay up late if you want to be among the first in. What kind of game is Invincible VS? Invincible VS is a 3v3 tag fighting game , meaning you build a team of three characters and swap between them mid-match. The format is well-established in the genre and suits the Invincible universe well since the show rarely features one-on-one fights anyway. Teams clash, chaos erupts, and someone ends up with their intestines on the outside. Standard Tuesday in the Invincible universe. At launch, the roster sits at 18 characters , which is a reasonable number for a new fighting game. The source material gives the developers plenty to work with in terms of power sets and personality, and the beta reportedly nailed the visual style of the comics and show, including the brutal finishers the franchise is known for. info The game launched following a successful open beta in early April 2026, according to Insider Gaming. Post-beta feedback appears to have been positive, with no significant delays announced before the April 30 release date. Who is in the Invincible VS roster? Based on available information from sources, the launch roster includes 18 characters drawn from the Invincible universe. Named characters confirmed in source materials include Rex Splode , Conquest , and Battle Beast . The full roster breakdown beyond these characters was not detailed in the available sources. For a 3v3 tag format, 18 characters gives you a decent variety of team compositions to experiment with from day one. Expect the meta to develop quickly once players start running sets online. Is Invincible VS worth playing on launch day? The open beta ran in early April and the developer moved directly to a full release with no announced delays, which is a good sign. Fighting games live or die on their netcode and matchmaking, and those things only get properly stress-tested when the full player base hits the servers. Launch day will tell you a lot. The 3v3 tag format has a high skill ceiling. Learning one character is manageable. Learning three and knowing when to tag is where the real depth lives. If you're coming in with friends, you'll have a head start figuring out team synergies before the competition does. For more fighting game coverage and launch guides, browse more guides on GAMES.GG to stay up to date as the meta develops post-launch.]]></description>
            <link>https://games.gg/invincible-vs/guides/invincible-vs-release-date/</link>
            <guid isPermaLink="true">https://games.gg/invincible-vs/guides/invincible-vs-release-date/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 18:03:03 GMT</pubDate>
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            <title><![CDATA[Xenonauts 2 Research Guide: Unlock Every Tech Tree Path]]></title>
            <description><![CDATA[The research system in Xenonauts 2 is where campaigns are won or lost before a single shot gets fired on the ground. Get your project order right and your soldiers will be rolling into late-game missions in Guardian Armor with Gauss rifles . Get it wrong and you will spend months of in-game time watching scientists sit idle, generating a meager $25 per hour while the alien threat escalates around you. This guide breaks down every research project documented in the official Xenonauts 2 wiki, explains the dependency chains, and tells you which paths to prioritize first. What happens when no research is selected? Leave your research queue empty and each scientist defaults to generating $25 per hour . That sounds fine early on, but it compounds into a serious mistake. The funding bonuses unlocked by plot research projects dwarf that passive income. Waveform Analysis , for example, adds $75,000 in monthly funding the moment it completes, and several subsequent plot projects each add another $150,000 per month . Idle scientists are leaving massive money on the table, so always keep the queue full. info Plot research projects unlock permanent monthly funding increases. Prioritizing them early pays for itself many times over across the campaign. How does the research tree work? Every project has prerequisites, either specific resources you recover from the battlefield or earlier research you must complete first. The tree splits into several distinct branches covering weapons, armor, aircraft, explosives, and plot progression. Most of the best gear sits behind two or three layers of prerequisites, so understanding the dependency chains before you start is the difference between a smooth campaign and a frustrating grind. Plot research: the backbone of your campaign Plot projects gate both story progression and your monthly funding income. The chain runs in this order, according to the official wiki: Waveform Analysis (requires Atlas Base mission completed) unlocks +$75,000 monthly funding Xenobiology (requires a Secton corpse) unlocks the Stun Gun, alien corpse analyses, and +$150,000 monthly funding Quantum Teleportation (requires Xenobiology completed and the Crashed Destroyer UFO mission) unlocks +$150,000 monthly funding Alien Origins (requires Quantum Teleportation) unlocks the Quantum Array and +$150,000 monthly funding Cleaner Device (requires Cleaner Base mission completed) unlocks +$150,000 monthly funding UOO-1 Sabotage (requires Antigravity Emitter research) closes out the main research chain Each of these should be treated as mandatory. The funding multiplier from completing them in sequence is enormous. danger Xenobiology requires you to actually recover a Secton corpse from a mission. Make sure you are prioritizing stun and capture options early so you do not miss the resource window. What is the fastest path to better weapons? The weapon research branches are gated behind alien resources you recover from UFOs and combat missions. Here is how the three main weapon tiers break down: Magnetic weapons Alien Magnetic Weapons research (requires recovering an Alien Magnetic Weapon resource) unlocks the full suite of Accelerated weapons: Pistol, Shotgun, Rifle, LMG, Sniper Rifle, and Cannon, plus Accelerated Cannon air weapons. This is your first major firepower upgrade and should be a top priority the moment you recover the resource. Laser weapons The laser branch requires Alenium Power first, which itself needs Alenium resources. Once Alenium Power is researched, Laser Weaponry becomes available and opens the door to Heavy Lasers , which unlock the Laser Autorifle, Laser Battery base upgrade, Laser Lance, and Laser Cannon air weapons. The Alien Plasma Weapons research (requires an Alien Plasma Weapon resource) then feeds into laser damage and ammo recharge upgrades. Gauss weapons Gauss is the top conventional-tech weapon tier. The path runs: Alien Electronics research (requires Observer UFO mission) into Advanced Alloys research, then Gauss Weaponry , and finally Heavy Gauss Weaponry . Heavy Gauss unlocks the Gauss Autorifle, Gauss Battery base upgrade, Gauss Blaster air equipment, and Gauss Cannon. This branch also unlocks the X-132 Gemini Interceptor aircraft and the Colossus Battlesuit Armor , making Advanced Alloys one of the most valuable research nodes in the entire tree. Armor research: which suits should you prioritize? Armor Research Required Prerequisite Warden Armor Warden Combat Armor Alien Alloys resource Guardian Armor Guardian Battle Armor UFO Hull Plating research Stalker Armor Stalker Stealth Armor Alien Electronics research Colossus Battlesuit Colossus Battlesuit Armor Advanced Alloys research UFO Hull Plating (requires Crashed Destroyer UFO mission) is the gateway to Guardian Armor and also unlocks Alloy Plating, Alloy Vehicle Armor, and the Assault Shield Upgrade. Completing it should be a high priority after your first Destroyer kill. Guardian Armor is a significant mid-game upgrade, and the Colossus Battlesuit at the end of the Advanced Alloys branch is the heaviest protection available. warning UFO Hull Plating requires completing the Crashed Destroyer UFO mission, not just shooting one down. Make sure your soldiers survive the ground mission to access this research branch. Aircraft research: keeping up in the air Your interceptors and dropships need research investment too. The key aircraft unlocks are: X-3 Dragonfly Dropship and X-55 Phantom Interceptor : both require Alenium Power and UFO Hull Plating research X-132 Gemini Interceptor : requires Advanced Alloys research The Alenium Power and UFO Hull Plating combination is a double unlock that pays off in both the air and on the ground, making it one of the most efficient research pairings in the game. How do interrogations work? Interrogations are a separate research category that becomes available after you capture an alien alive during a mission. Each completed interrogation project delivers two permanent bonuses: +1 to Training Rate and +10% damage against all aliens of that species . The species available for interrogation include Cleaner Agents, Cleaner Leaders, Cleaner Soldiers, Mantids, Mentarchs, Psyons, and Sectons. The Observation: Psyon project also unlocks the Mind Shield Module , which is the only interrogation project with an engineering unlock attached. info Stacking interrogation bonuses across multiple alien species adds up fast. Prioritize capturing one of each species as early as possible rather than farming the same type repeatedly. Late-game research: explosives and endgame tech The explosives branch splits into two parallel paths in the mid-to-late game: Alenium Explosives (requires Terror Site mission completed): unlocks Alenium Grenades, Alenium Rockets, and Alenium Warheads Fusion Explosives (requires Crashed Bomber UFO mission): upgrades to Fusion Grenades, Fusion Rockets, and Fusion Warheads Fusion Weapons (requires an Alien Fusion Weapon from a crashed Cruiser): parallel path to the same Fusion upgrades Antigravity Emitter (requires an Alien Antigrave Emitter from a crashed Cruiser): unlocks UOO-1 Sabotage , the final plot research project The Nanofabrication project (requires Alien Base mission completed) unlocks Alenium and Alien Alloys as resources, plus the Nanotech Workshop and Quantum Library base upgrades, making it a strong late-game investment for resource sustainability. Tissue Regeneration (requires an Alien Surgical Table resource) is worth researching whenever the resource becomes available. It unlocks the Advanced Medkit, Automod Module, and the Surgical Center base upgrade, all of which keep your veteran soldiers in the field longer. Research priority summary Based on the full research tree documented in the official Xenonauts 2 wiki, here is the general priority order for a strong campaign: Waveform Analysis (immediate funding boost) Xenobiology (funding plus Stun Gun for captures) Alien Magnetic Weapons (first major weapon upgrade, resource-dependent) Alenium Power (gates lasers and key aircraft) UFO Hull Plating (gates Guardian Armor and better aircraft) Alien Electronics (gates Stalker Armor, Advanced Alloys, and the Gauss branch) Advanced Alloys into Gauss Weaponry (top-tier weapons and Colossus Battlesuit) Continue plot research chain through Quantum Teleportation and Alien Origins For more strategy content across all genres, browse more guides on GAMES.GG to find deep-dives on the games you are playing right now.]]></description>
            <link>https://games.gg/xenonauts-2/guides/xenonauts-2-research-guide-tech-tree/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 13:31:11 GMT</pubDate>
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            <title><![CDATA[Xenonauts 2 Soldier Progression Guide: Attributes, Ranks, and Medals]]></title>
            <description><![CDATA[Losing a veteran soldier in Xenonauts 2 hurts in a way few other tactics games replicate. That's because every stat point on your squad members was earned through real battlefield decisions, not handed out via a level-up menu. Understanding exactly how progression works, which attributes to prioritize, and how medals stack on top of everything else is the difference between a squad that crumbles under alien pressure and one that holds the line into the late campaign. How do soldier attributes work in Xenonauts 2? According to the Xenonauts 2 Official Wiki, each soldier carries six core attributes. These don't just sit in the background as abstract numbers. Every one of them ties directly to how your soldiers perform on the ground. Six core soldier attributes Here's what each attribute actually does: Time Units (TU): Governs how far a soldier can move and how many actions they can take per turn. Health: Sets the soldier's maximum hit points. Accuracy: Directly affects shooting precision against enemies. Strength: Controls maximum carry weight, grenade throw range, and recoil handling. Reflexes: Determines melee accuracy and how often a soldier triggers Reaction Fire when enemies move. Bravery: Affects morale outcomes and resistance to psionic attacks from alien units. You can hover over any stat value in the UI to see the base number alongside all active bonuses and penalties. That transparency is genuinely useful when you're trying to figure out why a soldier is underperforming. How does stat advancement work? This is where Xenonauts 2 gets clever. Soldiers don't gain experience from a shared pool. Each attribute advances through specific actions tied to that stat, per the official wiki. Attribute How to Earn Progress Points Time Units +10 per TU spent on movement Health +200 per increase in any other attribute Accuracy +20 per TU spent firing at enemies Strength +10 per TU spent moving while over 80% carry weight Reflexes +20 per unused TU at end of turn Bravery +50 per point of Suppression received Each attribute needs 1,000 Progress Points to gain +1. You can accumulate a maximum of 2,000 Progress Points per attribute per battle, so a single mission can theoretically yield 2 stat increases per attribute. Earning a kill also grants +200 Progress Points to every attribute simultaneously, which makes aggressive soldiers level faster across the board. info To train Reflexes, deliberately end turns with unused TU. Positioning a soldier in cover and holding fire generates Reflexes progress without putting them at unnecessary risk. info Strength advances only when a soldier moves while carrying more than 80% of their weight limit. Load them up with extra gear on missions where movement is part of the plan. Diminishing returns on high-stat soldiers Once a soldier has earned more than +5 increases in a single attribute, the cost per additional point rises. The official wiki documents the full scale: Progress Range Cost Per Increase +1 to +5 1,000 Progress Points +6 to +10 1,250 Progress Points +11 to +15 1,500 Progress Points +16 to +20 1,750 Progress Points +21 to +25 2,000 Progress Points +26 to +30 3,000 Progress Points +31 onward 4,000 Progress Points The takeaway here is that spreading experience across multiple soldiers is more efficient than pouring everything into one. A squad of well-rounded veterans beats a single elite surrounded by greenhorns. What are soldier ranks and why do they matter? Rank in Xenonauts 2 is not cosmetic. It's calculated from the total number of stat increases a soldier has earned across all six attributes. More importantly, the highest-ranked soldier on a mission becomes the Mission Commander , and their rank directly affects the Bravery bonus or penalty applied to every other soldier during morale and psionic defence checks. Rank Stat-ups Required Commander Bravery Effect Private 0 -10 Corporal 6 -5 Sergeant 17 0 Sergeant Major 32 +4 Lieutenant 50 +8 Captain 70 +12 Major 98 +16 Colonel 128 +20 warning Sending a squad led by a Private or Corporal into a tough mission actively hurts your team's morale. That -10 Bravery penalty from a Private commander can cascade into panic checks failing at the worst moments. Always field your most experienced soldier as Mission Commander when the mission is high-stakes. Reaching Sergeant (17 stat-ups) is the first neutral breakpoint where the commander neither helps nor hurts. Getting to Sergeant Major at 32 stat-ups is where the real benefits begin. What medals can soldiers earn, and what do they do? Medals are automatic awards given when soldiers meet specific career milestones. Each medal grants +1 to all six attributes , and with 8 medals available per soldier, a fully decorated veteran picks up +8 across every stat purely from medal bonuses. That's a significant gain on top of normal progression. Here are all 8 medals and what triggers them, according to the official wiki: Medal Requirement Award For Bravery Complete a UFO Crashsite mission Award For Courage Complete a Terror Site mission Award For Valor Complete an Alien Base mission Crimson Heart Suffer 30 HP damage in a single mission Crux Solaris Eliminate 4 hostile units in a single mission Distinguished Service Medal Complete 10 missions Gallantry Citation Complete a mission where 50% of soldiers were casualties Golden Star Eliminate 5 hostile units info The Gallantry Citation requires completing a mission where half your soldiers became casualties. This isn't something to chase deliberately, but it does mean that surviving a disaster mission with a skeleton crew pays off in the long run. The three mission-type medals (Bravery, Courage, Valor) come naturally as you progress through the campaign. The kill-based medals (Crux Solaris, Golden Star) reward aggressive play, and the Distinguished Service Medal just needs consistent deployment across 10 missions. Building the best long-term squad Putting all of this together, a few patterns emerge from the progression system: Deploy the same soldiers repeatedly. The Distinguished Service Medal at 10 missions and the natural stat gains from consistent play mean that rotating your core squad pays off over time. Let your best soldier lead every mission. Even a Sergeant at the helm is neutral on morale. A Colonel gives a +20 Bravery boost that can be the difference between a squad holding steady and one that breaks under psionic pressure. Chase kills actively. Every kill grants +200 Progress Points to all attributes simultaneously. A soldier who racks up kills levels faster in every stat, not just Accuracy. Accept that some soldiers will specialize naturally. Reflexes-heavy soldiers who hold fire become your reaction fire specialists. Strength-trained soldiers carrying heavy loads become your weapon platform units. Let the system push soldiers toward roles rather than forcing artificial builds. For more strategy content and guides across tactical games, browse more guides at GAMES.GG .]]></description>
            <link>https://games.gg/xenonauts-2/guides/xenonauts-2-soldier-progression-guide/</link>
            <guid isPermaLink="true">https://games.gg/xenonauts-2/guides/xenonauts-2-soldier-progression-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 13:29:19 GMT</pubDate>
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            <title><![CDATA[Xenonauts 2 Beginner's Base Building Guide]]></title>
            <description><![CDATA[Xenonauts 2 drops you into the commander's seat with almost no hand-holding. You're managing a global anti-alien operation, juggling base construction, soldier training, air interceptions, and turn-based ground combat simultaneously. The game rewards careful planning and punishes recklessness hard. This guide breaks down every major system so your first campaign doesn't end in a nuclear war triggered by alien-manipulated world leaders. What are the core gameplay loops in Xenonauts 2? Xenonauts 2 runs on two distinct layers that feed into each other constantly. The Geoscape is your strategic view of the world, where you manage bases, direct aircraft, spend Operations Points, and watch the alien threat escalate in real time. Drop into a Tactical Mission and the game shifts to a tile-based, turn-based combat system where every Time Unit counts. Neglect the Geoscape and your funding dries up, panic spirals out of control, and you run out of soldiers to field. Rush Tactical Missions without proper preparation and you'll lose your best troops to alien weapons that outclass yours from the start. Both layers demand attention. How does the Geoscape work? Time on the Geoscape runs continuously at adjustable speeds, toggled with F1 through F4 . The slowest speed is the default when you first open the screen. At the fastest setting, a full day passes in seconds, so stay alert. The bottom right of the screen shows your Operations Points : your current total and your daily income rate. These points are the currency of strategic influence. You spend them to raise emergency funds, reduce the Doomsday Counter , identify new recruits, build additional bases, and manage Supporters across every region. Supporters fall into three states: Infiltrator (alien-controlled, actively hurting you), Neutral (doing nothing), and Recruited (working for you). Each region has four Supporters spread across five categories: Funding, Intelligence, Scientist, Engineer, and Security. One of those four is an Elite Supporter, marked with a star, which delivers double the effect of a standard Supporter. Recruiting all four Supporters in a single region unlocks a substantial bonus for your organization. info Save Operations Points rather than spending them the moment they accumulate. Multiple regions can spike in panic simultaneously, and you'll need a reserve to respond. As the campaign progresses, the Doomsday Counter transitions into Regional Panic . If too many regions exceed a Panic rating of 100 for a full month, the campaign ends in defeat. How should you set up your first base? Your starting base placement matters more than most new players realize. According to the official Hooded Horse beginner's guide, placing your initial base in a geographically central position lets your aircraft reach global events faster. You'll expand with additional bases as funding grows, but early response time is a genuine constraint. Every base sits on a 6x6 grid that you fill with modules. The layout isn't just cosmetic: if your base gets attacked, the battle map reflects your actual construction. Plan with defense in mind from the start. What modules should you prioritize? Some modules grant adjacency bonuses when placed next to specific other modules, so layout optimization pays off. The official guide specifically recommends building a Medical Facility early to cut recovery times for wounded soldiers. Injured troops suffer a significant HP reduction and need time off the roster, so having replacements ready and shortening downtime is essential. Research and Engineering both scale with staff numbers. Your Research Capacity caps how many Scientists you can employ at that base, and your Engineer Capacity does the same for Engineers. Critically, research and engineering are per-base operations. Equipment built at one base doesn't automatically transfer to another, though alien resources like Alenium and Alloys are shared globally. Running multiple bases means you can pursue multiple research projects simultaneously, which becomes a significant advantage in the mid-game. danger Check your Base Stores after every mission. The "Sell Junk" button automatically offloads items your organization can't actively use, freeing up inventory space and generating quick cash. How does soldier progression work? Soldiers have six core attributes that all develop through active use, not passive leveling. Attribute How to Grow It Time Units Levels up when other attributes increase Health Levels up when other attributes increase Accuracy 20 Progression Points per TU spent firing at hostile units Strength 10 Progression Points per TU spent moving at 80%+ carry capacity Reflexes 20 Progression Points per TU left unspent at turn end Bravery 50 Progression Points per point of Suppression received Every attribute requires 1000 Progression Points to gain +1. Killing a hostile unit awards 200 Progression Points regardless of which attribute. Progression Point requirements increase at certain thresholds, meaning high starting stats compound over time. Soldiers with strong base attributes are worth protecting. Medals are earned through specific battlefield feats and reward +1 to all attributes on receipt, making them a meaningful bonus for veterans. How should you equip your soldiers? Every soldier deploys with exactly what you put on them in the Armoury . Forget to assign a primary weapon and they go into combat unarmed. The equipment screen has slots for Armour , Primary weapon , Secondary item (pistols only for the weapon slot), and the Tactical Vest for consumables and utility items. Carry Weight matters. Exceed a soldier's Carrying Capacity and they suffer a Time Unit penalty every turn. Strength governs carry capacity, so heavier loadouts suit high-Strength soldiers. Default loadouts can be saved and applied across your entire roster. If you've settled on a sniper configuration you like, save it and retrofit every sniper in one action. The system defaults to the base version of any item you don't have enough copies of, so you won't accidentally send soldiers out empty-handed. warning Grenades are an unlimited base resource and should be used freely in combat. However, completely destroyed corpses and objects cannot be recovered after the mission ends, so don't blow up alien equipment you want to keep. What do you need to know about tactical combat? Ground missions run on a traditional turn-based system with no initiative order. Every soldier acts before the turn ends, in whatever sequence you choose. The core resource is Time Units (TU) : every action, from moving a single tile to firing a weapon, costs TU. How does cover and line of sight work? Line of sight uses a mutual system. If your soldier can see an alien, that alien can see your soldier. Vision cones extend from every unit and get blocked by walls, tall objects, and doors. During night missions, deploy flares to illuminate areas. Cover works on two tiers. Low cover (boxes, fences, low walls) gives a 40% chance to miss incoming shots. Tall cover (hedges, full walls) provides a 100% chance to miss. Every object on the map is destructible, which cuts both ways: you can eliminate cover an enemy is hiding behind by shooting the object directly. Hold Ctrl and left-click any object to target it. Crouching costs 4 TU and increases your Accuracy by 10% while making you 10% harder to hit. Always factor this into your TU budget before firing. What are suppression, stun, and smoke used for? These three mechanics can shift fights that would otherwise go badly. Suppression triggers from near-misses, gunfire, and flashbangs. It immediately drains the target's remaining TU for the current turn and reduces their starting TU by 50% on their next turn. Use it to neuter dangerous enemies before they can act. Smoke Grenades create clouds that make shooting into or out of them very difficult, while also applying stun damage to anyone inside. They dissipate after a few turns. Use them to buy time when you're outnumbered or need to reposition. Stun tactics (Stun Baton, Stun Gun, Smoke) are cumulative. Once a unit's total stun damage exceeds its current HP, it goes unconscious. The efficient approach is to damage enemies first to lower their HP, then apply stun to finish them non-lethally. Captured enemies and equipment have research value. Reaction Fire fires automatically when an enemy crosses your soldier's line of sight during the alien turn. The chance to trigger it depends on the Reflexes attribute, weapon modifiers, and how many TU the soldier has remaining. Ending your turn with TU in reserve isn't wasted: it directly improves your reaction shot odds and builds Reflexes. Air-to-air interception: what should you know? When a UFO appears on the Geoscape, you can scramble fighters to intercept it. Left-click a UFO to focus your aircraft on it, left-click empty space to reposition. The green and red cones show each ship's firing range. Use roll and afterburner abilities to dodge incoming fire. Interceptions are timed. If the UFO survives until the timer expires, it jumps out of the engagement. Smaller UFOs that go down trigger a resource pickup at the crash site. Larger UFOs generate a Tactical Mission at the crash site for your ground team. According to the official Hooded Horse guide, skilled maneuvering can let you beat statistically superior UFOs early on, but this becomes harder as the alien campaign escalates with deadlier craft and wider firing angles. Advancing your aerial technology is eventually non-negotiable. Key tips that will save your campaign A few things the game doesn't spell out clearly enough: Hold Shift while hovering over a tile to see both the TU cost to move there AND the accuracy of a shot from that position. This is one of the most useful tools in the game. Pre-position troops inside the Skyhawk dropship before launching. A sniper or shield soldier near the side doors can get an immediate shot or flanking position the moment combat starts. Advanced alien weapons and equipment left on the battlefield are gone after the mission. Pick them up before extraction. "Eliminate Target" objectives often allow capture rather than killing. Capturing is harder but yields better rewards. If a mission is going wrong, retreat via the Esc menu. Every soldier not aboard the Skyhawk when you take the retreat option is counted as a fatality. There is friendly fire. Watch your angles. For more strategy guides across all genres, browse the latest guides on GAMES.GG to keep your skills sharp across every game you play.]]></description>
            <link>https://games.gg/xenonauts-2/guides/xenonauts-2-beginner-base-building-guide/</link>
            <guid isPermaLink="true">https://games.gg/xenonauts-2/guides/xenonauts-2-beginner-base-building-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 13:29:09 GMT</pubDate>
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            <title><![CDATA[Xenonauts 2 Guide: Base, Research, and Combat Tips]]></title>
            <description><![CDATA[Xenonauts 2 does not hold your hand. After spending over 20 hours in a campaign only to realize the base layout was wrong and the research order was backwards, the lesson becomes clear fast: this game punishes uninformed decisions hard. Unlike the modern XCOM titles, there is no generous difficulty curve to catch you. The alien invasion escalates whether you are ready or not, and a bad early build order can make mid-game unwinnable. This guide covers everything you need to survive the opening months: where to place your base, what to build first, which technologies to prioritize, how to build a squad that actually works, and how to keep regional panic from spiraling out of control. What difficulty should you choose in Xenonauts 2? Xenonauts 2 offers four difficulty levels: Recruit , Soldier , Veteran , and Commander . There is also an optional Ironman Mode that locks you to a single auto-saving file with no reloads. Recruit is the right call if you have never touched an XCOM-style game. The systems are complex enough that learning them without heavy punishment is genuinely useful. Soldier is the recommended starting point for players who have played XCOM: Enemy Unknown or XCOM 2 but have not experienced classic X-COM or Xenonauts 1. Be aware that Soldier here is harder than those modern titles. Veteran is for players who know classic X-COM mechanics and expect to restart several times before finding their footing. Commander is reserved for experienced Xenonauts players who are comfortable with frequent, sometimes unfair-feeling losses. Ironman Mode is available on any difficulty and prevents loading earlier saves. Skip it on your first run. The game also has an Extended option that adds significant length (at least 30 hours) but repeats mission types more frequently. It is the closest experience to classic X-COM pacing, so choose it if you prefer a slower, less urgent campaign. info Xenonauts 2 expects you to lose soldiers. Reloading every time someone dies undercuts the tension the game is designed around. Accept casualties as long as the mission succeeds. Choose your difficulty carefully Best starting base location Base placement determines how much of the world your radar can cover, which directly affects how many UFOs you intercept and how many missions you can respond to. The best positions cost around $1.5 million, but you can often find nearly equivalent coverage by adjusting slightly on the map. According to community testing documented in the source guide, strong early positions include: East Africa : Covers Europe, Africa, and the Middle East from a single location. Western China : Covers the Soviet Union, Asia, and parts of the Middle East. Central America : Covers North America, Latin America, and part of the Atlantic. The logic behind location choice is financial as much as tactical. Regional blocs fund your operation each month, and regions with high panic contribute less or stop paying entirely. Broader radar coverage means more UFO interceptions, more ground missions completed, and lower panic across more regions. Lower panic means steadier income, which funds everything else. danger One base cannot cover the entire globe. Plan to build a second base with its own radar and interceptors as soon as your budget allows. Best base build order in Xenonauts 2 Base construction happens on a 6x6 grid, and some buildings provide adjacency bonuses when placed next to identical structures. Two laboratories next to each other research faster; two workshops next to each other speed up manufacturing. Plan your layout around these bonuses from day one. The recommended early build order, based on the verified 1.0 release, is: Hangar > Generator > Radar > Hangar > Generator > Medical Center Building Priority Why it matters Hangar Immediate Houses interceptors; all UFO shooting depends on this Generator Immediate Powers other buildings; you hit the cap fast without one Radar Early Extends detection range; build up to 3 additional modules Medical Center Early Reduces soldier recovery time significantly Laboratory Mid Adds scientists; pairs provide adjacency research bonus Workshop Mid Needed for manufacturing equipment and vehicles Training Center Late Useful but expensive; wait until base income is stable The Hangar is the single most important early structure. Everything in Xenonauts 2 flows from shooting down UFOs, and you need hangars to house interceptors. Two interceptors are enough to start, but build more as soon as you can afford them. The Medical Center becomes urgent once your squad starts taking casualties regularly. It significantly reduces how long soldiers spend recovering and improves survival chances. With around 15 soldiers on your roster, injuries are manageable, but your soldiers will level up more slowly without faster recovery. Base layout affects adjacency bonuses How to earn more money in Xenonauts 2 Cash stays tight through most of the early campaign. There are several income streams worth understanding: Push plot research and complete Cleaner missions. These unlock higher funding tiers and are the primary driver of long-term income growth. Neglecting the main storyline research is one of the most common early mistakes. Keep scientists and engineers working or generating idle income. When no project is assigned, each scientist generates $350 per hour passively, and each engineer generates $250 per hour. Extra staff on your roster is never truly wasted. Sell mission loot strategically. After tactical missions, the Base Stores screen lets you sell alien corpses, equipment, and other recoveries. There is a "Sell Junk" button for automatic offloading of unusable items. Two rules here: Never sell Alloys or Alenium . These are essential crafting materials later in the game. Sell in bulk. Item prices drop each time you sell the same type, potentially falling to around 40% of the original value over repeated transactions. Hoarding a large stack and selling it all at once is more profitable than drip-selling. Spend Operations Points to raise funds. On the Geoscape map, Operations Points can be converted directly into cash. This is useful in emergencies, but Operations Points also manage panic and recruit Supporters, so spend them deliberately. Recruit Funding Supporters. Each world region has four Supporters across five categories: Funding, Intelligence, Scientist, Engineer, and Security. Recruiting a Funding Supporter raises your monthly income from that region. Recruiting all Supporters in a region provides a large bonus. Prioritize neutralizing Infiltrators and recruiting Funding Supporters early. warning Infiltrators are Supporters turned by the aliens. They actively increase the Doomsday counter. Eliminate them with Operations Points as soon as they appear. Best research order in Xenonauts 2 Research unlocks every meaningful upgrade in the game. There is no single perfect path since the tree branches, but the early and mid-game priorities are clear. Early game research priorities Combat Vehicles : Research this first to unlock the MARS combat platform. At $250,000 to build plus upkeep, it is expensive, but it absorbs hits that would kill your veteran soldiers. Plot Research Projects : Push these consistently. They unlock new funding tiers and key story missions that drive the campaign forward. Alien Technology Research : After tactical missions, you gain research options based on recovered equipment. Prioritize anything that upgrades soldier weapons and armor. The jump from ballistic to laser technology is the most impactful early weapon upgrade. Alien Interrogations : Capturing an alien rather than killing it unlocks an interrogation research project for that species. Each completed interrogation raises your Training Rate by 1 and increases damage dealt to all aliens of that species by 10%. Should you invest in Accelerated Weapons? The community consensus is to skip Accelerated weapons and invest directly into laser technology. Accelerated weapons are not significantly stronger than standard ballistics, making the research cost hard to justify. Invest in lasers as soon as you can, then drop them once plasma weapons become available. The one exception: always invest in new snipers. Sniper upgrades pay off immediately given how much open terrain appears in early missions. Best squad loadout in Xenonauts 2 Your Skyhawk dropship carries up to 8 soldiers, with the MARS unit taking one slot. Fill it every mission, especially early when encounters are most dangerous. A balanced squad for early-to-mid game: x2 Riflemen : Best used as grenadiers and medics until their accuracy improves. Aim for at least 55 Accuracy for reliable mid-range shooting. x2 Snipers : Devastating in open terrain. Require at least 65 Accuracy to be effective. x2 Assault soldiers : Deal the most damage up close with shotguns. Need enough Time Units and high Reflexes to close distance safely. x1 Grenadier : Handles clustered enemies and destroys obstacles. x1 MARS unit : Acts as a frontline absorber. Highly recommended once researched. Every soldier should carry a Medikit and smoke grenades unless their Strength is too low to carry both alongside their weapon. One extra ammunition clip is sufficient for most missions. All Riflemen and Snipers should equip the Tactical Module to boost accuracy. info Equip every soldier with a Rebrither (gas mask) to protect against smoke. Use smoke grenades aggressively to cover advances, and combine them with flash grenades to strip enemy overwatch before pushing in. Soldier stats explained Unlike XCOM 2, Xenonauts 2 has no rigid class system. Each soldier's stats determine their best role. Stat Function How it grows Time Units (TU) Actions per turn: movement, shooting, interaction Increases as other stats level up Health Hit points in combat Increases as other stats level up Accuracy Hit chance when firing 20 PP per TU spent firing at enemies Strength Carry capacity, grenade range, recoil control 10 PP per TU moved at 80%+ carry capacity Reflexes Melee hit chance, overwatch trigger chance 20 PP per TU left unspent at end of turn Bravery Resistance to panic and alien mind attacks 50 PP per point of Suppression received Killing an enemy grants 200 Progression Points (PP) distributed across all stats. Reaching 1,000 PP in a stat raises it by 1 point. Veterans become substantially more capable than fresh recruits over time, which is why high base stats matter so much at recruitment. What stats to prioritize when recruiting Look for high Bravery , Accuracy , and Strength in new candidates. Any soldier with red stat values in any category is generally not worth hiring. There are no dump stats in Xenonauts 2; every attribute contributes in some scenario. PP requirements increase as stats rise, so soldiers who start higher will reach powerful thresholds faster. Should you build a MARS unit? Yes. The MARS (Mobile Armored Robotic System) is one of the strongest assets in the game. It does not accumulate wounds like soldiers do, can be equipped with either a missile turret or a heavy armor-piercing cannon, and absorbs hits that would kill your best veterans. To build one, research Combat Vehicles first, then manufacture the MARS through the Engineering department. The $250,000 build cost plus ongoing upkeep is significant, but the value it provides on the battlefield justifies the expense early. How to shoot down UFOs more effectively Air interception in Xenonauts 2 is a real-time mini-game where you maneuver fighters into firing range while avoiding enemy fire. It is not auto-resolved. Build three interceptors early. UFOs frequently require multiple aircraft, and having a third in reserve keeps pressure on even when others are damaged and refueling. Trail UFOs over land before engaging. Crashing a UFO over land gives you the option to bomb it for resources or send your squad to recover the site. Both are more rewarding than an ocean crash. Use formations. The interception screen offers template formations. These maximize firing coverage and reduce the chance that all your aircraft end up in the same enemy firing arc. Upgrade your air fleet through research. The early Angel Interceptors handle light UFOs but struggle against heavier types. Air technology research should run parallel to ground equipment upgrades. How to manage panic and avoid losing regions Early in the campaign, the Doomsday Counter tracks global nuclear tension. If it maxes out, the world triggers a nuclear war and the run ends. Later, this transitions to Regional Panic , where individual regions can fall to the alien threat. If two regions hold a Panic rating above 100 for a full month, it is game over. Keeping panic under control requires consistent effort across several systems: Complete tactical missions promptly. Ground combat directly reduces panic in the affected region. Expired crash sites and abduction missions are missed opportunities. Spend Operations Points on Reducing Tension when panic spikes somewhere you cannot reach in time. Recruit Security Supporters to reduce your daily Doomsday counter accumulation. Eliminate Infiltrators immediately. They actively increase the Doomsday counter and compound panic problems fast. Build your base to cover multiple continents so you can respond to more missions across more regions. When should you build a second base? Only build a second base when you can properly equip it with at least one radar, two hangars, and two interceptors. A base without aircraft provides almost no strategic value. The construction, power, and staffing costs are high enough that an under-equipped second base will cripple your first one. Timing-wise, the right window is when the Doomsday counter transitions to the Regional Panic mechanic. At that point, a second base in a high-panic region you cannot currently cover pays for itself quickly through the missions and UFO interceptions it enables. Essential combat tips for beginners Tactical combat in Xenonauts 2 is slower and more deliberate than modern XCOM. These are the principles that separate survivors from casualties: Always use cover. Low cover (crates, fences, low walls) gives a 40% miss chance. Tall cover (full walls, hedges) gives a 100% miss chance. Never end a turn in the open. Note that all cover is destructible, so enemies can shoot through it to remove it. Crouch before shooting. Crouching costs 4 TUs and increases your Accuracy by 10% while making your soldier 10% harder to hit. Manage TUs deliberately. Soldiers ending a turn with TUs remaining have a better chance of triggering reaction fire against moving enemies. Reflexes governs this. Use suppression. Hitting near enemies applies Suppression, which drains their remaining TUs and reduces their starting TUs by 50% on their next turn. LMGs and burst fire are your best tools for this. There is friendly fire. Check soldier positions before shooting through tight corridors or throwing grenades. Capture enemies when possible. Stunning an alien with smoke grenades and stun batons unlocks interrogation research. Weaken the target first, then apply stun damage exceeding their current health to render them unconscious. You can retreat. If a mission is going badly, use the ESC menu to abort. Get all living soldiers back on the Skyhawk first; anyone left behind counts as dead. For more strategy game guides and the latest gaming coverage, browse more guides on GAMES.GG.]]></description>
            <link>https://games.gg/xenonauts-2/guides/xenonauts-2-base-research-combat-tips/</link>
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            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 13:27:28 GMT</pubDate>
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            <title><![CDATA[Xenonauts 2 Beginner's Guide: Survive the Alien Invasion]]></title>
            <description><![CDATA[Xenonauts 2 hit version 1.0 on April 2, 2026, after nearly three years in Early Access, and it pulls no punches. This is a harder game than modern XCOM titles by design, built closer to the spirit of the original 1994 X-COM: UFO Defense. Soldiers die, resources run thin, and a bad base layout in week two can haunt you for hours. This guide covers everything you need to get your footing: difficulty selection, base build order, research priorities, squad composition, and how to keep the world from falling apart. What difficulty should you pick? Xenonauts 2 offers four difficulty levels: Recruit , Soldier , Veteran , and Commander . There is also an optional Ironman Mode on top of any difficulty, which locks you to a single auto-updating save file. Recruit : Best for players completely new to XCOM-style games. Forgiving enough to learn the systems without being punished into a restart. Soldier : The recommended starting point if you have played modern XCOM games like XCOM: Enemy Unknown or XCOM 2, but not classic X-COM or Xenonauts 1. Keep in mind Soldier is still harder than those modern titles. Veteran : For players familiar with classic X-COM mechanics. Expect heavy losses and multiple restarts. Commander : Only for experienced Xenonauts players who know every system deeply and are comfortable losing often. Ironman Mode : Available on any difficulty. No reloading earlier saves. Only recommended if you have strong nerves. The game also has an Extended option, which removes the UFO Delegation and penalties for repeated UFO crash combat missions. It runs at least 30 hours but leans repetitive, as you will replay similar missions multiple times. According to the official Hooded Horse beginner's guide, it is closest to the classic XCOM experience where you are not under constant time pressure. info The game has a roguelike mindset baked in. Losing a soldier is expected and acceptable as long as the mission succeeds. Reloading every death dilutes the experience and slows your learning. Choose your difficulty wisely Where should you place your starting base? Your starting base location directly affects how much of the world you can cover with radar and interceptors. More coverage means more UFOs intercepted, more missions completed, and lower regional panic, which translates directly into higher monthly funding. According to community testing documented in Pro Game Guides, strong starting positions include: East Africa : Covers Europe, Africa, and the Middle East from one spot. Western China : Covers the Soviet Union, Asia, and parts of the Middle East. Central America : Covers North America, Latin America, and part of the Atlantic. The best premium positions cost more, but you can often find nearly equivalent coverage by adjusting slightly on the map. The core principle is simple: your radar coverage determines which events you can respond to, and every missed mission is a tick upward on regional panic. danger One base cannot cover the whole world. Plan to build a second base with its own radar and interceptors once your budget allows it. What is the best base build order in Xenonauts 2? Base construction runs on a 6x6 grid and costs both money and time. Getting the order wrong means sitting without aircraft or running out of power before your key buildings are online. Based on the Pro Game Guides analysis of the 1.0 release, the recommended early build order is: Hangar > Generator > Radar > Hangar > Generator > Medical Center Here is why each building earns its spot in that sequence: Hangar : Your single most important early purchase. All progression depends on shooting down UFOs, and you need hangars to house interceptors. Two interceptors is workable early on. Generator : Every building costs power, and your starting capacity is limited. Without additional generators, you cannot build much else. Radar : One radar is not enough. You can build up to three additional radar modules to extend detection range. Wider coverage means more events to respond to. Medical Center : Significantly reduces soldier recovery time and improves survival chances. If you are running around 15 soldiers, injuries are manageable, but your soldiers will level up more slowly without faster recovery. Laboratory : Each lab adds more scientists, which speeds up research. Build these in pairs where possible, because two adjacent laboratories research faster than two separate ones (adjacency bonus). Workshop : Less urgent in the very early game, but necessary once you start manufacturing equipment and vehicles. Also benefits from adjacency bonuses when paired. Training Center : Useful for soldier development but expensive in both money and power. This can wait until the base is more established. Plan your base layout early Building Priority Key Benefit Hangar Immediate Houses interceptors for UFO engagement Generator Immediate Provides power for all other modules Radar Early Extends detection range across the map Medical Center Early Reduces soldier recovery time Laboratory Mid Speeds up research with adjacency bonus Workshop Mid Required for manufacturing equipment Training Center Late Improves soldier development over time How do you earn more money? Cash is tight for the first couple of months. There are several ways to increase income beyond the basic monthly funding from regional blocs, according to the Pro Game Guides breakdown. Push plot research and Cleaner missions first. These unlock higher funding tiers and are the primary driver of long-term income growth. Keep scientists and engineers busy, or let them generate passive income. When no research project is assigned, each scientist generates $350 per hour passively. Engineers generate $250 per hour when idle. There is no waste in keeping extra staff on your roster even during downtime. Sell mission loot strategically. After missions, you recover alien corpses, equipment, and other items that can be sold in the Base Stores screen. Two rules apply: Never sell Alloys or Alenium . These alien resources are essential crafting materials later in the game. Sell in bulk. Item sale prices decrease each time you sell the same type, potentially dropping to around 40% of the original value over time. Hoarding a large stack and selling it all at once is more profitable than trickling out small batches. Use Operations Points to raise funds. On the Geoscape map, Operations Points can be spent directly to generate immediate cash. Use this as an emergency option, since those same points are needed to manage regional panic and recruit Supporters. Recruit Funding Supporters in each region. Each region has four Supporters across five categories: Funding, Intelligence, Scientist, Engineer, and Security. Recruiting a Funding Supporter increases monthly income from that region. Recruiting all Supporters in a region provides a large bonus to the organization. Prioritize neutralizing Infiltrators first, since they actively increase the Doomsday counter. What is the best research order? Research drives every major upgrade in Xenonauts 2. Better weapons, armor, aircraft, and vehicles all require research first. There is no single perfect order because the tree has branching paths, but according to Pro Game Guides, these are the clear priorities: Combat Vehicles : Research this early to unlock the MARS (Mobile Armored Robotic System) combat platform. It costs $250,000 to build plus upkeep, but it absorbs hits that would kill your veterans. Plot Research Projects : Push these consistently. They unlock new funding tiers and key story missions that drive the campaign forward. Alien Technology : After winning tactical missions, you gain new research options based on recovered equipment. Prioritize anything that improves soldier weapons and armor. The jump from ballistic to laser technology is the most impactful early-game weapon upgrade. Alien Interrogations : Capturing an alien (rather than killing it) unlocks an interrogation research project for that species. Each completed interrogation improves your Training Rate by 1 and increases damage dealt to all aliens of that species by 10%. Should you invest in accelerated weapons? Community consensus, as documented in Pro Game Guides, is to skip accelerated weapons and invest directly in laser technology. Accelerated weapons are not significantly stronger to justify a full switch. That said, always invest in new sniper options when they appear. Drop lasers as soon as plasma weapons become available. Prioritize lasers and MARS early What is the best squad loadout? Your Skyhawk dropship carries up to 8 soldiers, with the MARS unit occupying one of those slots. According to the Pro Game Guides squad analysis for 1.0, a balanced early-to-mid-game composition looks like this: 2x Riflemen : Useful as grenadiers and medics until their accuracy improves. Aim for at least 55 Accuracy to be effective at mid-range. 2x Snipers : Devastating in open terrain. Your snipers should have at least 65 Accuracy to be efficient. 2x Assault soldiers : Deal the most damage thanks to shotguns, especially early. Require enough Time Units and good Reflexes to close distance safely. 1x Grenadier : Best for dealing with clustered enemies and destroying cover. 1x MARS unit : Acts as a powerful frontline absorber that does not suffer wounds the way soldiers do. Every soldier should carry a Medikit and smoke grenades unless their carrying capacity prevents it. One extra weapon clip is enough for most missions. All Riflemen and Snipers should equip the Tactical Module to boost accuracy. info Equip every soldier with a Rebreather (gas mask) to protect against smoke. Smoke grenades are nearly essential for raiding alien ships, as enemies struggle to hit targets inside a smoke cloud. Combine smoke with a flash grenade to remove enemy overwatch entirely. How do soldier stats work? Unlike XCOM 2, there is no rigid class system. Each soldier has individual stats, and you assign roles based on those numbers. Here is what each attribute does, as confirmed by the official Hooded Horse guide: Time Units (TU) : Action points available each turn for moving, firing, and interacting. More TUs means more flexibility. Health : Maximum hit points. Increases automatically as other attributes level up. Accuracy : Determines hit chance when firing weapons. The most important stat for most roles. Strength : Affects carrying capacity, grenade throw distance, and recoil management during burst fire. Reflexes : Affects melee hit chance and the likelihood of triggering reaction fire against moving enemies. Bravery : Low Bravery soldiers are vulnerable to panic and mind attacks from certain alien types. How do soldiers level up? Soldiers gain Progression Points (PP) through specific combat actions. Reaching 1,000 PP in any stat raises it by 1 point. Killing an enemy grants 200 PP distributed across all stats. Each stat also has its own PP generation method: Accuracy : 20 PP for every TU spent firing at enemies. Strength : 10 PP for every TU spent moving while carrying 80% or more of max capacity. Reflexes : 20 PP for every TU left unspent at the end of your turn. Bravery : 50 PP for every point of Suppression received. Time Units and Health : Increase automatically as other attributes level up. PP requirements increase at certain levels (diminishing returns), which means soldiers with high starting stats are significantly more valuable. Dismiss soldiers with very low base stats rather than investing time in them. warning Soldiers with red stat values in any category are generally not worth hiring. There are no dump stats; every attribute matters in some scenario. Should you build a MARS unit? Yes. The MARS unit is one of the strongest assets in the game. It does not suffer wounds the way soldiers do, can be equipped with either a missile turret or a heavy armor-piercing cannon, and absorbs hits that would kill veterans. To build one, research Combat Vehicles first, then manufacture it through the Engineering department at a cost of $250,000 plus ongoing upkeep. It takes up one of the eight Skyhawk slots but is worth the trade. How do you manage panic and avoid losing regions? The Doomsday Counter tracks global nuclear tension early in the campaign. If world powers panic long enough over the alien invasion, they trigger a nuclear war and you lose. Later, this transitions to Regional Panic , where individual regions can fall to the alien threat. If too many regions hit a Panic rating above 100 for a full month, the aliens win. According to Pro Game Guides, here is how to keep panic under control: Complete tactical missions quickly. Ground combat missions directly reduce panic in the region where they occur. Do not let crash sites and abduction missions expire. Spend Operations Points on Reducing Tension. A reliable direct intervention when panic spikes somewhere you cannot reach in time. Recruit Security Supporters. Each Security Supporter reduces your daily Doomsday counter accumulation. Prioritize high-risk regions. Eliminate Infiltrators immediately. Infiltrators are Supporters turned by the aliens who actively increase the Doomsday counter. Use Operations Points to remove them as soon as they appear. Expand your radar coverage. The more land you can respond to, the more missions you run, and the more panic you prevent. When should you build a second base? Only build a second base once you can properly equip it with at least one radar and one hangar. A base without aircraft provides almost no value. The cost of building, powering, and staffing a second base is high, and doing it too early can cripple your first base's budget. Timing-wise, the best window is when the Doomsday Counter transitions to the Regional Panic mechanic. At that point, you need coverage in multiple regions or you risk losing them entirely. A second base positioned in a region your first base cannot cover is a direct investment in keeping funding intact. Essential combat tips for new commanders Tactical combat in Xenonauts 2 is slower and more deliberate than modern XCOM games. These principles, drawn from both the official Hooded Horse guide and Pro Game Guides community testing, are the most important to internalize: Use cover constantly. Low cover (crates, fences, low walls) gives a 40% miss chance. Tall cover (full walls, hedges) gives a 100% miss chance. Never end a turn in the open. Crouch before shooting. Crouching costs 4 TUs, increases your Accuracy by 10%, and makes your soldier 10% harder to hit. Manage TUs like a resource. Every action costs TUs. Soldiers that end their turn with TUs remaining have a better chance of triggering reaction fire against moving enemies. Suppression is powerful. Near-misses, gunfire, and flashbangs apply Suppression, which drains a target's remaining TUs and reduces their starting TUs by 50% on their next turn. There is friendly fire. Check your soldiers' positions before firing through tight corridors or throwing grenades. Capture enemies when possible. Stunning an alien unlocks interrogation research, which improves training rates and increases damage against that species by 10% per completed interrogation. You can retreat. If a mission is going badly, use the ESC menu to abort. Make sure all living soldiers are back on the Skyhawk first. Anyone left behind is counted as dead. Recover advanced equipment. Any advanced weapons or equipment not picked up from fallen soldiers will be lost after the mission. It is worth the TU cost to retrieve them if you can. For more tactical strategy games worth your time, browse more guides at GAMES.GG .]]></description>
            <link>https://games.gg/xenonauts-2/guides/xenonauts-2-beginners-guide/</link>
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            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 13:27:03 GMT</pubDate>
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            <title><![CDATA[Gabi Build Guide: Best Artifacts, Equipment, and Teams in Mongil Star Dive]]></title>
            <description><![CDATA[Who is Gabi in Mongil Star Dive? Gabi is a 5-star Earth Fighter from the Surah region, voiced in English by Victoria Grace. She fights with a Dokkaebi Bat, builds a unique resource called Spiritual Power , and can lock down enemies with Petrification while also buffing her entire team. According to Game8 and GameWith's community testing, she sits at T0.5 across all three major game modes: World/Path, Conquest, and Dimensional Rift. That consistency is rare. She has a slight ramp-up cost, but once her loop is running, she hits hard and keeps enemies frozen long enough for the rest of your team to do serious work. How does Gabi's Spiritual Power loop work? This is the core of everything Gabi does. Every fourth hit of her basic attack guarantees 1 stack of Spiritual Power and has a 50% chance to spawn a Rock . Destroying that Rock with Physical or Earth DMG deals 52% Physical DMG, Petrifies nearby enemies, and grants another stack of Spiritual Power. Once you hit 3 stacks, hold the basic attack button to trigger Crushing Blow . Crushing Blow is the payoff. It deals 381.3% Earth DMG at base (429% in its enhanced form after your ultimate is active), inflicts Petrification, and gives Gabi 50% DMG reduction while active. Petrified enemies take an additional 50% Earth DMG when hit, so Crushing Blow into a Petrified target hits significantly harder than the raw number suggests. Here's the part most players miss: after using the Hoorah! Switch Skill, Gabi gains Slugger's Will . If you then land a Crushing Blow during an enemy's special attack with Slugger's Will active, the special attack is neutralized and you immediately recover all 3 stacks of Spiritual Power. Against bosses with predictable attack patterns, this creates a loop where you can chain Crushing Blows back to back. info Build your 3 Spiritual Power stacks first, use the Switch Skill to gain Slugger's Will, then wait for the boss's special attack animation before releasing Crushing Blow. Getting this timing right is the difference between good Gabi play and great Gabi play. The ultimate skill: Dokkaebi's Domain Gabi's ultimate, Dokkaebi's Domain , does several things at once. It deals 184.2% Earth DMG on cast, inflicts Petrification and Earth Affliction on enemies, and summons a Wooden Guardian Statue for 15 seconds. While the statue is active: Basic attacks are enhanced, dealing Earth DMG and gaining attack speed with each hit (up to 4 stacks) Spiritual Power regenerates passively over time All teammates receive a 10% Earth DMG Boost and a 20% DEF Boost Earth Affliction causes affected enemies to take Earth DMG over time and reduces their Earth and Physical resistance by 15% The 15-second window is your burst phase. Pop the ultimate, let the enhanced basic attacks convert to Earth DMG, and the To Whom the Dokkaebi Kneel artifact's Earth DMG bonus activates on every hit. What is the best build for Gabi? Best artifact: To Whom the Dokkaebi Kneel This is Gabi's signature artifact and there's no close second for a full Earth DPS build. At base, it increases Basic Attack DMG by 10% and boosts Earth DMG by 30% for 4 seconds after using a Basic Earth Attack. At max fusion, those numbers jump to 20% Basic Attack DMG and 60% Earth DMG. The additional fusion effects add up to 15% Crit DMG from Fighter proficiency at level 3, and up to 15% ATK from Fighter proficiency at level 5. The synergy is direct: Gabi's ultimate converts all basic attacks to Earth DMG, meaning every hit during her burst window triggers the artifact's Earth DMG buff. The Crit Rate stat on the artifact (21% at max) also fills a stat gap without needing to chase Crit Rate on equipment. Artifact Rating Why It Works To Whom the Dokkaebi Kneel 5/5 Signature artifact; massive Earth DMG and Crit Rate synergy with her burst phase Frenzied Struggle 2/5 Decent ATK boost, Crit DMG on hit, but no Earth DMG synergy warning Frenzied Struggle is a significant step down from the signature artifact. Use it only as a placeholder while farming for To Whom the Dokkaebi Kneel. Best equipment: West Wind (4-piece) The West Wind set is the clear choice. The 2-piece bonus adds 8% Earth DMG for 3 seconds after any basic attack, and the 4-piece bonus adds a further 10% Earth DMG for 5 seconds after using a Switch Skill against an enemy with Earth Affliction. Since Gabi's ultimate applies Earth Affliction and her Switch Skill is part of the standard loop, both conditions trigger naturally. The alternative is a 2-piece Military Officer's Courtesy plus 2-piece West Wind split. Military Officer's Courtesy gives 3% Earth DMG per critical hit with an Earth attack, and the 2-piece West Wind still provides the basic attack buff. This is a reasonable option if you don't have a full West Wind set, but the 4-piece bonus is worth going for. Equipment Set Bonus Use Case West Wind x4 +8% Earth DMG on basic attack, +10% Earth DMG on Switch Skill vs Earth Affliction targets Primary recommendation Military Officer's Courtesy x2 + West Wind x2 +3% Earth DMG per Earth crit hit, +8% Earth DMG on basic attack Budget alternative Best monsterlings For Gabi's monsterling slots, the recommended loadout according to Game8 is: Slot 1 (Link Chain): Avardan — supports Earth-element attacker firepower team-wide Slot 2: Taglock — after 20 attacks, Attack Power increases by 5.5% for 10 seconds Slot 3: Rock Fist Dude — raises critical damage by 11% against staggered bosses GameWith's testing also highlights Amon as a viable alternative to Taglock for raising overall team DPS. Either works; the choice depends on what you've managed to capture. What is the best team for Gabi? Mono-Earth team: Gabi, Ellie, Francis This is the standard recommendation from both Game8 and GameWith. The rotation is straightforward: Switch to Ellie and break the enemy's Stagger Gauge Once the enemy is staggered, switch to Francis and activate his Switch Skill buffs Switch to Gabi with the buffs active, use her ultimate, and run the Crushing Blow loop Francis's Switch Skill buffs stack with Gabi's own Earth DMG boosts, which is why this pairing is specifically recommended over other support options. Ellie handles the stagger setup so Gabi can attack freely without the enemy interrupting her combo. info When Gabi is staggered by an enemy before she can land her Crushing Blow, she loses the Spiritual Power timing advantage. Ellie's role in breaking the enemy's gauge first prevents this from happening on tougher encounters. Alternative support: Daisy If you need healing, Daisy fits into the team. She provides continuous HP recovery for Gabi at the front line, keeps the party's health topped up with her ultimate, and her Earth resistance debuff adds to the team's overall damage output. She replaces Ellie in scenarios where survivability matters more than raw stagger control. Character Role Why She Fits Ellie Destroyer Breaks enemy Stagger Gauge, lets Gabi attack freely Francis Support Switch Skill buffs stack with Gabi's Earth DMG boosts Daisy Support Healing + Earth resistance debuff for sustained fights What are Gabi's best awakenings? Awakenings (called Cantos in some sources) require Seed of Destiny items specific to Gabi. Not all of them are worth the same investment. Here's the priority order based on Game8 and GameWith ratings: A6 (True Friends' Sworn Protector) — 5/5 priority. Doubles the Wooden Guardian Statue effect and doubles Gabi's Basic Attack and Crushing Blow DMG while the statue is active. The statue also periodically inflicts Petrification on enemies. This is a massive DPS multiplier and the single most impactful awakening. A4 (Crush Any Obstacles!) — 4/5 priority. Crushing Blow deals 50% increased DMG against bosses, and the Petrification bonus DMG increases from 50% to 100%. Essential for Conquest content. A2 (Big Swing Coming Up!) — 4/5 priority (GameWith rates this 4 stars vs Game8's 3 stars). Switch Skill now inflicts Petrification directly, the 4th basic attack always generates a Rock, and the Rock's Petrification range increases. Removes the 50% RNG from Rock generation, which tightens the loop considerably. A1 (Just Hit a Bit Harder?) — 4/5 (GameWith) / 2/5 (Game8). Resets Special Skill cooldown on Crushing Blow and unlocks Spinning Bat Attack with 3 Spiritual Power stacks after the 2nd basic hit. The two sources disagree here; GameWith rates it higher, likely because the cooldown reset has more value in extended fights. A3 (Brutal Dokkaebi Instincts) — 3/5. Increases all skill levels by 2 and adds 6% Basic Attack DMG. Solid but not transformative. A5 (Descendant of Duoxini) — 1/5 (GameWith) / 3/5 (Game8). Skill level increases plus 6% Ultimate Skill DMG. The low GameWith rating suggests the ultimate DMG boost has limited practical impact compared to other options. danger If resources are limited, prioritize A6 and A4 before anything else. The combination of doubled Wooden Guardian Statue effects and doubled Crushing Blow damage against bosses is where Gabi's ceiling actually sits. How to get Gabi Gabi is available as a guaranteed unit from the New Friends Special Banner . After 50 pulls using Compasses of Promise, you can select her as your guaranteed character. She does not require luck to obtain from this banner, which makes her accessible to newer players who prioritize pulling on it early. Gabi's stats at max level Stat Max Value Attack 1,943 Defense 673 HP 9,713 Crit Rate 5% Crit DMG 50% The base Crit Rate of 5% is low, which is one reason the To Whom the Dokkaebi Kneel artifact's 21% Crit Rate at max is so valuable. It effectively quadruples her base Crit Rate without sacrificing any offensive stats. Tier standing across game modes According to Kaiden.gg's analysis, Gabi sits at T0.5 in all three modes. The breakdown: World/Path : Strong sustained CC and an excellent ultimate for crowd control. Slightly slower to spin up than characters without a ramp-up mechanic, but consistently effective. Conquest : Her ultimate is rated the best among the top three Fighters (Gabi, Sangun, Ophelia) for boss damage. Spiritual Power charges work well in extended encounters where you have time to build stacks. Dimensional Rift : Reliable but slightly slower at AoE clearing than Sangun or Mina. Still a strong pick for timed content, just not the fastest option. The honest assessment: Gabi is not the absolute best at any single mode, but she has no critical weakness either. If you pull her from the New Friends Special Banner early, she'll carry you through all content without needing a replacement. For more character builds and strategies across Mongil Star Dive and other games, browse more guides on GAMES.GG .]]></description>
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            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 13:09:26 GMT</pubDate>
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            <title><![CDATA[Mongil: Star Dive Flare Build Guide: Best Artifacts, Equipment, and Teams]]></title>
            <description><![CDATA[Who is Flare in Mongil: Star Dive? Flare is a 5-star Fire Destroyer from the Varhine region and one of the strongest characters in Mongil: Star Dive's current roster. She's a ranged attacker who creates Blaze Zones through her Basic Attacks, summons Fire Dragons to shred boss Stagger Gauges, and applies Fire Affliction plus DEF reduction to set up massive damage windows for your entire team. Her mechanics are straightforward, but squeezing out her full potential takes some deliberate setup. What makes Flare worth pulling? Flare fills two roles at once. As a Destroyer, she rapidly fills enemy Stagger Gauges. As an AoE attacker, she can handle mob-clearing duties that would normally fall to a dedicated Fighter. That dual-role flexibility opens up your third team slot for a Support like Francis , which keeps the team alive while your Assassin deals the killing blow during Burst windows. Her core kit also stacks multiple debuffs simultaneously. Her Ultimate Skill (Dragon Storm) reduces enemy Fire RES and drops a DEF debuff called Dragon's Mark (5% DEF reduction for 8 seconds) through nine Dragon Ambush strikes over 11 seconds. Her Tag-out Skill (Wings of Fire) fires a piercing Fire Sphere that applies Fire Affliction and reduces Fire RES for 5 seconds. Stack both before switching to a Fire-type Assassin and the damage difference is significant. info Always activate Flare's Ultimate Skill while the enemy is Staggered. Reduced DEF and lower Fire RES hit simultaneously during the most vulnerable window, multiplying your follow-up damage. Flare's best artifact: Exquisite Dragon Fire Exquisite Dragon Fire is Flare's signature 5-star Destroyer artifact and the clear best-in-slot choice. At base, it provides 24 ATK and 0.23% Fire DMG Boost, scaling to 883 ATK and 27% Fire DMG Boost at max level. The fusion effect, Flame Dragon's Blessing , triggers when Flare uses a Switch Attack, granting Flamestone . While Flamestone is active, entering a Blaze Zone upgrades it to Inscribed Flamestone , which at max fusion (Level V) boosts Neutralization DMG by 30% and ATK by 60% for 10 seconds. Flare triggers Inscribed Flamestone naturally by stepping into her own Blaze Zones, so the uptime is consistent with normal play. Additional fusion bonuses at Level 3 add up to 15% ATK Boost based on Destroyer proficiency points, and Level 5 adds up to 15% Fire DMG Boost on the same condition. The second-best option is Thunder-raising Tremors , which significantly increases ATK and Neutralization DMG on entry. It's a solid fallback if you don't have the signature artifact, but the gap between it and Exquisite Dragon Fire is real. Exquisite Dragon Fire artifact stats What is the best equipment set for Flare? Equipment Set 2-Piece Bonus 4-Piece Bonus Priority Hahnul's Roar Fire DMG +10% for 5s after using Ultimate Skill Crit DMG +10% when attacking enemies with Fire Affliction Best Mountain Peak Majesty Target's Fire RES -3% for 5s on Tag-out Skill Fire DMG +5% when attacking enemies with Fire Affliction Second Hahnul's Roar (4-piece) is the top pick. Flare's Ultimate Skill applies Fire Affliction on hit, which means the 2-piece Fire DMG bonus and the 4-piece Crit DMG bonus both activate from the same action. You're not juggling separate conditions. Mountain Peak Majesty works as an alternative, particularly if you want to stack Fire RES reduction further. The 2-piece Tag-out Skill interaction pairs naturally with Flare's playstyle, and some players run the 2-piece alongside a partial Hahnul's Roar setup for a hybrid approach. info According to community testing documented across both Game8 and GameWith, the Hahnul's Roar 4-piece is consistently recommended as the primary set. Mountain Peak Majesty is best treated as a stepping stone or situational complement, not a direct replacement. Best monsterlings for Flare Flare's recommended Monsterling loadout focuses on amplifying her Neutralization DMG and Fire output: Tealtaur (Link Chain): Provides Fire DMG boost, the primary Link Chain pick for Flare. Lupe : Rank Effect boosts Neutralization DMG, which is especially valuable for breaking Stagger Gauges on bosses. El Dorado Guardian : General-purpose team DPS amplifier. For an alternate pick, Custos deserves attention. Even though its Link Chain ability is Earth-type, its Bonus Effect grants a 15% Neutralization RES Reduction when you activate a Special Skill while Custos is equipped. That's one of the strongest Destroyer-specific bonuses available, and it's worth slotting in for tough boss encounters. On the GameWith side, Avardan and Amon are also cited as strong options for building up the Stagger Gauge faster, which aligns with Flare's primary Destroyer role. Best team comps for Flare Fire main DPS team Role Character Notes Main DPS / Destroyer Flare Stagger, debuff, AoE clear Sub-DPS / Assassin Angel Burst damage during Stagger windows Support Francis Team sustain This is the standard recommendation from both Game8 and GameWith. Flare breaks the Stagger Gauge and stacks Fire Affliction plus DEF reduction, Angel capitalizes on the Burst window, and Francis keeps the team alive. Leeho is a viable Assassin substitute for Angel but requires more setup to reach the same output. Conquest / boss farming team Role Character Notes Destroyer Flare Stagger and AoE wave clear Assassin Esther Boss DPS Support Francis Team sustain Flare and Esther work well together in Conquest even with different elements, according to Game8. Flare's AoE capabilities handle waves between boss phases, keeping the run efficient. Three-fire team (alternative) GameWith highlights a Flare / Leeho / Angel composition where Flare and Leeho apply Fire Affliction to each other on damage, and Angel provides passive damage support even when not actively controlled. This is a high-ceiling option for dedicated Fire team builders. How to play Flare: the core gameplay loop Flare's rotation follows a consistent pattern once you understand what each skill is doing: Use Basic Attacks until the 4th hit, which creates a Blaze Zone on the ground. Step Flare into it to gain Dragon's Breath , a 7% Fire DMG Boost lasting 3 seconds. Use her Special Skill ( Dragon's Breath summon) to call a Fire Dragon and deal 233.8% Fire DMG while building the enemy's Stagger Gauge. If the Ultimate Skill is fully charged, activate Dragon Storm before switching out. This launches the enemy Airborne, deals 201.9% Fire DMG, applies Fire Affliction (5 seconds), and begins the Dragon Ambush phase (9 strikes over 11 seconds, each applying Dragon's Mark for 5% DEF reduction over 8 seconds). Switch to your Fire Assassin to trigger Wings of Fire (Flare's Tag-out Skill), which fires a piercing Fire Sphere dealing 87% Fire DMG and applying Fire Affliction with Fire RES reduction for 5 seconds. The key timing decision is step 3. If the Ultimate isn't ready, skip it and switch out immediately to apply the Fire RES debuff from Wings of Fire. If the Ultimate is charged and the enemy is Staggered, always fire it first. warning Flare needs to physically enter her own Blaze Zones to maintain Dragon's Breath uptime. She's listed as a Ranged character, but her optimal positioning is more aggressive than that label implies. Staying too far back means losing the Fire DMG Boost entirely. Flare's awakening priority Not all awakenings are equal. Here's where to focus your resources: Stage Name Rating Key Effect A1 Birth of a Genius Magus 5/5 Dragon Ambush strikes increase to 12; Dragon's Mark DEF reduction rises to 15% A2 Noble Daughter of the Scarlet House 5/5 Dragon's Breath Fire DMG Boost rises to 14% and duration to 10s; buff now applies to teammates A6 Dragon Power, Awaken! 5/5 Special Skill DMG +50%; Ultimate Skill DMG +33% with expanded range; Tag-out Skill knocks enemies Airborne A4 Firepower Specialist of the 9th Brigade 3/5 Blaze Zone DMG Ratio rises to 20%, duration to 5s, spreads across ground once A3 Explosion Junkie 2/5 All skill levels +2; Tag-out Skill DMG +6% A5 Burn It All! 2/5 All skill levels +2; Ultimate Skill DMG +6% A1, A2, and A6 are the priority targets. A1 and A6 directly amplify Flare's damage output in significant ways. A2 is especially strong because it extends Dragon's Breath to teammates, turning Flare's self-buff into a team-wide Fire DMG boost. The remaining awakenings offer smaller gains and can wait. How to get Flare Flare is available on the New Expedition banner , which offers 20 discounted pulls. If she doesn't appear in your pulls, the New Friends banner (available after completing the New Expedition banner) allows you to set Flare as your rate-up and guaranteed character, obtainable within 50 rolls. If you're a new player deciding whether to reroll for her, Flare's SS overall tier ranking on GameWith and her strong reroll tier make her a legitimate target. Her straightforward kit also means she performs well even without full awakening investment. info Flare's mechanics are accessible from the start, but her ceiling scales sharply with A1, A2, and A6 unlocked. If you're planning to invest in her long-term, prioritize those three awakening stages before spending resources elsewhere. For more character guides and strategies across Mongil: Star Dive and other games, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-flare-build-guide/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-flare-build-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 13:08:34 GMT</pubDate>
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            <title><![CDATA[Jiwon Best Build Guide: Artifacts, Teams, and Awakenings]]></title>
            <description><![CDATA[Who is Jiwon in Mongil: Star Dive? Jiwon is a 5-star Wind Support character from the Surah region in Mongil: Star Dive. She plays the pipa to gather enemies, stack Melody charges, and then unleash Divine Harmony buffs on her teammates the moment you switch her out. Her kit revolves entirely around that rhythm: attack, stack, switch, buff. No healing, no shields, but the damage amplification she provides is among the strongest in the game, especially for Wind-focused teams. What makes Jiwon worth pulling? Jiwon sits at SS tier on the overall character rankings according to community guides (as documented by GameWith). That rating comes from two things her Passive Trait, Melodic Blessings , does that almost no other Support replicates simultaneously: Wind DMG amplification and Stamina Consumption reduction . At 9 Melody stacks, Wind DMG increases by a combined 25% (10% from Tier 1 plus 15% from Tier 3), and Stamina Consumption drops by 100%, effectively zeroing it out for the 7-second duration. At 12 stacks, that duration extends to 12 seconds. Her weakness is straightforward: she has zero survivability tools built into her kit. No healing, no damage mitigation. Leafy Mama as a Link Chain monsterling patches this by healing her when she uses her Special Skill, which matters because she spends real time in the frontline gathering Melody. warning Jiwon's buffs are not instant. You need to actively attack and build Melody stacks before switching out. If you swap her in just to immediately swap out, you will get zero buffs or only the weakest Tier 1 effect. Jiwon best artifact: Melody Played on Heartstrings Melody Played on Heartstrings is Jiwon's signature artifact and the clear best-in-slot option. Equipping it on a Support character grants Vitality to the whole team whenever Jiwon uses a Switch Skill. Vitality ramps up Basic Attack, Special Skill, and Ultimate Skill DMG by 2.5% per second (base value) when Stamina stays at 90% or above, capping at 20 stacks after 20 seconds. At max fusion, that per-second rate doubles to 5%, meaning the full 20-stack buff reaches 100% DMG increase. The 30-second duration means the team holds the full buff for 10 seconds after hitting the cap, which lines up well with burst windows on DPS characters like Esther . The artifact also provides 15% Ultimate Gauge Charge at max stats, keeping Jiwon's Eternal Melody ultimate available more often. At fusion Level 3, it gains a 0.06% Ultimate Gauge Charge Boost per 10 Support proficiency points (max 15%). At Level 5, it picks up the same scaling for Wind DMG Boost. Artifact Rating Key Effect Melody Played on Heartstrings 5/5 Team DMG +up to 100% via Vitality stacks on Switch Skill Celestial Halo of Life 3/5 DEF boost, Ultimate DMG up, ATK buff to team on hit info The Melody Played on Heartstrings effect activates most reliably when you have 9 or more Melody stacks before switching, since that guarantees Tier 3 Divine Harmony and the Stamina reduction that keeps your active character's Stamina above 90%. What is the best equipment set for Jiwon? The Devourer Stance 4-piece set is the top recommendation. The 2-piece bonus adds 5% Wind DMG when attacking an enemy with Wind Affliction. The 4-piece effect is what makes it best for Jiwon specifically: teammates gain +3% Crit Rate for 5 seconds after Jiwon uses a Support Skill, and Crit DMG increases by 10% for 5 seconds when she uses a Tag-out Skill. Both effects proc constantly in normal rotation. If you do not have Devourer Stance pieces, a hybrid Assault Squad Leader (2-piece) + Frenzied White Wolf (2-piece) setup works as a substitute. Assault Squad Leader gives 5% ATK for 5 seconds on Support Skill use, while Frenzied White Wolf gives the team 3% DEF for 5 seconds on Support Skill use. You lose the Crit bonuses but gain a double-buff on every Support Skill cast. Equipment Set Pieces Effect Devourer Stance 4-PC +3% team Crit Rate / +10% Crit DMG on tag-out Assault Squad Leader 2-PC +5% ATK for 5s on Support Skill Frenzied White Wolf 2-PC +3% team DEF for 5s on Support Skill Best monsterlings for Jiwon The Link Chain slot goes to Leafy Mama . Jiwon has no natural healing, and Leafy Mama fills that gap by restoring HP whenever she uses her Special Skill ( Sonic Wave ). This matters because Jiwon stays in the frontline long enough to take hits while building Melody. For the second slot, Big Bro Goblin lets Jiwon provide healing to the team through her Basic Attacks, which she is already spamming to stack Melody. The third slot goes to El Dorado Guardian , which boosts the party's Attack when you hit a boss at its Elemental Weakness, a useful passive for boss content. GameWith's community guides suggest an alternative setup using Avardan , Amon , and Taglock to prioritize team-wide DPS over survivability. That setup trades Jiwon's personal sustain for more aggressive damage output, which works if your team composition already handles healing through another character. info Jiwon gains Melody at different rates depending on which action she uses. Basic Attack gives 2 stacks, Special Skill gives 3, Switch Skill gives 6, Air Counter gives 6, Evasion Counter gives 6, and her Ultimate Skill gives 9 in a single use. Knowing this lets you plan how quickly you can reach 12 stacks. Best team comps for Jiwon Mono-Wind team (recommended) Role Character Support Jiwon Main DPS Esther or Sangun Support Bonnie This is Jiwon's strongest context. Bonnie applies Wind Affliction to enemies as a debuffer, Jiwon provides Wind DMG buffs and Stamina reduction, and Esther (or Sangun) lands the burst damage. The interaction is direct: Jiwon's Eternal Melody ultimate also applies Wind Affliction, reducing Wind Resistance by 15% for 5 seconds. Use the ultimate before swapping to your DPS to stack both Affliction and the Divine Harmony buff simultaneously. GameWith's team guide specifically highlights the Esther and Jiwon pairing as the strongest two-character core, with a flexible third slot for a Destroyer or attacker that covers the enemy's Elemental Weakness. Flexible support (off-Wind teams) Jiwon's Stamina Consumption reduction is element-agnostic. Any character that benefits from free Stamina usage can take advantage of her Tier 2 and Tier 3 Divine Harmony effects. She is not as strong outside Wind teams since the Wind DMG buff portion goes to waste, but the Stamina reduction alone is enough to justify a slot in many compositions. How to play Jiwon: the core gameplay loop Jiwon's rotation is not complicated, but the timing matters. Switch to Jiwon and use Sonic Wave (Special Skill) immediately. It deals 169.7% Wind DMG, gathers nearby enemies in front of her, and knocks them Airborne, giving you a favorable position to chain attacks. Follow up with Strings on the Wind (Basic Attack) to build Melody stacks. Each Basic Attack gives 2 stacks. Watch the Melody gauge above the HP bar. Track your stack count. The buff tiers change at 3, 6, 9, and 12 stacks. Aim for at least 9 before switching out to get the full Wind DMG + Stamina reduction combination. Once you hit your target stack count, use Let Me Sing You A Song (Switch Skill) to tag out. This deals 89% Wind DMG and simultaneously grants Divine Harmony to the whole team based on the Melody count reached. If your Ultimate Gauge is charged, use Eternal Melody before switching. It deals 367.8% Wind DMG in a wide area and applies Wind Affliction for 5 seconds, cutting Wind Resistance by 15%. Jiwon's Evasion Counter has one of the highest multipliers in the game at 137.6%. She is not just passively standing there between buff windows; she can actively deflect attacks and punish enemies while building Melody. Divine Harmony buff tiers at a glance Melody stacks Divine Harmony effect 3 Wind DMG +10% 6 Stamina Consumption -50% 9 Wind DMG +25% total, Stamina Consumption -100% 12 All Tier 3 effects, duration extends from 7s to 12s Jiwon awakening priority Not all Awakenings are equal. Here is the order to target based on community analysis from Game8's guide: A1 (Fundamental Pipa Tuning) is a top priority. When Jiwon switches out with 3 or more Melody stacks, she automatically gains 3 more and applies Divine Harmony. She also inflicts Melodic Fracture on enemies, which stacks Wind Resistance reduction by 1% per stack up to 10 stacks. That is a 10% Wind RES debuff on top of what her ultimate already provides. A4 (Embrace the Dew, Capture the Light) is the other must-have. It increases the Melody gained from Basic Attacks to 3 (up from 2), Special Skill to 6 (up from 3), and Ultimate to 12 (up from 9). Reaching 12 stacks in a single Ultimate cast is a major acceleration. It also adds +30% Wind DMG and +5% ATK to the Tier 3 Divine Harmony effect and increases Ultimate Gauge Charge by 20%. A6 (I Shall Be Your Spring) rounds out the priority list. Tier 4 Divine Harmony duration extends from 12 seconds to 17 seconds, and a +20% Special Skill and Ultimate Skill DMG effect gets added. Jiwon's Ultimate also directly grants Divine Harmony to the team at this stage, adding a second activation method beyond the Switch Skill. A2 provides a modest 2-3% ATK boost to Divine Harmony and lets Jiwon use Basic Attacks during Divine Harmony's duration when switched out. Useful, but not urgent. A3 and A5 both just increase skill levels by 2 and add small percentage boosts (6% Basic Attack DMG and 6% Ultimate DMG respectively). Take them when you have the resources, but they are not reasons to push Awakening ahead of A1, A4, or A6. danger A1 changes Jiwon's rotation meaningfully by letting her apply Melodic Fracture even without maxing Melody stacks on every rotation. Prioritize it before A2 even though A2 appears first in the sequence. Jiwon awakening priority screen How to get Jiwon Jiwon is available on the New Expedition banner , which offers 20 discounted pulls. If the New Expedition banner ends without a successful pull, the New Friends banner becomes available afterward. Setting Jiwon as the rate-up selection on New Friends guarantees her within 50 rolls. If you are starting fresh and want Jiwon from the beginning, the reroll process is the fastest path. Jiwon stats and skills at a glance Stat Max Value Attack 1,855 Defense 656 HP 10,508 Crit Rate 5% Crit DMG 50% Her base stats lean toward offense rather than bulk, which matches her role: she is in and out of the frontline quickly, not tanking hits. The Leafy Mama monsterling covers the HP deficit in practice. For more character builds and tier rankings across the full Mongil: Star Dive roster, browse more guides on GAMES.GG.]]></description>
            <link>https://games.gg/mongil-star-dive/guides/jiwon-best-build-guide-artifacts-teams-and-awakenings/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 13:05:05 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive Co-op Guide: How to Play With Friends]]></title>
            <description><![CDATA[The solo experience in Mongil Star Dive is already satisfying, but the moment you start playing with friends, the game opens up in ways that make progression noticeably faster. The friend system is entirely optional, meaning you will never hit a wall because you skipped multiplayer. That said, leaving it untouched means leaving free resources on the table every single day. This guide covers everything you need: how to find and add other players, how the Key exchange system works, and why keeping an active friend list matters more than most players realize at first. Friends Menu on home screen How do you add friends in Mongil Star Dive? The process starts from the Friends Menu , accessible directly from the home screen. Think of it as the central hub for every social action in the game. Once you are inside, navigate to the Add Friend tab to see your connection options. Two methods are available. The first is the Friend Code system, which is the most direct route. If you already know someone playing the game, grab their code, enter it into the search bar, and hit the "Request Friend" button. The request sits as pending until the other player accepts it, so make sure they know to check their inbox. The second option is the recommended friends list . This is particularly useful if you are starting fresh without a ready-made group. The system surfaces active players automatically, so you can build out a full list without needing to coordinate outside the game. Managing incoming requests is handled through the Manage Friend Requests option in the same Friends Menu. info Prioritize adding active players over anyone who appears to be inactive. Since daily Key limits depend on mutual participation, a friend who logs in every day is worth far more than five who do not. Add Friend tab and search bar How does the Key exchange system work? Once your friend list is set up, the main co-op benefit kicks in through a Key exchange system. Keys are a resource used to farm materials in content like Paths , which sit at the core of progression in Mongil Star Dive. A steady daily supply of Keys translates directly into better farming efficiency. Each friend on your list shows two buttons: one to send Keys and one to claim Keys they have already sent to you. To save time, the game provides Send All and Claim All options that handle every interaction in a single tap. The daily caps are worth memorizing: Action Daily Limit Keys you can send 30 per day Keys you can receive from friends 20 per day Those numbers make the math clear. To consistently hit the 20-Key receive cap, you need enough active friends who are also logging in and sending. A half-empty or inactive friend list will leave you short every day. warning The daily Key limits reset each day, so unclaimed Keys from previous days do not carry over. Check your Friends Menu regularly to avoid missing out. Key send and claim buttons Why should you bother with the friend system? The short answer: free Keys every day, with zero gameplay overhead. You are not required to join a session, coordinate schedules, or play at the same time as your friends. The exchange happens asynchronously, meaning you tap Send All in the morning and Claim All when you log back in later. For players grinding Paths content regularly, those extra Keys add up fast. Farming materials more efficiently means faster character progression, which matters more the deeper you get into the game. info The co-op elements in Mongil Star Dive are described by Netmarble as optional, so new players should not feel pressured to engage immediately. Build your friend list at your own pace, but do not wait too long. Tips for getting the most out of co-op features A few practical points that make a real difference once you understand the system: Fill your friend list completely. More active friends means you are more likely to hit the 20-Key daily receive cap consistently. Use Send All and Claim All every login. These options exist specifically to prevent you from forgetting individual interactions. Check the recommended friends list regularly. The system updates with active players, so refreshing it after a few days can help you replace inactive contacts. Accept incoming requests promptly. Other players are trying to build their lists too, and a quick acceptance keeps the community moving. Communicate your Friend Code outside the game if you have a group ready to play together. Discord, group chats, or community forums work well for this. info If you are just starting out, the recommended friends list is genuinely the fastest way to get a full, active friend list without any external coordination required. For more mobile gaming guides and tips across all the games you are playing right now, browse more guides on GAMES.GG to keep your edge sharp.]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-co-op-guide-how-to-play-with-friends/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-co-op-guide-how-to-play-with-friends/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 13:03:13 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive Esther Build Guide: Best Artifacts, Teams, and Awakenings]]></title>
            <description><![CDATA[Who is Esther in Mongil Star Dive? Esther is a 5-star Wind Assassin from the region of Varhine, available on the Maid & Clover Mascot limited banner running April 15 through May 5, 2026. She plays like a maid who moonlights as a swordswoman, and her entire kit is built around one central mechanic: her Dust Cloud . Get inside it, stay inside it, and hit things until they stop moving. Simple in theory, but there are real tricks to squeezing out her ceiling damage. This guide covers everything you need. What makes Esther's kit work? Esther's passive, Maid's Double Life , grants a flat 15% ATK boost while she stands inside the Dust Cloud generated by her Special Skill. That same cloud inflicts Confused on nearby enemies, which prevents them from targeting your party effectively. The combination turns what looks like a straightforward DPS rotation into a mini area-control game. Her Basic Attack shares the name Maid's Double Life and behaves differently depending on her position. Outside the cloud, she deals Physical DMG with broom strikes. Inside it, those attacks transform into rapid Wind DMG slashes, with the 3rd enhanced hit carrying the highest multiplier at 218.4% damage. That jump from the 2nd hit (32.5%) to the 3rd is enormous, so completing the full enhanced combo every time the cloud is active is non-negotiable. Her Special Skill, Housekeeping! , creates the Dust Cloud for 6 seconds on a 15-second cooldown . That leaves a 9-second gap where Esther loses her buffs. The correct response is to switch her out during that window, which triggers her Support Skill, Taking Out the Trash . When a teammate attacks while Esther is off-field, she appears near them and prepares an ambush. If an enemy enters her range, she fires off a flurry of slashes dealing 181.6% Wind DMG and inflicting Wind Affliction for 5 seconds. Wind Affliction also reduces the target's Wind resistance by 15% , setting up her next on-field window. Her Ultimate, The Maid & Clover Inn's Peacekeeper , hits for 625% Wind DMG , knocks enemies airborne, and applies Wind Affliction. Use it inside the Dust Cloud to stack the ATK passive on top of the hit. info Use Esther's Ultimate inside the Dust Cloud to benefit from her 15% ATK passive while also applying Wind Affliction, which lowers enemy Wind resistance by 15% for the next 5 seconds. Skill multiplier reference Skill Type DMG Multiplier Key Effect Maid's Double Life (Basic) Basic 11% / 11% / 18.4% / 25.6% Enhanced inside Dust Cloud Maid's Double Life (Enhanced) Basic (Enhanced) 32.5% / 32.5% / 218.4% Wind DMG only Housekeeping! Special 60.4% Creates 6s Dust Cloud The Maid & Clover Inn's Peacekeeper Ultimate 625% Airborne + Wind Affliction Taking Out the Trash Switch/Support 261.7% / 181.6% Pull-in + off-field Ambush What is the best build for Esther? Best artifact: Wind-Harboring Broom This is Esther's signature 5-star Assassin artifact, and there is no close second. At base fusion ( Gust Flight I ), it increases ATK by 10% and boosts Wind DMG by 35% for 10 seconds after using a Special Skill. At max fusion ( Gust Flight V ), those numbers become 20% ATK and 70% Wind DMG . Since Esther's entire rotation revolves around her Special Skill, that 70% Wind DMG window lines up perfectly with her enhanced Basic Attack combo. The artifact also scales with Assassin proficiency. At Level 3, it gains up to 15% Crit Rate based on proficiency points. At Level 5, it adds up to 15% ATK by the same formula. Max stats on the artifact itself sit at 883 ATK and 45% Crit DMG . If you do not have the Wind-Harboring Broom, the Suffocating Darkness artifact is a workable alternative. It increases ATK by a large amount and adds Crit DMG specifically for Support Skill hits, which still feeds into Esther's off-field ambush damage. Wind-Harboring Broom artifact Best equipment set: Abyss x4 The Abyss set is the clear choice. The 2-piece bonus adds 10% Wind DMG for 5 seconds after using a Special Skill. The 4-piece bonus adds another 10% Wind DMG for 5 seconds on a critical hit. Both conditions trigger constantly during Esther's enhanced Basic Attack loop, stacking a consistent 20% Wind DMG bonus across her primary damage window. The alternative is mixing 2 pieces of Devourer Stance (5% Wind DMG when attacking enemies with Wind Affliction) with 2 pieces of Assault Squad Leader (5% ATK for 5 seconds after using a Support Skill). This setup is viable if you cannot complete a full Abyss x4 set early on, but the numbers are lower. Equipment Option Set Bonus Summary Verdict Abyss x4 +10% Wind DMG on Special Skill use, +10% on Crit Best Devourer Stance x2 + Assault Squad Leader x2 +5% Wind DMG on Wind Affliction, +5% ATK on Support Skill Budget option Best monsterlings For Esther's Link Chain slot, Plains Minotaur is the correct pick. Its effect lowers enemy Wind resistance when you enter combat, directly amplifying every Wind hit Esther lands in the opening seconds of her rotation. Slot 1 (Link Chain): Plains Minotaur (lowers enemy Wind resistance on entry) Slot 2: Taglock (ATK boost after reaching 20 hits, syncs with Esther's rapid attack style) Slot 3: Ice Fist Dude (Crit Rate increase when hitting elemental weaknesses) The El Dorado Guardian is an alternative for Slot 3. It boosts the whole team's ATK when you hit an enemy's elemental weakness rather than just Esther's Crit Rate, which can be more useful in team-focused content. info The Plains Minotaur's Wind resistance reduction is applied when you enter combat, so make sure Esther is the one switching in to trigger it before dropping her Dust Cloud. What are the best team comps for Esther? Esther's one real weakness is that she has no built-in crowd control to keep enemies inside her Dust Cloud. Every strong team around her compensates for this. Mono-Wind team (premium) Slot Character Role Main DPS Esther Wind damage, Dust Cloud setup Support Jiwon Pull-in CC, Wind Affliction, Stamina buff Support Bonnie Resonance trigger, team buffer This is Esther's best team. Jiwon's Special Skill pulls enemies in front of her, clustering them for Esther's Dust Cloud. Her Ultimate inflicts Wind Affliction independently, stacking the resistance reduction. The sixth count of Jiwon's Divine Harmony buff also reduces Esther's Stamina consumption by 50% , which matters for the animation cancel technique described below. Bonnie triggers Resonance on enemies, amplifying incoming damage before Esther lands her enhanced hits. Conquest and boss team Slot Character Role Main DPS Esther Burst damage, Wind debuffing Destroyer Flare AoE, DEF reduction on Ultimate Support Francis Healing, enemy debuffs Flare's Ultimate DEF reduction is particularly strong here. Francis handles healing and debuffing based on her ATK stat, replacing Bonnie when you need more sustain. Dual Wind carry team Slot Character Role Main DPS Esther Dust Cloud, enhanced Basic Attacks Sub-DPS Sangun Crowd control, Wind damage bridge Support Francis Healing and debuffing Sangun fills in when Jiwon is unavailable. His crowd control Switch Ability pulls enemies to a point, which you follow with Esther's Dust Cloud. Both act as Wind damage dealers, covering each other during cooldown windows. warning Avoid pairing Esther with characters whose skills push enemies away or launch them far out of melee range. Any unit that scatters mobs will pull enemies out of the Dust Cloud and cut her DPS significantly. How to play Esther: rotation and animation cancel Core rotation Enter combat and trigger Plains Minotaur's Wind resistance reduction. Activate Housekeeping! to create the Dust Cloud and inflict Confused on nearby enemies. Execute the full enhanced Basic Attack chain inside the cloud, prioritizing the 3rd hit for its 218.4% multiplier. Use the Ultimate Skill inside the cloud to hit Wind Affliction and the ATK passive simultaneously. When the cloud expires, switch to your Sub-DPS or Support. This activates Esther's Ambush via Taking Out the Trash, dealing off-field Wind DMG while the cooldown resets. Animation cancel technique Esther's 3rd enhanced hit involves a sheathing animation that briefly locks her movement. To cancel it, press the dodge button the moment the 3rd attack begins, then immediately input a Basic Attack. The attack's damage still registers, but the sheathing animation is skipped, letting Esther reposition or continue attacking without the delay. This technique is most effective with Jiwon on the team. Her Divine Harmony buff at 6 stacks cuts Esther's Stamina cost by 50% , giving you enough Stamina to dodge-cancel repeatedly without running dry. Esther 3rd hit cancel timing What are the best awakenings for Esther? Awakenings are where Esther's power really compounds. Prioritize them in this order: Stage Name Rating Effect A2 Broom Blade, Silver Flash ★★★★★ Expands Dust Cloud range, +50% DMG inside cloud A1 I'll Clean This Up ★★★★ Switch Skill triggers a 3-second Dust Cloud, extends Confused uptime A6 Final Form of the Hidden Cloud Style ★★★★ Enhanced Basic Attack DMG +50% , expanded 3rd hit range A4 No Troublemakers Allowed ★★★ +50% Crit DMG for 10 seconds after Special Skill (removed on hit) A5 Maid and Clover ★★★ Skill levels +2, Basic Attack DMG +6% A3 Former Commander of the 9th Brigade ★★★ Skill levels +2, Support Skill cooldown -4.5% A2 is the single most impactful upgrade. The Dust Cloud range expansion means enemies are more likely to stay inside it, and the 50% damage bonus inside the cloud applies directly to her enhanced Basic Attack chain. A1 extends the Confused status by triggering a fresh cloud on her Switch Skill, which keeps enemies disoriented during the off-field window. A6 is a late-game priority that doubles down on her core damage source. danger A4's 50% Crit DMG bonus disappears the moment Esther takes damage. In content with heavy enemy pressure, this awakening's value drops considerably. Factor that into your investment decisions. How to get Esther Esther is available on the Maid & Clover Mascot limited banner, which runs from April 15 to May 5, 2026 (20 days). Pull using Compass of Destiny or Primordial Stars . According to community documentation, pity carries over between limited banners, so pulls spent on Esther's banner count toward the hard pity on the next limited unit. If you already have strong Wind coverage from your free 5-star selector, particularly Flare if you are targeting boss content, the upcoming units Mina and Nara may be worth saving for. But if you need a Wind carry right now, Esther is a high-priority pull with clear strengths across mob clearing, boss damage, and off-field contribution. Esther character profile Detail Info Rarity 5-Star Element Wind Role Assassin Region Varhine Birthday October 5 Height / Weight 135cm / 39kg Hometown Manafall Likes Swordsmanship training, Cleaning Dislikes Politics, Scheming, Condescending attitudes EN Voice Actor Lauren Landa JP Voice Actor Shiraishi Haruka KR Voice Actor Shin Na-ri Esther works at the Maid & Clover Inn and spends most of her day with a broom in hand. She does not offer warm welcomes or small talk. Multiple sources note that her broom technique reads as hostile to anyone paying attention, and they are correct to notice. For more character guides, team building resources, and the latest Mongil Star Dive news, browse more guides at GAMES.GG .]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-esther-build-guide/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-esther-build-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 13:03:03 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive Best Settings Guide for PC and Mobile]]></title>
            <description><![CDATA[Getting your settings right before you start playing Mongil Star Dive is one of those small things that makes a big difference. The wrong graphics configuration tanks your frame rate, bad audio balance buries voice lines under SFX noise, and default keybinds might not suit your playstyle at all. Here's exactly what to change and why, based on the settings available across PC and mobile. PC graphics settings: what actually matters The PC version gives you the most control, with a full suite of individual sliders and toggles that mobile simply doesn't have. The first thing to do is set Overall Graphics to Custom rather than one of the presets. Presets exist for convenience, but they rarely match your hardware precisely. Here's the full breakdown of recommended PC graphics settings according to Game8's Mongil Star Dive walkthrough team: Setting Recommended Value Why Overall Graphics Custom Presets don't match every system Vertical Sync On Off only if you use G-Sync or FreeSync Resolution 1920x1080 or Native Match your monitor's native resolution Window Mode Full Screen (Borderless) Best balance of immersion and alt-tab convenience Max FPS 60 or monitor refresh rate Prevents unnecessary GPU load UI Scale Medium Readable without blocking too much screen space Render Distance and LOD Very High See objects from farther away; reduce only if needed Shadows High Lower this first if you need performance back Post-processing High Camera effects; drop to Medium if frame rate suffers Textures High Visual quality with minimal performance cost Effects High Ability and particle effects; drop if frame rate dips Foliage Medium Personal preference; lower for cleaner combat visibility Shading High Lighting quality; set as high as your system allows Reflections Medium Balanced quality-to-performance ratio Anti-aliasing (Quality) High Reduces jagged edges without heavy blurring Anti-aliasing (Distortion) TAA Cleaner output than FXAA, minor performance cost info If your system struggles at these settings, lower Shadows and Post-processing first. These two settings have the biggest performance impact and the smallest visual difference when reduced. What's the difference between TAA and FXAA for anti-aliasing? TAA (Temporal Anti-Aliasing) produces cleaner, more stable edges than FXAA (Fast Approximate Anti-Aliasing) but costs slightly more GPU performance. For most modern systems, TAA is the better choice. If you're on a lower-end machine and noticing frame drops, switching to FXAA recovers some headroom without a dramatic visual hit. warning Turning off Vertical Sync without G-Sync or FreeSync active can introduce screen tearing, especially during fast combat animations. Leave it on unless your monitor supports variable refresh rate technology. PC audio settings: balancing the mix All audio settings in Mongil Star Dive are listed as User Preference , meaning there's no single correct answer. That said, Game8's walkthrough team recommends setting Voice Volume slightly higher than BGM and SFX so character dialogue stays audible during busy combat sequences. The Play audio when unfocused toggle pauses all sound when you tab out, which is worth enabling if you play with the game in the background. Audio Setting Recommendation Master Volume Personal preference BGM Volume Personal preference Voice Volume Slightly higher than BGM and SFX SFX Volume Personal preference Play audio when unfocused On (if you tab out frequently) PC language settings Mongil Star Dive supports 12 text languages including English, Japanese, Korean, German, Spanish, French, Portuguese, Russian, Thai, Traditional Chinese, Simplified Chinese, and Bahasa Indonesia. Voice-over options are more limited: English , Japanese , and Korean are the three available dubs. You can mix and match text and voice languages independently, so running English text with Japanese voice-over is fully supported. PC keybinds: what you can and can't change Mongil Star Dive supports customizable keybinds on PC, and the defaults are described as intuitive by the Game8 team. Open the settings menu to view and remap keys to your preference. One important limitation: controller remapping is currently restricted . Most controller bindings are locked and cannot be changed, with only a handful of buttons available for remapping. If you rely heavily on a controller, this is worth knowing before you commit to a setup. danger Controller remapping support is limited at launch. Most bindings are locked, so if your preferred controller layout doesn't match the defaults, keyboard and mouse may be the more flexible option for now. Mobile settings: what's available? The mobile version of Mongil Star Dive has a smaller settings footprint than PC. There are no dedicated graphics sliders on mobile, which makes sense given the range of hardware the game needs to support. What you do get is the same audio configuration and the same language options. Mobile Setting Category Available Options Audio Master, BGM, Voice, SFX volume Language 12 text languages, 3 voice-over languages Graphics Not individually configurable The voice volume tip from the PC section applies here too. Bumping Voice Volume slightly above the other channels keeps dialogue clear when combat effects get loud. info Both PC and mobile support the same 12 text languages and 3 voice-over languages. Your language preferences can be set independently for text and audio on either platform. Why bother optimizing settings at launch? Gacha action RPGs like Mongil Star Dive often involve extended play sessions, daily login routines, and content that rewards fast, precise inputs. Getting your frame rate stable and your audio balanced early means one less variable when you're learning combat timing or pushing through harder content. The settings above prioritize visual quality where it matters (render distance, textures, anti-aliasing) and give you clear guidance on where to cut first when performance becomes an issue. For more help getting started, browse more guides covering everything from tier lists to combat tips across the biggest games right now.]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-best-settings-guide-for-pc-and-mobile/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-best-settings-guide-for-pc-and-mobile/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 12:42:20 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive: Elemental System Explained]]></title>
            <description><![CDATA[Mongil: Star Dive drops you into Belana, a European-inspired fantasy world developed by Netmarble, with a real-time tag team combat system that rewards players who understand its mechanics early. The game launched with three continents to explore, four distinct character roles to build around, and a Monsterling taming system that adds serious depth to your roster. Get these fundamentals right from the start and the rest of the game opens up naturally. What should you do first in Mongil: Star Dive? The answer is straightforward: push the main story. According to the Game8 walkthrough team, progressing the main story quest is the fastest way to unlock new features and open up additional maps. Everything else, including farming materials and experimenting with team compositions, becomes more efficient once you have access to more of the world. Your quest journal has a Go button in the bottom right corner that fast travels you directly to your current objective. Use it constantly. Manual exploration is great for gathering materials, but during active quests it just burns time. While you're moving between objectives, pick up every material node you pass. These feed directly into crafting and cooking systems that become relevant quickly, and backtracking for resources later is genuinely tedious. info Claim Manon's Guidebook rewards and any active event rewards as soon as they unlock. They hand out materials and resources that accelerate your early progression significantly. How does the combat system work? Mongil: Star Dive's combat is built around a 3-person party that you switch between in real time. The core loop involves tagging between characters to trigger Tag Skills , which creates a rhythm of swapping, attacking, and repositioning that feels closer to an action RPG than a traditional gacha battle system. The most important thing to understand early is that no single party setup works for every fight. The game actively punishes you for locking into one configuration, so learning when to swap roles matters as much as knowing your characters' individual kits. What are the 4 character roles? Every character in Mongil: Star Dive fills one of four roles. Here's how they break down according to the Game8 beginner's guide: Role Primary Function Best Used For Fighter Main DPS, highest damage output Sustained damage across all fights Assassin Exploits enemy weaknesses, burst damage on openings Targeting elemental vulnerabilities Destroyer Brute force, fills Stagger Gauge faster Boss encounters, breaking enemy defenses Support Team buffs and enemy debuffs Keeping the team alive and amplified The Fighter is your primary damage dealer. The Assassin does serious work when you've identified an enemy's elemental weakness and created an opening. The Destroyer is built for boss fights specifically, accelerating the Stagger Gauge to trigger the stagger window. The Support rounds out the team with buffs and debuffs. No single role carries a full run. You'll want a mix that covers your damage, stagger pressure, and survivability needs for each encounter. danger Sticking with one team composition throughout the game will eventually hit a wall. Different encounters favor different role combinations, so keep your roster developed broadly rather than hyper-investing in three characters only. How do elemental weaknesses work? Every enemy in Belana has an elemental weakness. Matching your active character's element to that weakness deals significantly more damage, according to Game8's Elemental Weakness Explained guide. The five elements in the game are Ice , Fire , Wind , Lightning , and Earth , and characters are categorized by element in addition to their role. This means your team building has two axes: role coverage and elemental coverage. An Assassin who hits the right elemental weakness deals substantially more than one who doesn't, so knowing what you're walking into before a fight lets you swap your party accordingly. How do you stagger bosses? Dealing damage to bosses fills their Stagger Gauge . Once that gauge maxes out, you trigger a stagger using Nyanners' Skill , which temporarily disables the boss and opens a window to activate a Burst for amplified damage output. The Destroyer role accelerates Stagger Gauge filling faster than other roles, which is why they're specifically valuable in boss encounters. Landing the stagger correctly and following it immediately with a Burst is the primary damage spike pattern for hard content. warning Don't waste your Burst activation outside of a stagger window on bosses. The damage multiplier during stagger is significantly higher, so saving Burst for that moment is the correct play. How does Monsterling taming work? Nyanners, your companion character, can capture creatures called Monsterlings throughout Belana. These aren't just collectibles. You can combine Monsterlings to create stronger versions, and certain Monsterlings have Link Chains that allow them to appear directly in battle when equipped. Link Chain Monsterlings apply different attacks and effects during combat, effectively expanding what your party can do beyond the three characters you've selected. This system adds a fourth layer to your team building that's easy to overlook early but pays off significantly in harder content. Building out your Monsterling collection while exploring is worth the time investment, especially since Nyanners also plays a role in triggering boss staggers. What does the world of Belana look like? At launch, Belana is divided into three continents. Centralia is where your journey begins. The Far East sits across the sea as a distinct region with its own character. The Deadlands is an uninhabitable zone that rounds out the map. Each continent has its own ecosystem of monsters, materials, and flora. Exploration isn't just for completionists. Chests, materials, and Monsterlings are distributed across the world, and the game's crafting and cooking systems depend on what you pick up while moving through each region. The fast travel system makes it practical to return to earlier areas without losing much time. For more guides across all genres, browse the latest gaming guides at GAMES.GG to find strategies for whatever else you're playing. Quick-reference tips for new players Push the main story first to unlock features and maps Use the Go button in your quest journal for instant fast travel to objectives Collect every material node you pass for crafting and cooking Claim Manon's Guidebook and event rewards immediately when available Build teams with role and elemental coverage in mind, not just raw damage Use Destroyers on bosses to fill the Stagger Gauge faster Activate Burst during stagger windows for maximum damage Develop your Monsterling collection early for Link Chain combat options Check enemy elemental weaknesses before each fight and swap your party accordingly]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-elemental-system-explained/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-elemental-system-explained/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 12:42:12 GMT</pubDate>
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            <title><![CDATA[Mongil: Star Dive F2P Guide]]></title>
            <description><![CDATA[Netmarble Monster's Mongil: Star Dive arrived on PC and mobile on April 14, 2026, and it's already carving out a distinct space in the crowded anime RPG market. This isn't another Genshin clone. The game's monster-taming hook, fast-paced narrative, and chain-action combat system give it a personality of its own, and understanding how those systems connect is what separates players who breeze through content from those who hit a wall at the first Breakthrough gate. What kind of game is Mongil: Star Dive? Developed by Netmarble Monster over 5 years with a core team of around 125 people, Mongil: Star Dive is a free-to-play narrative-based collection RPG. According to Netmarble Monster CEO Ken Kim in an interview with RPG Site at GDC 2026, the game is best understood as a spiritual reboot of the studio's earlier title Monster Taming (localized in North America as Creature Academy in 2014). The basic premise and some character concepts carry over, but the team treated this as a fresh start to address the original's weaknesses, particularly around narrative depth. The clearest comparison points are Genshin Impact and Wuthering Waves, but Kim was direct about the distinction: this is not an open-world game. It's a narrative-driven RPG with a high-quality real-time action system built around a more casual audience. Think fast-paced story delivery, accessible controls across mobile and PC, and progression that unlocks quickly rather than drip-feeding systems over dozens of hours. Three-man team combat setup How does the combat system work? The core of Mongil: Star Dive's combat is what Kim calls a "chain action" system. You control a team of 3 characters at a time, and the key mechanic is that when you switch to a different character mid-fight, the character you just left behind doesn't disappear. They stay on the field and keep acting. That lingering presence is where the strategy lives. Each character has unique action patterns, a distinct playstyle, and a specific way of building energy toward their ultimate skill . The combination of elements, attributes, and action styles across your three-person team determines how efficiently you can deal damage, and mastering the timing of character swaps is how you push that efficiency to its ceiling. Kim described the goal as making all three team members attack simultaneously at maximum efficiency. Getting there requires testing combinations and understanding each character's individual mechanics, but the controls themselves are designed to stay simple enough for mobile play. info Don't just swap characters randomly. The lingering actions of your previous character still deal damage and apply effects, so learn each character's strongest moments before switching away. What role does the elemental system play? The elemental system interacts directly with character chaining. Combining characters with different elements amplifies your team's output, and according to Kim, this is where the combat goes from easy to complex. The basic swapping is approachable, but optimizing elemental interactions and action timing is described as something that takes real study. What is the Monsterling system? This is the game's standout mechanic, and Kim himself called it "the most important, unique selling point" of Mongil: Star Dive. Here's how it works: Your companion Nyanners has the ability to devour monster souls encountered in the field. Once devoured, a monster transforms into an accessory called a Monsterling . Each character can equip multiple Monsterlings, and their bonus properties stack and combine. You can also adjust the bonus features of individual Monsterlings to squeeze out maximum efficiency. Beyond field collection, there's a Monsterling fusion system . Combining two Monsterlings produces a new one, and the results follow recipes you can view in the menu. Some Monsterlings can't be found in the field at all and are only obtainable through specific fusion combinations. danger Don't ignore the fusion recipes early on. Some of the most useful Monsterlings require combining specific monsters you might otherwise dismiss as low-value. How do you level up Monsterlings? Monsterling progression runs on two tracks. The first is dedicated EXP items that power up individual Monsterlings directly. The second is the fusion system described above. Kim emphasized that Monsterling growth is one of the most important progression systems in the game, so treating it as an afterthought will slow your overall power curve significantly. Monsterling Growth Method Source Notes EXP Items Various content rewards Direct power-up for existing Monsterlings Fusion Combine two Monsterlings Follows in-game recipes; some only available via fusion Field Collection Nyanners devours field monsters Not all Monsterlings are field-obtainable Monsterling fusion recipe screen How does character progression work? Progression starts with standard leveling mechanics. Characters gain levels through normal play, but at a certain point you'll hit a hard cap. Pushing past it requires a Breakthrough , which demands specific elite materials earned from dedicated content. The first Breakthrough raises the level cap from Level 40 to Level 50 , according to Kim's description of the system. Beyond that, skills have their own upgrade paths that consume various materials, primarily earned through daily dungeons. Equipment follows both a level system and a tier system, adding another layer to the gear grind. warning Don't neglect your daily dungeons. Skill upgrade materials come from there, and falling behind on skill levels will make the Breakthrough wall feel much harder than it needs to be. What does the gacha system look like? Kim was straightforward about monetization: the approach follows proven market tactics rather than trying to reinvent the wheel. The stated philosophy is that gacha should never be a mandatory gate for narrative progress. You can complete the story without spending anything. Pulls make your characters incrementally stronger, not story-accessible. Kim also described the percentage rates as "lenient compared to other competitors," though specific numbers weren't confirmed in the available sources. The game is described as a purely single-player experience with optional PvE co-op social features layered on top. What is the story about? The narrative follows two protagonists, Cloud and Verna , young adventurers and guild teammates who hunt monsters for bounties and occasionally tame them. Cloud has a unique ability to communicate with monsters and keeps experiencing recurring dreams about a mysterious fox girl with nine tails. That mystery anchors the early story and expands from there. The world starts in a medieval Western fantasy setting with a forest region and a desert region, then opens up to dramatically different environments. A Korean medieval-era region called Sura has already been announced, and Kim confirmed that future areas include a cyberpunk-themed zone. Each region represents a distinct cultural background. Every character in the roster has their own story, either woven into the main narrative or running as a separate storyline. Kim described the team's approach as building enough narrative rationale around each new character to justify their addition to the game. Cloud and Verna story intro How often does Mongil: Star Dive get updated? Netmarble plans a major update roughly every 6 weeks . Each update is expected to bring meaningful changes to game features and battle systems, along with new story chapters and characters. The schedule isn't locked to a fixed cadence, but that six-week window is the target according to Kim. What platforms is Mongil: Star Dive available on? Platform Status PC (Epic Games Store) Available now Mobile (iOS/Android) Available now PlayStation 5 Coming later Xbox Series X/S Coming later The PS5 and Xbox Series X/S versions are confirmed but don't have a release date yet based on available information. info The Epic Games Store PC version and mobile versions launched April 14-15, 2026. Console players will need to wait for a separate release window announcement. Key tips before you start Based on everything confirmed by Netmarble Monster ahead of launch, here's what to prioritize: Learn each character's energy mechanic separately. Every character builds ultimate skill energy differently. Knowing how to trigger those ultimates efficiently is the difference between a functional team and an optimized one. Take Monsterling fusion seriously from day one. The fusion system is described as the game's core differentiator, and some of the best Monsterlings require specific combinations you'll miss if you're just collecting randomly. Run daily dungeons consistently. Skill upgrade materials come from there, and skills have their own level system separate from character levels. Don't stress about gacha early. The narrative is designed to be completable without spending. Focus on learning the systems before chasing pulls. Experiment with team compositions. The chain action system rewards players who understand elemental interactions, not just those with the highest-rarity characters. For more on upcoming RPGs and free-to-play games worth your time, browse more guides on GAMES.GG.]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-f2p-guide/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 12:41:27 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive Best Teams Comps Guide]]></title>
            <description><![CDATA[Mongil Star Dive throws a lot at you fast: three distinct classes, elemental synergies, stagger mechanics, and a gacha banner that punishes underprepared rerollers. The difference between a team that stalls on Dimensional Rift bosses and one that tears through them in seconds usually comes down to understanding how Neutralization DMG , class roles, and gear interact. This guide breaks down the strongest team compositions available at global launch, the definitive artifact setup for Flare , and a realistic path forward for F2P players who didn't land the premium pulls. How do class roles actually work in Mongil Star Dive? Three classes drive every combat encounter: Fighters , Assassins , and Destroyers . Each has a specific job, and stacking two of the same class without a reason is one of the fastest ways to hit a wall in late-game content. Class Primary Role Best Used For Fighter Multi-target attacker Wave clearing; gains power when surrounded by enemies Assassin Burst damage dealer Punishing staggered bosses with massive single-target damage Destroyer Shield breaker Filling the Stagger Gauge to trigger the Burst phase The mechanic that ties all three together is the Stagger Gauge . Destroyers drain it fastest, and once it empties, bosses enter a vulnerable "Burst" window where Assassins can output damage that would be impossible otherwise. Skipping a Destroyer in your lineup means your Assassin is mostly spinning her wheels. Stagger Gauge in boss fights The "Golden Start" team: Esther, Flare, and Jiwon According to the Mongil Wiki Team's launch analysis, the strongest opening composition for global players is built around Esther , Flare , and Jiwon . Each character fills a gap the other two create. Esther operates as the Main DPS Assassin. Her zone-based AoE damage is top-tier, but she needs enemies to stay inside her damage zones to hit peak efficiency. Left alone, that's a real limitation. Flare is the best Destroyer currently in the game. She applies Fire Affliction, shreds enemy DEF, and fills the Stagger Gauge faster than any other available unit. Her kit is designed around tagging in, breaking shields, and tagging out. Jiwon is the glue. Her grouping abilities pull enemies directly into Esther's zones, solving Esther's mobility problem entirely. She also contributes Wind DPS, making her useful even outside the support role. info If you're rerolling at launch, target Esther first for her limited status, then Flare. Jiwon is important, but Flare is the only high-tier Destroyer available, making her non-negotiable for Conquest mode boss content. How to run the rotation The rotation logic here is straightforward. Use Flare to apply Fire Affliction and deplete the Stagger Gauge, swap to Jiwon to group enemies into position, then bring Esther in during the Burst window to maximize zone damage. Avoid leaving Esther in against mobile enemies without Jiwon's grouping active. What is the best gear for Flare? Flare's best-in-slot artifact is the Exquisite Dragon Fire . At max level, it provides an 883 ATK boost alongside a 27% Fire DMG increase. The artifact's passive, "Flame Dragon's Blessing," activates when Flare uses a Switch Attack, granting the Flamestone buff. Stepping into one of her Blaze Zones while Flamestone is active upgrades it to Inscribed Flamestone , which delivers a 60% ATK boost and increases Neutralization DMG by up to 30%. For Monsterlings, pair Tealtaur for the Fire DMG bonus and Lupe to push her Neutralization potential further against bosses. Flare's best-in-slot artifact Flare's Awakening priorities Investing in Flare's Awakenings changes her ceiling significantly. Based on the Mongil Wiki Team's breakdown, these are the three stages worth understanding: Awakening Name Effect A1 Birth of a Genius Magus Increases Ultimate hits to 12; DEF reduction rises to 15% A2 Noble Daughter of the Scarlet House Grants Fire DMG buffs to the full team inside Blaze Zones A6 Dragon Power, Awaken! 50% Special Skill DMG boost; Ultimate range and damage massively increased A1 is the first priority since it comes from a second copy of Flare, which is achievable early on the "Eternal Promise" banner. A6 is a long-term investment but transforms her into a different unit entirely. info Triggering Inscribed Flamestone requires a specific sequence. Use Flare's Switch Attack to gain the base Flamestone buff, then walk into one of her Blaze Zones while that buff is active. The upgrade to Inscribed Flamestone happens automatically and delivers the 60% ATK increase. Top Mono-Element team compositions Mono-Element teams stack Elemental Affliction on a single element, reducing enemy resistance in that category and letting your Main DPS output numbers that mixed teams can't match. These are the three strongest options documented at global launch. Fire Mono: Mina, Flare, and Angel The most aggressive Fire lineup. Mina is expected to launch roughly three weeks after global release and will become the premier Fire DPS immediately. Flare handles DEF shred, and Angel provides consistent burst as a Sub-DPS Assassin. This team requires patience at launch since Mina isn't available yet, but it's worth saving resources for. Wind Mono: Sangun, Esther, and Jiwon Currently the strongest available Mono team. Sangun operates as a powerful Fighter, Jiwon provides grouping, and Esther closes out damage during Burst windows. This lineup is particularly effective in the Dimensional Rift where enemy density is high enough to make Esther's zones consistently land. Wind Mono team setup Earth Mono: Gabi, Ellie, and Francis The most forgiving team for players who prefer a defensive approach. Francis provides healing and utility, Gabi deals consistent damage to staggered targets, and Ellie rounds out the damage. This is the go-to option for players who want reliable boss clears without tight rotation execution. warning Hold off on building a Mono-Ice team around Ophelia and Cloud until Narae releases. Without Narae's specific buffs, Ice currently lacks the Neutralization DMG required for high-level content. Investing heavily into Ice before that release is a resource sink. What's the best F2P build in Mongil Star Dive? Players who don't land Esther or Flare in their first week still have a workable path. The story mode starter units are more capable than they look, provided you keep gear and Monsterlings at the appropriate level. The recommended F2P core is Cloud as Main DPS, Francis as Support, and either Verna or Ophelia as Sub-DPS. Verna is given for free through the story, but swapping her out for Ophelia as soon as possible improves Ice-element synergy noticeably. The rotation detail that matters most here: always switch from Francis to your Main DPS immediately after Francis uses her buff skills. Francis passes Crit DMG buffs on the tag-out, and those buffs only land on whichever character receives the switch. Getting this timing wrong means Cloud is attacking without the buff active. Reroll priorities and future meta planning Rerolling in Mongil Star Dive is more demanding than in most Netmarble titles. The email "salting" method doesn't work here, so each reroll attempt requires a fully unique email address. Factor that in before committing to a long reroll session. If you do reroll, the priority order documented by the Mongil Wiki Team is: Esther first, due to her limited-time status on the banner Flare second, with a second copy being a significant early power spike for A1 Mina and Narae are the long-term targets for players saving "Compass of Destiny" resources, as both are expected to shift the meta when they arrive later in 2026 For players already past the reroll window, focus on getting Flare's Exquisite Dragon Fire to max level before anything else. The ATK and Neutralization DMG gains from that single artifact outweigh most other gear investments at this stage of the game. For more strategy breakdowns across the latest releases, browse more guides on GAMES.GG to stay ahead of the meta.]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-best-teams-comps-guide/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-best-teams-comps-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 12:40:20 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive Beginner's Combat Guide]]></title>
            <description><![CDATA[Mongil: Star Dive drops you into Belana, a European-inspired fantasy world split across three continents, and expects you to figure out a lot on your own. The tag-team combat, Monsterling taming, and four distinct character roles all interact in ways that aren't immediately obvious. This guide breaks down everything you need to know to stop fumbling through early encounters and start playing with actual intent. What should you do first in Mongil: Star Dive? The single most important thing you can do at the start is push the Main Story Quest forward. According to Game8's walkthrough team, the main story directly gates new maps and features, so grinding side content before unlocking those systems is a waste of time. Your journal has a "Go" button in the bottom right corner that fast-travels you straight to your current quest target. Use it constantly. Manually running between objectives early on adds nothing except time. While you're moving through story missions, pick up every material you pass. Belana's world is full of collectible resources, and they feed directly into crafting and cooking later. You won't regret having too many materials. You will regret ignoring them for three hours and then hitting a crafting wall. Also check Manon's Guidebook and any active event pages regularly. These reward materials and resources as you hit natural milestones, and they expire if you don't claim them. info The "Go" button in your quest journal skips manual travel entirely. If you're walking anywhere during a main quest, you're doing it the slow way. How does combat work in Mongil: Star Dive? Combat in Mongil: Star Dive is built around a 3-person party that you switch between in real time. The key mechanic connecting your party members is Tag Skills , which trigger when you swap characters at the right moment. Getting comfortable with swapping isn't optional; the whole system is designed around it. Every enemy has an elemental weakness . Matching your character's element to that weakness deals significantly more damage, so checking enemy affinities before a fight saves a lot of frustration. The five elements in the game are Ice , Fire , Wind , Lightning , and Earth , and characters are locked to one element each. Boss fights add another layer through the Stagger Gauge . Dealing damage to a boss fills the gauge, and once it's full, you trigger a Stagger using Nyanners' Skill . A staggered boss is temporarily disabled, and that's your window to activate a Burst for maximum damage output. Missing this window on tough bosses is the difference between a clean fight and a long one. warning Don't ignore the Stagger Gauge on bosses. Activating Burst while the boss is staggered multiplies your damage output significantly. Burning through your abilities before the stagger wastes your biggest hits. Stagger Gauge fills with damage What are the 4 character roles and how do they differ? Building a party without understanding the four roles leads to lopsided teams that struggle against specific encounter types. Here's how each role functions, based on Game8's role breakdown: Role Primary Function Best Used For Fighter Main DPS, highest raw damage output Sustained damage across all fights Assassin Exploits enemy weaknesses, burst damage on openings Elemental weakness targeting Destroyer Tanks hits, fills Stagger Gauge faster Boss encounters, stagger-heavy fights Support Buffs allies and applies debuffs to enemies Team sustain, debuff stacking No single role carries every situation. A party stacked with Fighters deals great damage but staggering bosses takes longer without a Destroyer. Running pure Support is obviously a problem. The game rewards mixing roles based on what you're actually fighting. Game8's guide specifically notes that you should avoid getting too comfortable with one fixed party. Different combat encounters favor different compositions, so rotating characters and testing new setups is part of the design, not a sign that your current team is failing. info The Fighter role functions as your primary DPS slot. Assassins complement Fighters by targeting elemental weaknesses, while Destroyers handle the Stagger Gauge faster than any other role. Support rounds out the team with buffs and debuffs. How do Monsterlings work? Monsterlings are capturable creatures scattered across Belana, and Nyanners is the mechanic used to tame them. Once captured, Monsterlings can be combined to create stronger versions. This isn't just a collection system; certain Monsterlings have Link Chains that let them appear directly in battle when equipped. Link Chains are worth prioritizing. A Monsterling with a Link Chain brings its own attacks and effects into your fights, which expands what your party can do beyond just your three active characters. According to Game8's guide, these effects vary between Monsterlings, so experimenting with different combinations changes your playstyle in meaningful ways. For a deeper look at which Monsterlings are worth building toward, browse more guides covering the full roster and Link Chain rankings. Nyanners captures wild Monsterlings Where does the story take place? Belana launches with three continents. Centralia is where the game begins and where you'll spend most of your early hours. The Far East is a separate landmass across the sea that opens up as you progress. The Deadlands rounds out the map as an uninhabitable region. Each continent has its own monster species, flora, and fauna, which means new Monsterlings and new elemental matchups as you expand your reach. Exploring thoroughly matters for material gathering, chest hunting, and finding Monsterlings with strong Link Chains. The world is designed to reward players who push into new areas rather than staying in comfortable zones. info Claim rewards from Manon's Guidebook and active events as soon as you earn them. These give materials that directly support crafting and character progression, and they don't accumulate indefinitely. Quick reference: early priorities Here's the order of operations that makes the first few hours efficient, based on the Game8 beginner's guide: Push the Main Story Quest to unlock maps and features Use the "Go" button in your journal for fast travel Collect every material you pass during exploration Claim Manon's Guidebook and event rewards regularly Build a party with mixed roles, not just maximum damage Target elemental weaknesses in every fight Use Nyanners to capture Monsterlings and find ones with Link Chains Fill the Stagger Gauge on bosses before activating Burst Mongil: Star Dive has more systems than it initially reveals, and the early hours are really about building habits that pay off later. Prioritize story progress, keep your party composition flexible, and treat Monsterling taming as a core mechanic rather than an optional side activity. The stagger-and-burst loop on bosses is the game's highest-damage window, and learning to set it up consistently separates players who clear content cleanly from those who grind the same boss for an hour.]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-beginners-combat-guide/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-beginners-combat-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 12:39:21 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive Stamina Guide: Master Keys and Recovery]]></title>
            <description><![CDATA[What are Keys in Mongil Star Dive? Keys are the stamina currency in Mongil: Star Dive , and almost every meaningful progression activity costs them. Paths, training stages, and enhancement farming all pull from the same pool, so knowing how to earn, restore, and spend Keys efficiently separates players who plateau early from those who keep climbing. This guide covers every recovery method confirmed in the game, plus a priority breakdown for where your Keys actually matter. Key recovery counter in action How do Keys recover in Mongil Star Dive? The base recovery rate is 1 Key every 12 minutes, according to GameWith's stamina guide. At that pace, a fully depleted pool of 100 Keys takes exactly 20 hours to refill. That cap of 100 is important to keep in mind: once you hit it, standard recovery stops. What happens when Keys overflow the cap? Once your regular Keys reach 100, the game does not simply waste the overflow. Instead, it begins generating Spare Keys at a slightly slower rate of 1 every 18 minutes. Spare Keys convert back to regular Keys at a 1:1 ratio and can stockpile up to a full week's worth of overflow stamina. If you know you won't be logging in for a while, this system acts as a passive buffer. info Don't let your regular Keys sit at the cap for long. Spare Keys generate slower than standard recovery, so log in and spend down before you hit 100 to maximize your daily gains. All the ways to restore Keys Beyond natural regeneration, there are five additional methods to restore Keys, each with different costs and availability. Stardust consumables Stardust is a consumable item earned from events and the Stellar Voyage feature. Three rarities exist, each restoring a different amount: Stardust Type Color Keys Restored Glimmering Stardust Blue 20 Keys Luminous Stardust Purple 40 Keys Radiant Stardust Orange 60 Keys Use Stardust freely since it has no secondary purpose beyond stamina restoration. Prioritize higher-rarity Stardust when you need a large burst of Keys before a farming session. Sending and receiving Keys with friends The friend system in Mongil: Star Dive has a direct stamina benefit. You can send 1 Key to each friend per day, with a cap of 30 friends. On the receiving end, you can collect Keys from up to 20 friends daily. Critically, sending a Key to a friend does not reduce your own pool, so there is zero downside to sending every day. Building out your friends list early is one of the most underrated free stamina sources in the game. Even at 20 daily receives, the passive gain adds up quickly over a week. Daily friend Key exchange screen danger You can receive Keys from up to 20 friends per day. Expanding your friends list to at least 20 people early on ensures you never leave free stamina unclaimed. Adventure Level milestone rewards Every time your Adventure Level hits a multiple of 5 (Level 5, 10, 15, and so on), you receive 25 Keys as a milestone reward. These rewards must be manually claimed at the Guild Desk and do not expire, so you can hold them until your Key pool is low enough to absorb the full 25 without waste. Starlight Crystals (use with caution) Starlight Crystals can be spent to instantly restore 30 Keys, but the cost escalates with each use within the same day: Daily Use Crystal Cost 1st time 35 2nd time 65 3rd time 95 4th time 125 5th time 155 warning Starlight Crystals are the premium gacha currency. Free-to-play and light-spending players should avoid spending them on Keys entirely and save every crystal for pulling new characters instead. The math rarely favors spending crystals on stamina unless you are a heavy spender with surplus currency. Even the first-use cost of 35 crystals for just 30 Keys is a poor exchange compared to the gacha value. Crystal stamina refill costs Where should you spend your Keys? Every Path entry costs a flat 10 Keys regardless of difficulty. Higher difficulties offer better rewards for the exact same cost, so you should always push the hardest difficulty you can clear. Failing or withdrawing from a Path does not cost Keys, so there is no risk in attempting a higher tier. Here is how to prioritize your spending based on what your account needs: Path Priority Main Drop Event Stages Highest (when active) Various enhancement materials Path of Fighters / class paths High Breakthrough materials Experience Training High Character EXP items Equipment Enhancement Training High Equipment EXP Artifact Enhancement Training High Artifact EXP Path of Artifacts Medium-High Artifact Breakthrough items Monsterling Enhancement Training Medium Monsterling EXP Vault of Greed Medium Gold Teachings of Fire / element paths Low Skill enhancement items Event Stages: always the top priority When an active event is running, farm event stages before anything else. A single stage run drops tokens exchangeable for multiple types of enhancement materials, making it the most efficient use of Keys available. Event windows are limited, so treat them as the highest-value target whenever they exist. Breakthrough Paths: your character level cap depends on these Breakthrough materials determine how high your characters can be leveled. Class-specific Paths like the Path of Fighters drop the exact materials needed for that class. Check which classes your main team uses and farm accordingly. Running out of Breakthrough materials is one of the most common reasons players stall in mid-game. Experience Training: keep your party leveled Character EXP items from Experience Training are consumed constantly as you push new content. One detail worth knowing: any excess EXP from leveling a character or Monsterling is refunded as EXP items, so you will not waste resources from over-leveling. Prioritize this Path whenever your EXP stockpile runs thin. Artifact Enhancement Training: the fastest Attack Power increase According to GameWith's guide, upgrading Artifacts is the most direct method for increasing Attack Power . This makes Artifact Enhancement Training a high-priority Path, second only to keeping your characters leveled. If you are hitting a damage wall, this is usually the fastest fix. Equipment Enhancement Training: gear up when you're stuck Equipment EXP from this Path translates directly into stat boosts on your gear. If a boss or difficult stage is blocking progress, farming Equipment Enhancement Training to upgrade your loadout is typically more effective than replaying story content. Teachings of Fire and element Paths: save for later Element-specific Paths drop skill enhancement items that improve skill multipliers for characters of that element. Because skill upgrades only affect multipliers rather than base stats, these Paths are low priority until your characters are already well-leveled and geared. Save your Keys for more impactful activities first. info The first stamina-consuming activity, Experience Training, unlocks during the Episode 1 side quest 'The Path to New Experiences.' You can reach it within roughly 30 minutes of starting the game. Building good Key habits from day one The players who progress fastest in Mongil: Star Dive are not necessarily the ones spending the most, they are the ones spending consistently. Log in often enough to avoid hitting the 100 Key cap, claim Adventure Level rewards when your pool is low, maintain a full friends list for passive daily gains, and hold Stardust for when you need a burst session on a high-priority Path. For more guides on getting the most out of your time in Mongil: Star Dive, browse more guides at GAMES.GG.]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-stamina-guide/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-stamina-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 11:38:19 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive Codes: Every Working Code and How to Redeem Them]]></title>
            <description><![CDATA[Mongil Star Dive drops you into a monster-taming RPG where you fight creatures, absorb them through your cat companion, and shrink them into Monsterlings that fight for you. That loop takes time to get going, but the game's active promo codes hand you several Monsterlings and a stack of Gold before you've even finished the tutorial. Here's every working code and exactly how to cash them in. All active Mongil Star Dive codes Monsterling rewards from codes The following codes are confirmed active as of April 2026, according to Netmarble's official redemption system: Code Rewards MONGILDISCORD 30x Starlight Crystal, 3x Glimmering Stardust, 300,000 Gold LOVEMONGIL Overflowing Love (Artifact) DEVLIVE0410 Scar (Monsterling), Spark Slime (Monsterling), White Wolf Warrior (Monsterling) MONGILPRESENT Brown Cappy (Monsterling), Forkmugger (Monsterling), Spark Slime (Monsterling) DINDINISDINDIN Green Cappy (Monsterling), 10,000 Gold MONGILREPORT White Wolf Warrior (Monsterling) info Launch codes expire without warning. DEVLIVE0410 and MONGILPRESENT in particular look like timed developer promo codes, so redeem everything on this list before you do anything else. There are no expired codes to report yet, but that won't stay true for long. The game launched recently and these early codes are exactly the type that disappear once the honeymoon period ends. How to redeem Mongil Star Dive codes Method 1: In-game settings menu According to the redemption flow documented by GamesRadar, here's how to enter codes directly inside the game: Tap the icon in the top-right corner of the screen to open the main menu. Select the Settings icon. Inside Settings, tap the Other icon along the top bar. Scroll down to the Customer Support section. Tap the Redemption Code button at the bottom of that section. Type or paste your code and confirm. Your rewards will land in your Mail inbox. Note that you can't access Mail until you've made some progress in the To The 'Monster Tamers' quest, so push through that first before expecting to collect anything. warning iOS users may not see the Redemption Code button inside the Settings menu at all. If it's missing on your device, skip straight to the website method below. Method 2: Netmarble redemption website The website method works on every platform and is the recommended route for iOS players. Here's the process: Open your Settings menu in-game and locate your Player ID (it's 32 characters long, so copy and paste it rather than typing it out). Visit the Netmarble Mongil Star Dive redemption site at coupon.netmarble.com/monster2 . Paste your Player ID into the Enter Member code field. Type your promo code into the Enter Coupon code field. Hit Use to confirm. danger Your Player ID resets in the entry field after each successful redemption. Have it copied somewhere accessible before you start, because you'll need to paste it again for every single code. If you have the game open while redeeming via the website, you may need to open your Mail, back out, and open it again before the rewards actually appear. It's a minor quirk but worth knowing so you don't assume a code failed. What are Monsterlings and why do the free ones matter? Monsterling party roster view Mongil Star Dive's core loop, as described by Netmarble, involves fighting creatures in the world, then absorbing them through your cat to tame them and produce miniaturized Monsterlings that fight alongside you. The codes above skip that process entirely for a handful of specific creatures. Between the four codes that give Monsterlings, you can collect: Scar , Spark Slime (twice across different codes), White Wolf Warrior (twice), Brown Cappy , Forkmugger , and Green Cappy . That's a solid starting roster without spending a single resource on taming. The MONGILDISCORD code is the most valuable non-Monsterling reward, giving 30 Starlight Crystals and 3 Glimmering Stardust alongside 300,000 Gold. For a game this early in its life, that's a meaningful head start on gacha pulls or upgrades. info Codes like LOVEMONGIL reward an Artifact called Overflowing Love rather than a creature. Artifacts are equipment-type items, so don't skip that code assuming it's less useful than the Monsterling bundles. Are there any expired Mongil Star Dive codes? As of April 2026, no codes have expired. The game launched recently and all six listed codes are still active. That said, launch-window codes on Netmarble titles tend to have short shelf lives, so treat every code on this list as time-sensitive. For more guides across mobile RPGs, gacha games, and everything else worth playing right now, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-codes-redeem/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-codes-redeem/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 11:38:15 GMT</pubDate>
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            <title><![CDATA[Mongil: Star Dive Character Leveling and Progression Guide]]></title>
            <description><![CDATA[How to level up characters fast in Mongil: Star Dive Getting your characters to full strength in Mongil: Star Dive takes more than just feeding them Experience Books . There are six distinct progression layers, and ignoring any one of them will leave your team underperforming against story bosses. This guide breaks down every method, in the order you should prioritize them, so you stop hitting walls and start clearing content. level up with EXP Books What are Experience Books and how do they work? Experience Books are the primary way to raise a character's level in Mongil: Star Dive. Each book adds a fixed amount of EXP to the target character, and the amount scales dramatically with the book's tier. According to Game8's leveling guide, the five tiers break down as follows: Experience Tier EXP Given Basic 500 Uncommon 2,000 Rare 10,000 Hero 50,000 Legendary 250,000 A single Legendary book is worth 500 Basic books, so never waste higher-tier materials on characters you aren't actively using. Focus your best books on the 3 characters you plan to run through the story. info Spend your Keys on the EXP Path first. It's the most efficient way to keep your main team's levels competitive with story boss difficulty. How to farm Experience Books efficiently The dedicated source for Experience Books is Experience Training , found inside the EXP Path . Difficulty scales from level 1 through 6, and each tier requires completing a specific quest before it unlocks. Higher difficulties drop higher-tier books, so pushing into harder content pays off fast. Difficulty Enemy Level Unlock Requirement 1 Lv. 10 Unlock EXP Path 2 Lv. 20 Complete New Hope Quest 3 Lv. 30 Complete To the Battlefield Quest 4 Lv. 40 Complete Hungry Minotaur Quest 5 Lv. 50 Complete The Lively Assassin, Rin Quest 6 Lv. 60 Complete Manwol's Trial Quest The jump from Difficulty 1 to Difficulty 3 alone moves you from Basic books to Rare-tier rewards, a 20x EXP improvement per drop. Unlocking Difficulty 3 should be a short-term priority for any new player. Why does my character stop leveling? Understanding level caps Mongil: Star Dive uses a hard level cap system. Your characters can't simply be leveled to max from the start; two separate systems gate their ceiling. Adventure Level caps in early Episode 1 During the opening sections of Episode 1, your Adventure Level directly limits how high your characters can go. The caps are tight early on: Adventure Level Character Level Cap 1 Max Level 5 2 Max Level 10 3 Max Level 15 4 Max Level 20 This means burning through Experience Books before raising your Adventure Level is wasteful. Progress the story to lift these early caps first. How does Breakthrough work? Once you clear the Adventure Level gates, Breakthrough takes over as the cap-removal system. Each Breakthrough requires specific materials tied to a character's Role , plus a Gold cost that increases with each tier. According to Game8's character progression guide, the material requirements are: Limit Increase Materials Needed Gold Required Lv. 20 → 30 Basic Material x120 30,000 Lv. 30 → 40 Standard Material x8 60,000 Lv. 40 → 50 Greater Material x6 120,000 Lv. 50 → 60 Superior Material x4 250,000 Materials are farmed through the Breakthrough Path . The Gold costs stack up quickly, so don't neglect your Gold income while grinding materials. warning Don't hoard materials across multiple characters early on. Concentrate Breakthrough resources on your primary team of 3 to clear story content faster, then expand from there. What else makes characters stronger beyond leveling? Raw level is the foundation, but five additional systems each add meaningful power. Treating them as optional is how players end up underleveled for their actual progression tier. Enhance skills for better damage multipliers Skill enhancement is handled in the Skills tab of the Characters screen. Upgrading skill levels increases damage output and other effects directly. The cost is Gold plus elemental materials that vary by character type. Those materials drop from clearing Paths or through crafting, so your Path farming serves double duty. Use Seed of Destiny for Awakening Awakening is the premium layer of character growth. Using a Seed of Destiny unlocks hidden passives and further boosts stats and skills via the Awakening tab in the Characters screen. The catch: Seeds of Destiny only come from pulling a duplicate of the same character from the gacha. This makes Awakening a long-term goal rather than something you can rush. info Awakening is powerful but gated behind duplicate pulls. Don't stress about it in the early game. Focus on leveling, Breakthrough, and skills first. Equip gear and Artifacts for stat boosts Artifacts function as weapons with fixed stat bonuses and effects. Equipment pieces are armor that can roll random substats, and wearing a complete armor set adds bonus stats and effects on top of individual piece bonuses. Both can be enhanced using Gold and enhancement materials from Paths, so the same farming loop feeds gear progression too. Attach and Link Chain Monsterlings Monsterlings are monsters you capture by defeating them in the field, then having Nyanners consume them. Once attached to a character, they provide stat bonuses and special effects. Monsterlings can be enhanced by using Gold and other Monsterlings as upgrade materials. The Link Chain system goes further: chain multiple Monsterlings together and they can appear directly in battle when equipped, adding attacks and effects that expand your combat options beyond your character's base kit. Leveling Nyanners by feeding it monsters also increases its capture capability, letting you grab higher-level Monsterlings over time. What should you prioritize first? With six progression systems competing for the same resources, order matters. Based on the progression framework documented by Game8, here's how to think about it: Level up your core 3 characters using EXP Books from the EXP Path. Breakthrough as soon as any character hits a level cap. Enhance skills once your levels are stable, to push damage output. Equip Artifacts and gear , aiming for full set bonuses. Attach and enhance Monsterlings , using Link Chain for battle presence. Awakening as a long-term investment when duplicate pulls happen. info The EXP Path and Breakthrough Path share the same Key resource. Plan your daily Key spending around whichever need is most urgent for your team. For more strategies across all game systems, browse more guides on GAMES.GG to keep your progression on track.]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-character-leveling-and-progression-guide/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-character-leveling-and-progression-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 11:38:06 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive Dailies Guide: Every Task Worth Doing]]></title>
            <description><![CDATA[The fastest way to fall behind in Mongil: Star Dive is to log in every day and do the wrong things first The game resets at 12:00 AM UTC daily, and every reset brings a fresh batch of activities that directly feed your character progression. Spend your Keys in the wrong place, skip Conquest, or ignore the Requests Board, and you'll watch other players pull ahead on gear and Monsterlings without understanding why. This guide ranks every daily task by impact so you know exactly where to put your time. Paths Key cost and auto-clear What are the highest-priority dailies in Mongil: Star Dive? Based on the priority rankings documented by both Game8 and GameWith, two activities sit firmly at the top: spending Keys in Paths and spending Entry Tickets in Conquest . Everything else is secondary. Spend your Keys in Paths first Paths are the dedicated farming nodes for character training materials, Artifact enhancement resources, and equipment crafting supplies. Each run costs a flat 10 Keys regardless of which Path or difficulty you choose. That flat cost matters because there is no efficiency penalty for tackling harder content once you can clear it. Keys recover at 1 every 12 minutes , which means a full recovery from zero takes 20 hours. The cap sits at 100 Keys . If you hit the cap and leave them sitting, you are losing stamina regeneration with nothing to show for it. Make spending Keys your first action after logging in. info Once you clear a Path for the first time, auto-clear unlocks for that node. No skip items required. Set up auto-clear on your highest-yield Paths and you can burn through your Keys in under a minute. Keys also have a secondary use outside of Paths. According to Game8, spare Keys are required to spawn chests after dungeon challenges, and those Keys can exceed a cap of 100, so staying on top of your Paths spending keeps your entire Key economy healthy. Run Conquest every day Conquest lets you rematch the powerful bosses you defeated at the end of story episodes. Clearing them earns Tokens redeemable in the exclusive Conquest shop, materials for 5-star equipment, and boss-specific Monsterlings you cannot get anywhere else. Conquest does not use your regular Keys. It runs on separate Conquest Entry Tickets , which refresh to 3 tickets at 4 PM PST daily , according to GameWith. That means the target is simple: run 3 Conquest fights every day without exception. danger Like Paths, Conquest unlocks a skip feature once you clear a stage. Aim to clear the highest stage you can beat, then auto-skip subsequent daily runs to save time. Daily Task Priority Currency Used Key Reward Paths farming ★★★★★ 10 Keys per run Training and enhancement materials Conquest runs ★★★★★ Conquest Entry Tickets (3/day) Tokens, 5-star equipment mats, Monsterlings Daily Quests ★★★★ None Up to 3000 Adventure EXP + 50 Starlight Crystals Complete Requests ★★★★ None 300 Adventure EXP per request (5/day) Exchange Keys with friends ★★★ None Up to 20 Keys received per day Gather field materials ★★ None Crafting and cooking supplies Smithy purchases ★ Gold Enhancement Stones and 2-star equipment How do Daily Quests and Requests work? Daily Quests: hit 100 Contribution every day Daily Quests track your activity across all content and award Adventure Level EXP and Starlight Crystals as you hit contribution milestones. The daily maximum is 3,000 Adventure EXP and 50 Starlight Crystals , earned by reaching 100 Contribution. Starlight Crystals are the pull currency, so treating this as optional is a mistake. One useful feature: Daily Quest rewards store for up to 7 days . You can claim a week's worth in one session if you miss a few days, but only for quests you actually completed. Skipping the content means the rewards never accumulate. Requests: five per day, always worth taking The Requests Board at the Gathering Hub pins up to 5 daily monster-hunting assignments. Each completed request pays 300 Adventure Level EXP regardless of which enemy you target. That adds up to 1,500 EXP per day just from Requests alone. The smarter angle: accepting a Request causes those specific monsters to spawn in the field. If you need particular monster materials for crafting, use Requests to force spawns of the enemies that drop what you need. According to GameWith, this makes Requests especially valuable in the early game when your crafting queue is constantly hungry for materials. info Requests and Daily Quests both reset at 12:00 AM UTC when the server resets. Plan your session around that window if you want to double-dip on the same evening. What should you do after finishing your dailies? Exchange Keys with friends The Friends List lets you send 1 Key to each friend per day. You do not spend your own Keys doing this. You can receive Keys from up to 20 friends daily , which means up to 20 free Keys added to your pool. According to Game8, you can send to up to 30 friends per day. Add friends early and this becomes a reliable passive boost to your Paths farming capacity. Capture Monsterlings in the overworld Monsterlings captured in the field increase your Nyanners Level , which unlocks higher-rank Monsterlings. The catch: once you capture a specific Monsterling, you need to wait until the next real-world day for that same creature to respawn. Build capturing into your post-dailies routine rather than trying to binge it. Monsterlings with Link Chains can appear directly in battle when equipped, applying unique attacks and effects that expand your combat options. Prioritize capturing Monsterlings with Link Chains once you have your core daily loop running smoothly. Gather field materials and visit the Smithy Certain ores and plant-based materials have a daily collection limit . If you are actively cooking food or crafting equipment, gathering these during your Requests runs is the most time-efficient approach since you are already in the field. The Smithy in Hananis (Saiga stands at the far left of the map, according to GameWith) sells daily enhancement items including Enhancement Stones for equipment. These are flagged as particularly useful in the early game. The Smithy is low priority compared to Paths and Conquest, but worth checking if you have Gold to spare. warning Keys have a hard cap of 100. If you log in and find your Keys are already capped, you have been passively losing regeneration time. Always spend down your Keys before logging out. Monsterling capture in the field What is the fastest login bonus to claim? During active login events , logging in daily rewards Compasses and training materials. These are pull-adjacent resources, so claiming them the moment you log in costs nothing and takes seconds. The login bonus is the lowest-friction daily in the game. Manon's Guidebook and other event reward tracks also hand out materials and resources as you hit milestones. According to the Game8 beginner's guide, claiming these as you earn them rather than letting them stack unclaimed is the right habit to build. For more Mongil: Star Dive tips and the latest gaming guides, browse more guides at GAMES.GG . Daily priority summary To keep it simple: open the game, spend your Keys in Paths, run your 3 Conquest tickets, complete your 5 Requests, and hit 100 Daily Quest Contribution. That core loop covers every high-value activity. Exchange Keys with friends, capture Monsterlings, gather field materials, and visit the Smithy in whatever time remains. The server resets at 12:00 AM UTC, so plan your session accordingly and never let your Keys sit at the cap.]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-dailies-guide/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-dailies-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 11:37:49 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive Best Teams: Every Meta Composition Ranked]]></title>
            <description><![CDATA[Mongil: Star Dive launched from Netmarble with a deceptively deep team-building system underneath its monster-catching surface. Throwing your three highest-rarity characters together will get you through the early story, but the moment you hit Conquest mode or the Dimensional Rift, a poorly constructed lineup will stall out fast. This guide breaks down every strong composition in the current meta, from the dominant Wind squad to the best budget option for players who haven't pulled a 5-star yet. Team slot selection screen What roles actually matter in Mongil: Star Dive? Every team runs exactly 3 characters, and the game's four roles each fill a specific function. According to the GameWith strategy team, the recommended default setup is a Fighter or Assassin in slot 1, a Destroyer in slot 2, and a Support in slot 3. That structure handles the main quest and most endgame content without major adjustments. Here's what each role actually does in practice: Role Core Function Best Content Fighter Multi-target melee damage; scales with enemy count Large enemy waves Assassin Burst damage dealer; excels against staggered targets Boss burst windows Destroyer Fills the Stagger Gauge on bosses All boss encounters Support Heals, buffs, and boosts damage via Tag-out Skills High-damage encounters The Destroyer role deserves special attention. Bosses in Mongil: Star Dive have a white Stagger Gauge beneath their health bar. Depleting it triggers a stagger phase where your Assassin can dump all their high-cooldown skills for maximum damage. Without a Destroyer, that phase rarely happens, and boss fights drag on or end badly. info Place your main damage dealer right after a character with a strong Tag-out buff. Since the game rotates characters in sequence, that positioning ensures the buff actually lands on your attacker when you switch. The best overall team: Esther, Flare, and Jiwon This is the strongest composition available at launch, confirmed across multiple sources including GameWith and mobi.gg. Esther serves as the main DPS Assassin, Flare handles Stagger Gauge pressure and DEF debuffs, and Jiwon pulls enemies into Esther's damage zones to compensate for Esther's reliance on positional attacks. The synergy works like this: Jiwon groups enemies together, Flare's Ultimate Skill applies a Defense debuff while filling the Stagger Gauge, and Esther lands her zone-based AoE damage on the clustered, debuffed targets. According to mobi.gg, this lineup also qualifies as the best Wind-oriented team in the current meta. Flare is worth highlighting separately. Her Ultimate Skill's DEF reduction effect is what makes her so broadly useful, and she can slot into Fire teams just as effectively as Wind teams. The mongilstardive.wiki notes her best-in-slot artifact is the Exquisite Dragon Fire , which at maximum level provides an 883 ATK boost, a 27% Fire DMG increase, and a unique "Flamestone" buff that increases Neutralization DMG by up to 30% and ATK by 60% when she enters a Blaze Zone. danger Flare is best played as a Sub-DPS, not a main carry. Swap her in to apply debuffs and break shields, then immediately switch to Esther or another Assassin to capitalize on the stagger window. Esther zone damage in action Best elemental teams for every element Boss encounters require matching your team's element to the enemy's weakness. Here are the top compositions for each element, synthesized from GameWith and mobi.gg. Fire team: Verna, Angel, and Flare Verna acts as the main DPS, relying on Angel and Flare to set up her damage. Angel debuffs enemies to increase the damage Verna deals, while Flare reduces enemy Fire resistance. According to GameWith, switching to Leeho after Flare's Special Skill causes both characters to apply Fire RES Reduction simultaneously, which is worth testing if you have him. Angel also contributes damage through her Support Skill even when sitting in reserve. Ice team: Ophelia, Cloud, and Francis Ophelia is the main carry here, and the whole team exists to make her hit harder. Cloud builds up the Stagger Gauge and applies Ice RES Reduction with her Ultimate, while Francis boosts Ophelia's ATK through his Tag-out Skill and keeps the team alive with healing. GameWith notes that Francis's Tag-out Skill specifically triggers the ATK boost, so keep his time on the field minimal and rotate through him quickly. Lightning team: Penny, Yeonhwa, and Francis The Lightning lineup runs Penny as the focal point. According to mobi.gg, the play pattern is to keep Yeonhwa and Francis off-field as much as possible and focus control on Penny, letting her trigger Yeonhwa's automatic follow-up attacks. Penny also reduces Lightning resistance, which compounds Yeonhwa's off-field damage. Ellie can substitute for Penny if needed, as she can also stun enemies. Earth team: Gabi, Ellie, and Francis Gabi functions as both the main attacker in regular encounters and boss fights. Ellie reduces the enemy's Stagger Gauge while also lowering Earth resistance, and Francis provides buffs and survival utility. According to GameWith, the basic approach is to keep control on Gabi while Ellie and Francis operate with minimal direct input. Mobi.gg notes that Daisy can replace Francis as Gabi's support if you want an alternate option. Wind team (alternate): Esther, Sangun, and Francis If you want a second Wind option beyond the flagship Esther-Flare-Jiwon lineup, pairing Esther with Sangun gives you stronger crowd control alongside boosted DPS. Francis rounds out the team as an attack buffer. Mobi.gg describes Sangun's role here as boosting DPS while ensuring good crowd control, with Francis providing attack power-ups to allies. Gabi Earth team vs boss What's the best budget team for F2P players? Not everyone will pull Esther in their first week. The good news is that the story hands you viable characters early. The most reliable low-rarity lineup according to GameWith pairs Leeho (4-star Assassin) with the free characters Verna and Cloud . Leeho requires practice to play well, but once you learn to chain his hunting form after Verna's Special Skill, the damage output is consistent. Francis is worth mentioning here separately. He appears in multiple top compositions and remains relevant through late game, making him one of the safest characters to invest resources into regardless of what 5-stars you pull. warning Avoid stacking a team with characters that all need extended on-field time to perform. Characters like Cloud rely on self-buffs and stacking mechanics that require longer setup, so pairing two of these types together creates awkward Switch Skill rotations that waste buff windows. How does Element DMG Affliction work? Every character applies an Element DMG Affliction debuff that matches their own element. According to GameWith, this debuff has a fixed 15% damage increase effect and a fixed duration regardless of how much you've upgraded the character. That fixed value is significant: even a lightly-invested character contributes meaningful damage amplification just by being on the field. Aligning all three team members to the same element keeps this debuff active consistently and stacks the resistance reduction effects from multiple characters. For endgame content like the Dimensional Rift, mono-element teams pull ahead of mixed squads specifically because of this stacking behavior. Mixed teams are fine for exploration where enemy types vary, but for content with a fixed elemental weakness, a matched team will clear faster. How to expand your team slots Mongil: Star Dive starts you with 5 team slots, but you can add more by tapping the "+" icon on the Team screen and spending Starlight Crystals . According to GameWith, the costs scale as follows: Unlock Slot Added Starlight Crystals Required 1st 6th slot 100 2nd 7th slot 200 3rd 8th slot 400 4th 9th slot 800 5th 10th slot 1600 The cost doubles each time, so expanding beyond the 8th slot gets expensive quickly. Unless you're actively running elemental teams for every content type, the first two expansions (100 and 200 Starlight Crystals) are the most cost-efficient. Three rules for building any team from scratch If you're missing key characters and need to improvise, these principles from mobi.gg apply to any composition: Identify the enemy's elemental weakness first. Build your team around that element before worrying about roles. Anchor your lineup on a Fighter or Assassin. This is your primary damage dealer. Pick your other two characters based on how well they support that anchor. Pick a Support who contributes off-field. A Support who can use their skills while in reserve lets you manage your DPS rotation without sacrificing buff uptime. info Awakening a character can significantly change how they play and how much on-field time they need. According to GameWith's team composition tips, test each character before committing heavy resources to their development, since Awaken changes can alter skill rotations entirely. For more gaming guides and the latest on action RPGs, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-best-teams-tier-list/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-best-teams-tier-list/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 11:37:46 GMT</pubDate>
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            <title><![CDATA[Mongil: Star Dive Tier List: Best Characters Ranked]]></title>
            <description><![CDATA[Netmarble's Mongil: Star Dive drops you into the world of Belana with a roster of characters that all look appealing on paper, but perform very differently once the fights get serious. Picking the wrong units early means wasted resources and slow progress through harder content. This tier list ranks every available character based on damage output, utility, survivability, and team fit, so you can make smarter decisions from the first pull. info Sources for this tier list include community testing documented by Game8, GamingOnPhone, Pocket Tactics, and GamerBraves, all published at or shortly after launch. Rankings reflect the current state of the game and may shift with future patches. Full character roster in Belana Mongil: Star Dive tier list: all characters ranked The table below consolidates rankings across multiple sources. Note that some sources use slightly different tier breakdowns. Where sources disagreed on placement, the majority position is used, with notable conflicts called out in the character notes below. Tier Characters SS (Best) Esther, Jiwon, Francis S Ophelia, Flare, Gabi, Penny A Sangun, Cloud, Verna, Reina, Yeonhwa, Daisy, Angel, Benjamin, Ellie, Bonnie B (Situational) Leeho, Sera info The New Friends banner in Mongil: Star Dive guarantees a five-star character of your choice within 50 pulls, according to Pocket Tactics. If you are rerolling, this is the banner to target. This ranking is based on PvE performance, boss fights, and general team synergy as documented across Game8's launch tier list (updated April 19, 2026), GamingOnPhone, GamerBraves, and Pocket Tactics. One source (Sportsdunia) ranked some characters like Penny and Francis lower, while placing Narae and Mina in S tier. Since Narae and Mina are not confirmed in the majority of sources at this time, treat those placements with caution until more community data is available. Who are the best characters in Mongil: Star Dive? SS tier: the characters worth building immediately Esther is the standout DPS in the current roster. She is a Wind-element Assassin whose Special Skill does two things at once: it Confuses nearby enemies, making them less accurate, and it transforms her Basic Attacks into rapid enhanced strikes that hit significantly harder. Her Ultimate Skill applies Wind Affliction , lowering enemy Wind resistance and amplifying her total damage output further. According to Game8's testing, Esther also deals Wind damage and applies Wind Affliction automatically when off-field during fights, which means she contributes even when you are not actively controlling her. Jiwon is the support that Wind teams need and a strong pick in almost any composition. Her Divine Harmony buff increases Wind damage dealt by the whole team while simultaneously reducing Stamina consumption, which means longer combo strings without interruption. Her Special Skill groups enemies together and knocks them airborne for crowd control. Her Ultimate Skill also applies Wind Affliction, making her a natural pairing with Esther. The main limitation, as noted by GamingOnPhone, is that she provides no healing or defensive buffs, so you will need another unit to cover that role. Francis rounds out the SS tier as the game's best healer at launch. According to Game8, her Tag-Out Skill increases your Attack and heals HP simultaneously, and she has a passive safety net that automatically heals your active character when HP drops low. She also applies Earth Affliction , making her useful in Earth-focused team compositions beyond just her healing value. Esther's Dust Cloud in action S tier: strong picks with high investment payoff Ophelia is an Ice-element Fighter built around her Amethyst Witch transformation state. While in that state, she gains increased Crit Rate and Crit Damage, allowing for consistent high-damage output. Her Ultimate Skill applies Ice Affliction to further boost damage against affected enemies. Higher Awakening levels add guaranteed critical hits after using her Special Skill, which scales her ceiling considerably. Flare is a Fire-element Destroyer who fills the Stagger Gauge of bosses quickly, which is one of the most valuable things a sub-DPS can do. Her Basic Attacks create Blaze Zones that boost Fire damage for the whole team, and her Ultimate and Tag-Out Skills reduce enemy Fire resistance. The catch: you need to maintain consistent Basic Attack uptime to keep Blaze Zones active. Let that slip and her contribution drops noticeably. At higher Awakening levels, the Blaze Zone buff extends to the entire team rather than just Flare. Gabi is an Earth Fighter with a mechanic built around summoning and destroying Rocks that Petrify enemies, locking them in place and increasing the damage they take from her Crushing Blow ability. Crushing Blow also provides damage reduction while active, giving Gabi some survivability. Her Ultimate Skill summons a Wooden Guardian Statue that boosts Earth damage and increases DEF, making her one of the few characters who contributes to both offense and defense simultaneously. Penny is a Lightning-element character whose coin generation mechanic feeds into an enhanced Special Skill capable of clearing groups of enemies efficiently. Her Ultimate Skill inflicts Lightning Affliction , lowering enemy Lightning resistance. Higher Awakening levels automate coin management, removing the main mechanical demand from her kit. warning Flare requires consistent Basic Attack uptime to maintain her Blaze Zones. In fights where you are frequently dodging or switching characters, her damage contribution can fall off. Plan your rotation around keeping her on-field during burst windows. A tier: reliable units for most content The A tier in Mongil: Star Dive covers a wide range of roles. None of these characters are bad investments, but they either require more setup, have narrower use cases, or are simply outperformed by SS and S tier units in the roles they share. Sangun : A Wind Fighter whose Aura of Harmony passive increases his hit count and attack speed after landing a counterattack. Both his Special and Switch Skills pull enemies in, making him solid for crowd fights. His Ultimate applies Wind Affliction and extends his attack range. Cloud : An Ice ranged character who fills the Stagger Gauge safely from distance. His Special Skill consumes Ice Crystals for bonus damage, and his Ultimate creates a Glacier Zone that deals Ice damage and inflicts Ice Affliction. Verna : A flexible Fire Fighter who can operate as either a main or sub-DPS. She deals both Physical and Fire damage and can apply Fire Affliction, making her useful in Fire team compositions without needing heavy investment. Reina : A tanky Lightning Destroyer who consumes Lightning Energy to perform Variant Attacks while reducing incoming damage. Her Ultimate charges Lightning Energy and applies Lightning Affliction. Her Neutralization damage scales with her HP, which rewards building her defensively. Yeonhwa : A Lightning Assassin who creates a Shadow that mimics her actions, increasing her total hit count. Her Special Skill lets her dodge while dealing damage. When off-field, she performs follow-up attacks on critical hits that apply Lightning Affliction. The Shadow mechanic can occasionally do nothing, which is the main reliability concern. Daisy : An Earth Support who heals allies over time and weakens enemies. She automatically heals allies who drop below a certain HP threshold. Ally revival is available, but only at maximum Awakening level. Angel : A Fire Assassin whose Wanted mechanic applies Fire Affliction. She does not need to be on-field to get value from her kit, but the Wanted mechanic becomes unreliable against multiple enemies simultaneously. Benjamin : A Lightning Assassin who summons clones and deals burst Lightning damage. His Nightmare Spring buff empowers his Special Skill and clones, but requires him to avoid taking damage for 3 seconds to activate, which is situational in harder content. Ellie : An Earth Destroyer who creates Snacks that heal the active character and buff Ellie when picked up. When fully buffed, she can use Pillow Pow! for a strong Earth damage hit. Her Sleepy... state when switched out allows her to automatically collect Snacks and use Pillow Pow! passively. Bonnie : A Wind Support with an explosive Resonance mechanic that deals decent AoE damage. She can apply Wind Affliction and increase her own Crit Rate, but her overall impact is narrower than Jiwon in Wind team compositions. Building your team in Belana B tier: niche picks with high setup requirements Leeho is a Fire Assassin who applies a Prey Mark to reduce enemy Fire resistance, then consumes that mark to enter his Tiger Hunter form , which buffs his Basic Attack damage and converts it to Fire damage. The setup chain is longer than most characters require, which limits his practicality in fast-paced content. Sera is an Ice Fighter who can Freeze enemies and inflict Ice Affliction with her Ultimate. She can pull enemies closer and knock them airborne, and she gains increased Crit Damage against enemies with Ice Affliction. Her Laxima and Arkarion Energy mechanic is engaging, but demands proper resource management to deal optimal damage. The ceiling is there, but the floor is lower than A tier alternatives. How does rerolling work in Mongil: Star Dive? If you finish the tutorial and end up with a character you do not want, rerolling is possible but not instant. According to Pocket Tactics, you cannot delete your account and reuse the same email immediately. There is a 30-day cooldown after account deletion before that email becomes available again. To reroll, you will need to create a new account with a different email or login method. The tutorial takes roughly 30 minutes to complete before you unlock the Recruit banners. Your first pull guarantees Reina (four-star), and the New Friends banner guarantees a five-star character of your choice within 50 pulls. Francis (four-star) is available as a pre-registration reward delivered to your in-game mail. info Given that Francis is a free pre-registration reward and sits in SS tier, every new account starts with a strong healing option. Prioritize your five-star pull on Esther or Jiwon from the New Friends banner for the strongest early foundation. What are the best Gene XL artifacts to equip? According to GamerBraves, the Gene XL artifacts provide significant stat boosts and are worth understanding before committing resources. Here is a breakdown of the available options: Colour Type Name Effect Red Power Fire+ Gene XL Greatly boosts Fire attack Blue Power Water+ Gene XL Greatly boosts Water attack Cyan Power Ice+ Gene XL Greatly boosts Ice attack Yellow Power Thunder+ Gene XL Greatly boosts Thunder attack Purple Power Dragon+ Gene XL Greatly boosts Dragon attack White Power Might Gene XL Greatly boosts non-elemental attack White Power Salt in Wound XL Increases damage to enemies with abnormal statuses Blue Speed Dancer XL Increases Speed at full HP, greatly boosts attack and defense Blue Technical Fortify XL Boosts abilities when you lose a Heart, greatly boosts attack and defense Red Power Heroic XL Greatly boosts attack at 50% HP or lower Match your Gene XL to your primary DPS element for the most straightforward power increase. Salt in Wound XL is worth considering for teams built around applying Afflictions, since Esther, Jiwon, Flare, and Francis all apply elemental Afflictions as part of their core kits. For more guides covering Netmarble's latest and other action RPGs, browse more guides at GAMES.GG .]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-tier-list/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-tier-list/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 11:36:07 GMT</pubDate>
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            <title><![CDATA[Mongil Star Dive Reroll Guide: Best Characters and Fastest Routes]]></title>
            <description><![CDATA[Why your first pull matters more than you think Mongil: Star Dive throws you into fast-paced combat almost immediately, and the characters you start with directly affect how smoothly you clear early and mid-game content. The good news: the tutorial is short, the starter banner guarantees a 5-star within 20 pulls, and the whole reroll loop takes as little as 5 to 15 minutes depending on how aggressively you skip cutscenes. Knowing which characters to target and which route to take can save you hours of grinding later. Recruit banner pull screen Is rerolling worth it in Mongil: Star Dive? Yes, and the math is straightforward. New players receive 20 free pulls on the New Expedition banner, which guarantees one of the six permanent 5-star characters. According to Game8's reroll guide (updated April 19, 2026), the tutorial takes around 15 minutes to complete before the gacha system unlocks. That's a short time investment for a potentially account-defining character. The one catch: you cannot delete your account and reuse the same email. Account deletion takes 30 days to process, as confirmed by both Pocket Tactics and Game8. Every reroll attempt requires a fresh account with a different email or login method. warning Do not use salted emails (e.g., adding dots or plus signs to one address). According to Kaiden.gg, the game detects these as non-unique and blocks multiple account creation from the same base address. Use genuinely separate accounts. How to reroll in Mongil: Star Dive Step-by-step reroll process The process is consistent across Android, iOS, and PC emulators. Here's the core loop: Create a new account using a separate email or login method and launch the game. At the difficulty selection screen, choose Path of Dawn . This setting makes enemies easier to defeat and speeds up tutorial progression. The difficulty can be changed at any time afterward. Push through the tutorial. You'll be forced to pull on the A New Friend for a New Journey tutorial banner, which grants one random 4-star character. This is not your reroll pull. Defeat Forkmugger and reach the Monster Tamers Gathering Hub to unlock the Recruit system. Check your Mail for any pre-registration rewards, redeem code rewards, or event currency before pulling. Spend all available pulls on the New Expedition banner. This is your primary reroll anchor. Evaluate your results. Keep the account if you land a target character. If not, log out and repeat with a new account. info Francis, a 4-star character, is available as a pre-registration reward in the Mail. Claim it before pulling so you have a clearer picture of your actual roster going into the reroll evaluation. Rerolling on emulator If you want to run multiple rerolls simultaneously, an Android emulator on PC is the fastest method. Tools like BlueStacks, LDPlayer, or MEmu all support a Multi-Instance Manager , which lets you run several copies of the game at once. Set up each instance with a separate account, play through the tutorial on all of them in parallel, and compare results before committing to one. This approach requires multiple email addresses but dramatically cuts down total reroll time, according to GamingOnPhone's reroll guide. What are the two reroll variations? Kaiden.gg outlines two distinct approaches depending on how much time you want to spend per reset: Variation Time What You Get Variation 1 5-10 minutes 20 pulls on the Standard Banner Variation 2 ~20 minutes 20 pulls + 3-4 pulls on the Limited Banner Variation 1 means completing up to the "To The Monster Tamers!" quest, claiming Mail rewards, and rolling on New Expedition . It's the fastest loop and covers most reroll targets. Variation 2 pushes further to the "Scrubs Up, Everyone" quest, which unlocks the Events system. This grants 1 to 2 Compasses of Destiny (the limited banner currency), giving you 3 to 4 additional attempts on the current limited banner. Worth doing if you're specifically chasing Esther . info The New Expedition banner guarantees one of the six permanent 5-stars within 20 pulls at a discounted starter rate. After those 20 pulls, it's replaced by New Friends , which lets you choose your preferred starter 5-star after 50 pulls. This two-step structure is why standard-banner rerolling is so efficient here. Best characters to reroll for Top reroll character targets Who should you target? All six permanent 5-stars are viable, but some have clearer advantages at launch. Here's a breakdown based on the reroll tier lists from Game8, Pocket Tactics, and Kaiden.gg: Esther is the top reroll target if you're willing to spend extra time. She's a limited 5-star Wind Assassin who performs well in both boss fights and general combat. Game8 places her in the SS tier for rerolling. The downside: she's only accessible via Compasses of Destiny on the limited banner, and her 5-star pull rate is 1%. Chasing Esther exclusively can turn rerolling into a grind that delays actual progression. Only commit to this if you're set on a Wind-focused team. Jiwon is the strongest standard-banner reroll for players who want long-term utility. She's a 5-star Wind Support who provides damage buffs, grouping, Affliction, and Stamina buffs for Wind-attribute units. According to Kaiden.gg, she pairs naturally with Sangun or Esther as Wind main DPS options. Game8 ranks her in the SS tier alongside Esther for reroll purposes. Gabi is the best immediate DPS option from the permanent pool. She's an Earth Fighter with solid AoE on auto attacks and a strong ultimate, and she has natural support synergy with Francis (who you get for free via pre-registration mail). LDShop's guide highlights her as the standout practical permanent-banner target for players who want carry value from day one. Flare is a Fire Destroyer who specializes in breaking boss stagger gauges. Kaiden.gg notes there's currently a lack of strong Destroyers in the roster, which makes her the default best in her role. Her AoE is serviceable but not exceptional. A solid pick, though not the first recommendation if Jiwon or Gabi are available. Ophelia is an Ice Fighter with quick combo chains and a straightforward nuke ultimate. Kaiden.gg compares her kit to fast melee characters from other action games. She's simple to play but can feel limiting as a pure melee unit in certain encounters. Penny is a Lightning Bow User with quick cooldowns and decent AoE. Her boss fight potential is weaker than the other 5-stars on this list, making her the least prioritized reroll target among the standard pool, according to Kaiden.gg. Reroll tier list at a glance Tier Characters Notes SS Esther, Jiwon Top reroll targets; Esther is limited S Gabi, Flare, Ophelia, Penny, Sangun Strong with investment A Angel, Benjamin, Yeonhwa, Ellie, Reina, Daisy Decent but niche B Verna, Sera, Leeho, Cloud, Francis, Bonnie Situational value Tier rankings based on Game8's reroll tier list, last updated April 19, 2026. info Pair your 5-star reroll target with a 4-star character that shares the same Attribute. Game8 recommends this specifically to maximize combat potential in the early game before you have a full roster built out. How does the Mongil: Star Dive gacha system work? Gacha currency overview Mongil: Star Dive uses two primary pull currencies. Compass of Promise is used on standard banners, while Compass of Destiny is required for limited banners. During rerolling, you may also encounter Threads of Promise , Starlight Crystals , and Primordial Stars depending on which rewards you claim and convert. The current launch banners include Maid & Clover Mascot (featuring Esther) and Wind-Harboring Broom (her artifact banner), alongside permanent banners Eternal Promise , Promised Crest , New Expedition , and New Friends , according to LDShop's gacha system breakdown. Key rates and pity numbers from LDShop's guide: 5-star pull rate: 1% on Event Recruit and Event Artifact banners 4-star pull rate: 6% 4-star guaranteed: every 10 pulls Event Recruit pity: 90 pulls Event Artifact pity: 80 pulls Rate-up bonus begins: 75 pulls on Recruit banners, 65 pulls on Artifact banners Pity carries over between banners of the same type For rerolling specifically, the New Expedition banner's 20-pull 5-star guarantee at a discounted starter rate is the most player-friendly mechanic in the game's gacha setup. Use it as your primary reroll vehicle rather than spending early Compasses of Destiny on the limited banner unless you're specifically running Variation 2. When should you stop rerolling? Stop immediately if you land Esther . For standard-banner rerolls, stopping on Jiwon or Gabi is already a strong result. Landing one top-tier 5-star plus the guaranteed Reina (4-star, awarded on your first tutorial pull) gives you a functional early team. Spending too many sessions chasing a perfect account slows your actual progression more than a slightly lower-tier starting character would. For more mobile gaming guides and the latest on new gacha releases, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-reroll-guide/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-reroll-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 11:35:28 GMT</pubDate>
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            <title><![CDATA[MONGIL: STAR DIVE Beginner's Guide: Build Your Team and Conquer Belana]]></title>
            <description><![CDATA[MONGIL: STAR DIVE launched on April 15, 2026, and Netmarble's new action RPG throws you straight into the deep end. You're managing a 3-person tag team, taming Monsterlings, reading enemy elemental weaknesses, and trying to figure out where to spend your Starlight Crystals, all within the first hour. The good news: once you understand what actually matters early on, the systems click together fast. Here's everything you need to build a strong foundation in Belana. 3-party tag team in action What makes MONGIL: STAR DIVE's combat work? Combat runs in real time, and that distinction matters more than it sounds. You control one character at a time from a 3-person roster, switching between them mid-fight to chain Tag Skills and keep damage flowing. Sitting still and auto-attacking won't cut it past the early stages. Dodging is the first thing worth drilling. Enemy attacks follow readable patterns, and a well-timed dodge negates incoming damage entirely. Dodge too early and you'll still eat the hit. The timing window is tight but consistent, so spending a few fights just practicing evasion before worrying about damage output pays off quickly. The second piece is the Stagger Gauge on bosses. Every boss has one, and filling it opens a burst window. Use Nyanners' Skill once the gauge is full to trigger the Stagger state, then activate a Burst for significantly increased damage. According to Game8's beginner guide, Destroyer-role characters are specifically designed to fill that gauge faster than any other role, so having one in your party isn't optional for boss content. info Elemental weaknesses also accelerate Stagger Gauge buildup. Matching your character's element to an enemy's weakness deals more raw damage and fills the gauge faster at the same time. How do the four character roles work? Every Adventurer in MONGIL: STAR DIVE fits one of four roles, and understanding what each does prevents you from accidentally building three damage dealers and wondering why you keep dying. Role Primary Function Key Strength Fighter Main DPS Sustained damage, elemental exploitation Assassin Burst DPS Opens up when enemies show weakness Destroyer Stagger specialist Fills boss Stagger Gauge fastest Support Buffs, heals, debuffs Long-term survivability and utility A reliable beginner setup, as documented by OSLink's early game guide, pairs a Fighter or Assassin as your main damage source, Francis (a free Support character) for healing and buffs, and Cloud (also free) as your Destroyer for boss encounters. You can substitute any of these with same-role alternatives and still perform well, but this combination covers all three combat priorities: damage, sustain, and stagger. Don't fixate on rarity when building your team early. A 4-star Support who covers your healing needs outperforms a 5-star second Fighter who duplicates a role you already have filled. Role-based team composition Should you reroll at the start? Rerolling is viable but time-consuming. According to GameWith's early game guide, each reroll cycle takes roughly 15 to 20 minutes because you need to progress far enough to unlock the mailbox and claim pre-registration rewards. The standard banner guarantees one 5-star character every 20 pulls, which makes targeting a specific permanent unit realistic. Limited characters are a different story: the sources consistently note that rerolling specifically for limited units requires too many attempts to be practical for most players. If you're going to reroll, aim for one of these targets based on information from the mongilstardive.wiki guide: Esther (Fighter, Wind): Top-tier melee DPS with strong burst Flare (Fighter, Fire): Ranged DPS, effective at maintaining distance from bosses Ophelia (Fighter, Ice): Damage dealer with crowd control utility Free-to-play players who skip rerolling entirely can still clear all main story content using the free characters provided. Francis and Cloud are genuinely strong for their roles. warning Each reroll requires a separate account. If you're not prepared to manage multiple email addresses and account resets, the time investment isn't worth it for casual play. What should you do first in MONGIL: STAR DIVE? The main story is your primary progression driver. Completing quests unlocks new maps, raises character level caps, and gates features like Conquest and Breakthroughs . According to GameWith, defeating the Void Flora in Episode 2 specifically unlocks the Conquest feature, making it a priority target beyond just story progression. After completing the tutorial and leaving Hananis, Manon's Guidebook becomes available. This event-style mission tracker walks you through core systems while handing out training materials and resources. If you're unsure what to do next at any point in the early game, checking Manon's Guidebook first is the right move. The recommended progression loop according to OSLink's guide runs in this order: Main Story quests Side quests (these give summon tickets and EXP faster than story missions) Exploration and material gathering Events and daily activities Side quests are worth emphasizing specifically because they're faster than main story missions and provide a disproportionately large amount of Adventure EXP. Skipping them to rush the story leaves you under-resourced. danger Use the Go button in your quest journal to fast travel directly to your current objective. Manually running across maps wastes time that's better spent on content. How do you tame and use Monsterlings effectively? Monsterlings are captured using Nyanners , your companion character. After defeating enemies, a capture prompt appears, and accepting it adds that creature to your roster. These aren't separate fighters: they function more like passive gear with unique effects, providing stat boosts (attack, defense, etc.), special traits like cooldown reduction or resistances, and Link Chain abilities that let certain Monsterlings appear directly in combat. Your Nyanners level determines which monsters you can capture and the quality of what you obtain. Capturing lower-tier creatures levels Nyanners up, eventually giving you access to higher-quality monsters with better trait potential. The practical advice from OSLink's guide: capture everything early, even weak monsters, because Codex completion rewards are significant and each capture pushes your proficiency forward. Monsterlings also have random traits, meaning two identical captures can have completely different stat distributions. According to the mongilstardive.wiki guide, you can fuse monsters to transfer traits between them, and there's a small chance during fusion for a mutation into a stronger version. Don't over-invest in low-rarity Monsterlings, since you'll replace them as your Nyanners level climbs. How do you farm Starlight Crystals efficiently? Starlight Crystals are the primary summon currency, and they're limited early on. Spending them efficiently matters more than finding ways to grind more of them. The highest-value farming methods according to OSLink's guide: Monster Codex completion : Finishing full monster capture sets rewards significantly more crystals than partial progress. Capture with purpose, not randomly. First-clear rewards : New content gives one-time crystal bonuses on first completion. Prioritize unlocking and clearing new areas over repeating old ones. Request Board : Daily attempts are capped, so use them every day. Missing days is permanently lost income. Event currency conversion : When events offer a choice between pull currency and upgrade materials, take the pull currency early on. info Keys are your stamina resource. They refresh over time but cap out, so unused Keys above the cap are wasted. Use them on your latest unlocked stages for the best material returns, as documented by both GameWith and OSLink's progression guides. What hidden systems are worth your attention? Three systems get overlooked by most new players but provide consistent advantages. Cooking lets you craft consumable food that provides temporary combat buffs. According to the mongilstardive.wiki guide, the chef NPC Brownie sells recipes in the main hub. Buy every available recipe early: some food provides revival or sustain effects that are genuinely useful when your team is slightly under-leveled for a content tier. Shops and permanent upgrades are easy to miss. The alchemist NPC Verona , located on the left side of the Hananis map, sells items that permanently increase your maximum Stamina in exchange for Crests of Wisdom obtained from Oz's Puzzles . These puzzles are scattered across maps and don't appear on the minimap until you physically discover them, so keep your eyes open while exploring. Permanent stat increases from NPC vendors scale across your entire team, making them high-value purchases. Warp Devices serve double duty: they're fast travel points and they also fully revive any fallen characters when you approach them. If a character goes down during field exploration, head to the nearest Warp Device rather than burning healing items. Gear and upgrade priorities Upgrading the wrong gear is one of the fastest ways to waste resources in the early game. Both OSLink and the mongilstardive.wiki guide agree on the same rule: don't invest enhancement stones in Common (white) or Uncommon (green) gear. You'll replace it within a few hours of play. Start spending upgrade materials once you have Rare (blue) or Epic (purple) tier pieces. Gear comes in sets that provide bonuses at 2 and 4 pieces equipped. According to the mongilstardive.wiki guide, the Frenzy's White Wolf set works well for Support characters, increasing team defense when a support skill activates. For DPS characters, prioritize sets that boost elemental damage or critical hit rates. Focus all upgrades on your core team of two or three characters. Spreading resources across every character you unlock will stall your progression noticeably. Daily priority checklist Once the early systems are unlocked through main story progress, this daily routine keeps your account growing steadily: Use all Keys in Paths (highest priority, according to GameWith's daily tasks guide) Use Conquest Entry Tickets (tied for top priority) Complete Daily Quests and Requests Exchange Keys with friends Gather field materials during exploration Check the Monster Codex for incomplete capture sets worth finishing The difference between players who progress smoothly and those who stall is usually just consistency with these systems. None of them are time-intensive, but missing them daily compounds into a real resource deficit over weeks. For more action RPG guides and new game coverage, browse more guides on GAMES.GG to stay ahead of the meta as MONGIL: STAR DIVE continues to add content.]]></description>
            <link>https://games.gg/mongil-star-dive/guides/mongil-star-dive-beginners-guide/</link>
            <guid isPermaLink="true">https://games.gg/mongil-star-dive/guides/mongil-star-dive-beginners-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 11:35:22 GMT</pubDate>
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            <title><![CDATA[KuloNiku: Bowl Up! Complete Guide to Meatball Brawls and Bakosu]]></title>
            <description><![CDATA[What is KuloNiku: Bowl Up! and is it worth playing? KuloNiku: Bowl Up! is a first-person cooking sim developed by Gambir Studio and published by Raw Fury , released on Steam on April 7, 2026. You play as a former city chef returning to the small town of KuloNiku to reopen your late grandmother's meatball restaurant, Bakosu . The game blends point-and-click cooking mechanics with life-sim friendship building and a genuinely strategic competition system called Meatball Brawls . Reviews across multiple outlets landed between 8 and 9 out of 10, with a Steam rating sitting at roughly 90% positive. The storyline runs about 10 hours, but the sandbox loop of cooking, shopping, and socializing extends well past that. It holds Steam Deck Verified status and offers a Cozy Mode toggle for pressure-free play. Bakosu's hotpot in action How does the daily routine at Bakosu work? Every in-game day follows a fixed structure. The restaurant opens in the morning, customers arrive with orders, and the shift ends when the last customer leaves. After closing, you have a window to visit Ume's shop next door for ingredients, tools, bowls, and decorations. The shop inventory refreshes every Friday, so planning purchases around that weekly reset matters. Orders break down into three components: a base of meats and noodles, add-ins like chili pepper or bok choy, and seasonings. Each ingredient shifts a dish's flavor profile across dimensions like salty, sweet, and spicy. Customers arrive with specific preferences and hard restrictions, so a customer who loves sweetness but hates salt creates a real problem when the obvious sweetener also adds salt. You have to scan your available ingredients and find a workaround. info Buy extra bowls early. Bakosu starts with only two, which means constant washing between customers. More bowls reduce downtime significantly, and the in-game item description even points this out directly. The early days feel deliberately slow. A small pantry limits you to basic meatball soups, which means repetition while the mechanics click into place. That tedium pays off: once cooking becomes reflexive, you have the mental bandwidth to handle increasingly demanding customer requests without burning through the patience timer. Bowls also create an early strategic decision. Spending money on bowls reduces washing downtime, but spending it on ingredients expands the menu and adds order variety. That trade-off between efficiency and expansion echoes across most purchasing choices in the game. Ume Shop weekly restock screen How do Meatball Brawls work? Meatball Brawls are the competition system that sits at the center of KuloNiku's progression. They occur on Mondays and Thursdays , pitting you against a rival chef in a three-round cook-off. Each round gives you a limited pool of action points . Boiling meatballs costs one point. Adding noodles costs one. Seasoning costs one. There is no room for waste. A panel of judges evaluates each dish based on personal taste preferences, recipe requirements, and use of designated bonus ingredients. Audience reactions contribute additional points, but as noted by reviewers at DualShockers, judge scores carry significantly more weight than audience points. Focusing on judge tastes and bonus ingredients is the more reliable path to winning. As the game advances, the judge panel grows, which multiplies the competing preferences you need to reconcile within a single bowl. This is where the design gets sharp. One judge might dislike tendon meatballs, but adding them could satisfy a second judge, meet a bonus ingredient requirement, and shift the overall flavor profile enough to please the first judge anyway, all for a single action point. danger You can bring a friend into Meatball Brawls once you unlock that option. Each character provides a unique buff, adding another variable to pre-round planning. Choosing the right partner before a tough Brawl matters. Brawls also drive story progression. Winning advances the plot, introduces new rivals, and raises Bakosu's standing on the town leaderboard. The full roster of Brawl opponents includes Mami , Stella , Shuga , Dan , Noka , Elio , Runa , Lado , and Mr. Crois , with Stella appearing as a recurring rival across multiple encounters. Meatball Brawl opponent order and achievements Opponent Achievement Name Notes Mami No Service First Brawl opponent Stella A Star is Gone Recurring rival; three separate encounters Shuga Beat Drop Mid-game opponent Dan Fission Mailed Unlocks Dan as a partner option Noka Herbicider Later progression Elio Not My Tempo Later progression Runa Total Eclipse Late-game opponent Lado Recession Late-game opponent Mr. Crois Left No Crumbs Hidden achievement How do you manage the weekly calendar effectively? The schedule creates persistent resource tension. Meatball Brawls and character hangouts both occupy Mondays and Thursdays. Choosing to socialize or compete on any other day causes the game to skip forward to the next available slot. The restaurant generates passive income during skipped days, but at a reduced rate compared to days you work directly. Friendships unlock concrete rewards: new ingredients, recipes, and cooking tools. Building them requires time away from the restaurant. Skipping work days to hang out creates a cash shortfall that limits your ability to buy the items those friendships unlock. warning Losing several days of full income for a single hangout can stall early-game progress, especially when cash reserves are thin and Ume's shop just restocked with items you cannot afford. Plan hangouts for weeks when your finances are stable. Saturdays introduce weekly festivals with specific cooking constraints. A festival might require every order to include a featured ingredient or use a particular cooking method like frying. Participation is optional, but engaging forces you to rethink habitual approaches and pushes the cooking system into less familiar territory. The rhythm that works: buy ingredients on Friday, compete on Monday, socialize on Thursday, and work the remaining days. It takes a few lean stretches to find that cadence, but once it clicks, the week feels natural rather than chaotic. What are all 50 Steam achievements and how do you unlock them? KuloNiku: Bowl Up! has 50 Steam achievements, according to data from SteamHunters. Six players have completed all 50 as of April 2026, with a median completion time of 13 hours and 45 minutes and a fastest recorded completion of 9 hours and 16 minutes. The achievements split across five main categories: restaurant progression, Meatball Brawl victories, friendship milestones, shop purchases, and story completion. Restaurant and shop achievements: Welcome to Bakuso - Serve your first customer Renowned Restaurant - Increase Bakuso's reputation level Local Legend - Reach max reputation for Bakuso The Very Best - Get Bakuso to the top of the leaderboard Climbing the Ranks - Increase Bakuso's rank at the leaderboard And... Cut! - Unlock the Cutting Table Fry High - Unlock the Frying Table Thrill of the Grill - Unlock the Skewer Table Hydration Station - Unlock the Drink Table Fully Equipped - Purchase all tool upgrades from Ume Shop All Decked Out - Purchase all decorations from Ume Shop Ingredient Master - Purchase all ingredients from Ume Shop Premium Purchaser - Purchase a premium ingredient from Ume Shop Premium Flavors - Use a premium ingredient New Customer - Purchase an item from Ume Shop Voucher Vendee - Exchange coins for a voucher at Ume Shop Restock Requester - Pay Ume to restock Ume Shop's inventory Meatball Brawl achievements: A Winner is You - Win a Meatball Brawl High Scorer - Get max score from at least one judge No Service - Beat Mami A Star is Gone - Beat Stella (first time) Star Destroyer - Beat Stella (second time, hidden) Star, Crossed - Beat Stella (third time, hidden) Beat Drop - Beat Shuga Fission Mailed - Beat Dan Herbicider - Beat Noka Not My Tempo - Beat Elio Total Eclipse - Beat Runa Recession - Beat Lado Left No Crumbs - Beat Mr. Crois (hidden) Partner selection achievements: The Supportive Partner - Pick Cassie as your Brawl partner The Calculating Partner - Pick Dan as your Brawl partner The Upbeat Partner - Pick Shuga as your Brawl partner The Bashful Partner - Pick Ume as your Brawl partner The Rocking Partner - Pick Stella as your Brawl partner (hidden) Friendship and social achievements: Ume and Me - Hang out with Ume Cassie's Companion - Hang out with Cassie Supporting Shuga - Hang out with Shuga Dan's Confidant - Hang out with Dan Me Time - Hang out alone on a day off The Promise - Reach max friendship with Cassie True Rivals - Reach max friendship with Stella Gentle Courage - Reach max friendship with Ume Partners Forever - Reach max friendship with Dan My Muse - Reach max friendship with Shuga Recipe and crafting achievements: Recipe Developer - Craft a recipe Culinary Innovator - Craft all recipes Exploration and story achievements: Sightseeing - Visit the downtown for the first time Festive Fun - Complete a festival A Toast to You - Finish the main story info The three hidden Stella achievements (Star Destroyer, Star, Crossed, and The Rocking Partner) require beating her in separate Brawl encounters and eventually picking her as a partner. Prioritize her friendship track alongside the Brawl progression to unlock all three efficiently. Who are the key characters and why do friendships matter? The cast leans on recognizable archetypes but tends to push past them with individual quirks. Stella is your main rival, running a competing restaurant in town. Her confrontational personality comes partly from genuine admiration for your grandmother's legacy, and she warms up over time without fully admitting it. She appears in three separate Brawl encounters, making her the most recurring opponent in the game. Ume runs the shop next door and has what reviewers at EGW News describe as an unsettling fascination with knives. She's the shy shopkeeper archetype, but her role as the primary merchant makes her friendship rewards practically useful: reaching max friendship with Ume unlocks the Gentle Courage achievement and associated rewards. Cassie is a childhood friend who joins as your restaurant assistant. Dan and Shuga round out the main friendship roster, each providing a unique buff when selected as a Brawl partner. Friendships are not just narrative decoration. Maxing out a friendship track unlocks new ingredients, recipes, and tools that directly improve your cooking and Brawl performance. The trade-off is the time cost described in the calendar section above. All character interactions are meaningful in a practical sense too: as noted by Vulgar Knight's review, some NPCs ask you questions based on earlier conversations, so skipping through dialogue has consequences beyond missing story context. What are the game's weaknesses? No guide should oversell a game. KuloNiku: Bowl Up! has real limitations worth knowing before you commit. The recipe crafting system never reaches the depth of the cooking or Brawl mechanics. Early unlocks require little more than repeated button presses, and later recipes add only minor steps. Multiple reviewers flagged this as the weakest mechanical link in an otherwise carefully assembled design. Dialogue repetition becomes noticeable after extended play. NPC conversations cycle through the same lines, which gradually erodes the sense of community the game builds through its other systems. Returning customers also never develop recognizable preferences or ordering habits, which feels like a missed opportunity in a game built around small-town relationships. The day-skipping mechanic, while strategically interesting, can disrupt pacing in the early game. Losing several days of full income for a single hangout creates situations where progress stalls, particularly when cash reserves are thin. Some NPC personalities lean heavily on visual-novel archetypes without always pushing far enough past them to feel fully distinct. DualShockers noted this as a personal preference issue rather than a fundamental flaw, and acknowledged that the NPCs one reviewer found stereotypical could easily be another player's favorites. Is Cozy Mode worth using? Cozy Mode removes all timers and patience meters, eliminating time pressure from cooking and customer satisfaction entirely. It sits in the settings menu rather than functioning as a separate difficulty track, so you can toggle it freely without restarting or losing progress. The practical effect is significant. With Cozy Mode on, the game shifts from a mildly demanding simulation into something closer to a meditative loop where the only goal is getting the flavor right. The Meatball Brawl action-point system remains intact, so the strategic depth of competitions does not disappear. You are only removing the time pressure from the daily service loop. For players who want to focus on friendship progression, achievement hunting, or simply exploring the cooking system without a patience timer running down, Cozy Mode is a genuine option rather than a compromise. For players who find the time pressure adds satisfying tension to the daily routine, the default mode works well. For more cozy sim recommendations and cooking game guides, browse the latest guides at GAMES.GG to find similar titles worth your time.]]></description>
            <link>https://games.gg/kuloniku-bowl-up/guides/kuloniku-bowl-up-guide-bakosu/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 11:35:14 GMT</pubDate>
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            <title><![CDATA[All Will Fall Achievements: Complete Guide to All 40 Unlocks]]></title>
            <description><![CDATA[All Will Fall has exactly 40 achievements, and the list is designed to push you into playing the game in ways you probably wouldn't choose on your own. Some pop during a normal run without any extra effort. Others demand you make genuinely terrible decisions on purpose, which is where things get interesting. According to Exophase tracking data, only 1 player out of 595 tracked has hit 100% completion, so this is not a list you knock out in a weekend. The good news: none of the achievements are missable across multiple runs, since scenarios and choices can be replayed freely. Achievement unlocks mid-run Which achievements unlock just by playing? A solid chunk of the list comes from doing what the game already asks of you. Survive, build, research, and expand your settlement, and several achievements follow automatically. First day (survive one day) unlocks for 99.66% of players, making it the most common achievement in the game Making Progress (use the Lab to research and build something) sits at 94.29% unlock rate The Junknado (survive your first Junknado) comes in at 62.35% The Influencer (start gaining Influence from a Social Group) hits 56.97% Randomtown (unlock the Randomtown scenario) reaches 85.04% of players These are your foundation. Get through early runs focused on stability and scenario progression, and this group fills in without you targeting any of them directly. info Don't stress about achievements during your first few runs. Let survival and scenario unlocks build your base count naturally before targeting the specific-choice achievements. What are the hardest achievements in All Will Fall? The rarity numbers from Exophase tell the real story here. The completion achievements for most scenarios sit below 2%, and the social group happiness achievements are similarly brutal. Achievement Requirement Unlock Rate Don't believe it Complete Dark Tides without sacrificing anyone 0.17% End of Madness Complete Dark Tides scenario 0.50% Master of Disaster Complete Crumbling City scenario 0.84% The Engineer 100 Happiness with Engineers + statue 0.84% The Sailor 100 Happiness with Sailors + statue 0.84% New Dawn Complete Tropical Island scenario 0.84% Against all odds Complete Rogue Lake City scenario 1.18% Science has a price Use Mad Scientist to permanently upgrade a group 1.85% Don't believe it is the standout. Completing Dark Tides without sacrificing a single person requires a very specific, disciplined playstyle across the entire scenario. At 0.17%, it's the rarest achievement in the game by a significant margin. If you're chasing 100%, plan a dedicated run around this one. Dark Tides scenario selection How do you unlock the morality and choice-based achievements? This is where All Will Fall separates itself from games where achievements just reward competence. Several require you to make decisions that would normally signal a failing run. Monster : Throw a grieving parent over the rail (20.34% unlock rate) Fresh meat : Eat one of your people (22.69%) Pirates Life : Rob a trader (29.75%) Captain Butt Naked : Walk naked among your people (16.81%) Capital Punishment : Choose an event option that requires the Death penalty policy (3.53%) None of these are accidents. The game presents specific events and choices, and you have to deliberately pick the harsh option. Run a dedicated "bad decisions" playthrough where you commit to these outcomes rather than trying to weave them into a clean survival run. warning Some morality achievements conflict with good settlement management. Don't try to mix them into a run where you're also targeting 100 Happiness with a Social Group, since the choices that trigger these can tank your relationships. How do you reach 100 Happiness with Social Groups? The Engineer, Sailor, and Worker achievements all follow the same structure: max out that group's Happiness to 100 and then build their statue. These are long-term goals, not single-session unlocks. Each group responds to different decisions and building priorities, so you need to understand what each faction values and consistently make choices that benefit them. Avoid decisions that upset your target group, even when other options look tempting. Building the statue is the final step, not an intermediate one. The statue only becomes available once you've hit 100 Happiness, so the unlock rate for all three sits at under 1.1% on Steam. Plan separate runs for each group rather than trying to please all three simultaneously. info The Science has a price achievement (use Mad Scientist to permanently upgrade a group) has a 1.85% unlock rate. This is a separate goal from the happiness-based statue achievements but involves similar long-term group management. Scenario unlock and completion achievements Half the achievement list is split between unlocking scenarios on the World map and then completing them. The unlock achievements are considerably easier than the completions. Scenario unlock rates vs. completion rates Scenario Unlock Rate Completion Rate Randomtown 85.04% 7.23% Oil Rig 11.60% 1.68% Cybertower 10.25% 1.68% Crumbling City 10.08% 0.84% Dark Tides 8.91% 0.50% Rogue Lake City 8.91% 1.18% Tropical Island 7.73% 0.84% Broken Tanker 16.13% N/A tracked Randomtown is the outlier, with 85% of players unlocking it but only 7.23% completing it. That gap alone tells you how difficult scenario completions actually are relative to just accessing them. The Moon base achievement (contact the Moon base and decommission a satellite) sits at 2.52%, and Democracy Manifest (enact Free Elections policy) is at 6.89%. Both require specific progression paths rather than just survival. Scenario completion reward screen What about the rarest achievement of all? All Have Fallen (have no people left in your settlement) sits at just 3.70%. Letting your entire settlement die goes against every instinct the game builds in you, which is probably why so few players have done it deliberately. It's not difficult mechanically, just psychologically. Run a settlement with the explicit goal of watching it collapse completely. Paired with Something Has Fallen (have something collapse, at 47.56%), these two form a neat contrast: one comes almost by accident, the other requires you to fully commit to failure. For a full breakdown of strategies to keep your settlement alive long enough to target specific achievements, browse more guides on GAMES.GG covering survival games and roguelikes. Full achievement list at a glance Achievement How to unlock Something Has Fallen Have something collapse 50 Strong Reach 50 people in your settlement Not so mysterious Enter the mysterious building Monster Throw a grieving parent over the rail Fresh meat Eat one of your people The Influencer Start gaining Influence from a Social Group Making Progress Research and build something in the Lab First day Survive one day One Month Alive Survive over a month All Have Fallen Lose all people in your settlement The Junknado Survive your first Junknado Don't believe it Complete Dark Tides without sacrificing anyone Captain Butt Naked Walk naked among your people Pirates Life Rob a trader The Engineer 100 Happiness with Engineers + build statue The Sailor 100 Happiness with Sailors + build statue The Worker 100 Happiness with Workers + build statue Science has a price Use Mad Scientist to permanently upgrade a group Moon base Contact Moon base and decommission a satellite Beacon of Hope Use Beacon of Hope to rescue people Democracy Manifest Enact Free Elections policy Personal Project Fully complete a Personal Project event I'm not leaving Refuse to build the tanker ship Hellrain Encounter Hellrain weather The Crumbling Unlock Crumbling City scenario Cybertower Unlock Cybertower scenario Randomtown Unlock Randomtown scenario Dark Tides Unlock Dark Tides scenario Oil Rig Unlock Oil Rig scenario Rogue Lake city Unlock Rogue Lake City scenario Tanker Unlock Broken Tanker scenario Tropical Island Unlock Tropical Island scenario Master of Disaster Complete Crumbling City Cyber Captain Complete Cybertower Sailing away Complete Randomtown End of Madness Complete Dark Tides The oil must flow Complete Oil Rig Against all odds Complete Rogue Lake City New Dawn Complete Tropical Island Capital Punishment Choose event option requiring Death penalty policy The most efficient path through the list is to prioritize survival and scenario unlocks first, then layer in the morality-based choices on dedicated runs, and finally commit separate playthroughs to the social group happiness goals and Dark Tides no-sacrifice run. Trying to do everything at once will compromise the runs that need focused decision-making.]]></description>
            <link>https://games.gg/all-will-fall/guides/all-will-fall-achievements-guide/</link>
            <guid isPermaLink="true">https://games.gg/all-will-fall/guides/all-will-fall-achievements-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 11:34:47 GMT</pubDate>
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            <title><![CDATA[Pokémon Pokopia Guide: Bulbasaur Jump Rope Contest Event]]></title>
            <description><![CDATA[Bulbasaur's Jump Rope Contest is one of Pokémon Pokopia's most deceptively tricky limited-time events. What looks like a simple minigame turns into a genuine test of rhythm and focus once Bulbasaur starts messing with the rope speed. Hit the right thresholds and you walk away with everything from Leppa Berries to an exclusive Jump Rope Trophy that permanently records your score and the date you earned it. When does the jump rope contest run? The event runs from April 19, 2026 at 5:00 AM to April 26, 2026 at 4:59 AM , tied to your Nintendo Switch 2's local time rather than any global server clock, according to TheGamer. That means no time zone math required. You can also time-travel to the event start if you want to get going early, though TheGamer notes this may have unintended side effects, so proceed with caution. One prerequisite worth knowing: according to TheGamer, you need to have completed the "Yawn Up A Storm" request in the Withered Wasteland before the event will trigger for you. danger The trophy is exclusive to this event with no confirmed return date. Missing it means missing it permanently, so log in at least once before April 26. Find Bulbasaur at the Pokemon Center How to start the contest When you load into Pokopia during the event window, a message will appear saying a Pokémon is the talk of the town. Head to any Pokémon Center in your current zone. According to Eurogamer, you don't need to have rebuilt the Pokémon Centers to access the event. Bulbasaur will be standing outside with a speech bubble indicating they want to hold a contest. If Bulbasaur isn't saying anything relevant, try speaking to Professor Tangrowth inside, who will point you toward Bulbasaur. Once you talk to Bulbasaur, select "Is a jump rope contest going on right now?" to kick off the minigame. Bulbasaur will explain the basic rules before you begin. You can also check in with Bulbasaur at any point during the event to see how many days remain, which is a handy way to track your window without leaving the game. How to win: timing tricks that actually work The minigame runs on a single input: press R (or B , depending on your settings) to jump over Bulbasaur's vine rope. That's it for controls. The entire challenge is in the timing. Here's what testing across all three sources confirms works: Listen to the rope, not just the visuals. The rope makes two distinct sounds: a whoosh as it swings and a thud when it hits the ground. Press your jump button on that second sound. This is more reliable than watching the rope, especially when the pace shifts. Adjust your camera angle. Eurogamer recommends pulling the camera to a top-down view above Ditto and Bulbasaur. This makes the rope arc much easier to read. Watch for the exclamation point. According to TheGamer, Bulbasaur signals a pace change with an exclamation point above its head. The speed shifts roughly every 10 jumps. The rope slows at 50. Both Polygon and Eurogamer flag this as the biggest trap in the contest. After 50 successful jumps, Bulbasaur slows the rope down instead of speeding it up, which breaks your established rhythm. Expect it and don't panic-jump early. Focus on Ditto, not the rope. Eurogamer's counterintuitive tip: keep your eyes on Ditto and let the rope sit in your peripheral vision. Once the rope becomes visible on the near side, jump. Nearby Pokémon are a distraction. TheGamer points out that Pokémon living near the local Pokémon Center will crowd around to watch and can disrupt your concentration. Consider running the contest in a zone with fewer nearby Pokémon. info During the first 10 or so jumps, Bulbasaur tries to cue you with a sound. You can use it as a warmup reference, but the rope's own audio cues are more consistent as the pace increases. Press R to clear the vine rope Multiplayer rules You can play the contest with friends, but the rewards work differently depending on where you play. According to TheGamer: On another player's island: Scores are ranked among all players, but only the host earns rewards based on their score. On a Cloud Island: The highest-scoring player earns the rewards. Eurogamer notes that playing with friends can make the rope's speed easier to manage since you're both focused on the same rhythm, but you'll need to stay in sync to clear the rope together. What are all the jump rope contest rewards? Rewards are tied to score thresholds and handed out only once per tier. Reaching a new threshold on a later attempt will grant that tier's reward even if you missed it before, but you won't earn a reward you already claimed. According to TheGamer, Bulbasaur will tell you directly when there's nothing left to give , so you'll always know where you stand. The trophy is the standout reward here. It permanently records your jump count and the date of the attempt on which you first cleared 51 jumps. Per TheGamer, if you only hit 52 on that attempt, your trophy will read 52 forever. Plan accordingly if you care about the number displayed. The full reward table, cross-referenced across Polygon, Eurogamer, and TheGamer: Jumps Required Reward 5+ 5 Leppa Berries 10-11+ 1 Star Piece 20-21+ 3 Large Lost Relics 30-31+ 3 Rainbow Feathers 40-41+ 3 Silver Feathers 51+ 1 Jump Rope Trophy (records your score and date) 76+ 30 Poké Metal Ingots 101+ 10 Rare Poké Metal Ingots 111+ 10 Rare Poké Metal Ingots 121+ 10 Rare Poké Metal Ingots 131+ 10 Rare Poké Metal Ingots 141+ 10 Rare Poké Metal Ingots warning The Jump Rope Trophy cannot be printed using the 3D printer inside the Pokémon Center, per Polygon. The only way to get it is by clearing 51+ jumps during this event. Note on the exact threshold for the Star Piece and Lost Relics: sources differ slightly (Polygon lists 10 and 20, while TheGamer lists 11 and 21). The safest approach is to aim past both numbers to ensure you trigger the reward. Should you push past 51 jumps? For most players, the trophy at 51 jumps is the main draw. The Poké Metal and Rare Poké Metal rewards beyond that are useful but not unique to this event. Polygon confirms that everything above 50 on the reward list (excluding the trophy) can be obtained through other means in Pokopia. That said, if you're grinding for Rare Poké Metal Ingots, the contest is an efficient source. Clearing 141 jumps nets you a total of 50 Rare Poké Metal Ingots across five tiers, per TheGamer. Once you hit that 141-jump ceiling, there are no further rewards no matter how high you go. The real decision point is your trophy score. If you want a high number permanently etched on it, you need to plan your run so that you first cross 51 jumps during an attempt where you're already performing well. Unlocking the trophy on a 52-jump run and then scoring 200 later won't update the trophy. For more Pokémon Pokopia event guides and tips on other games, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/pokemon-pokopia/guides/pokemon-pokopia-bulbasaur-jump-rope-contest-event/</link>
            <guid isPermaLink="true">https://games.gg/pokemon-pokopia/guides/pokemon-pokopia-bulbasaur-jump-rope-contest-event/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 08:08:04 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Complete Catastrophe's Aftermath Quest]]></title>
            <description><![CDATA[Catastrophe's Aftermath is one of the longer faction quests in Windrose, tied to the Buccaneers storyline. It picks up after the tragedy at Tortuga, where pirates ransacked the settlement, killed the governor, and left survivors scrambling. Now those refugees are starving, and Charlie Sharpe needs your help to keep them alive and deal with a new threat closing in. According to Destructoid, you ideally want to be at character level 7 before starting this quest, though you can attempt it earlier if you're prepared for a harder fight. The quest breaks down into seven distinct objectives. Miss any step and the next one won't unlock, so follow this in order. info If you've already been running the Buccaneers faction quest, you'll recognize Charlie Sharpe from that storyline. The two quests share characters, so completing Buccaneers first gives useful context. Full quest objective list Here's every objective you need to clear before the quest wraps: Retrieve supplies from the marked ship Bring the supplies to Charlie Sharpe at the refugee camp Talk to Doctor Galen about medicine Collect 15 bundles of Healing Herbs and return them to Galen Bring the medicine back to Charlie Sharpe Eliminate Jim Godart Return to Charlie Sharpe to claim your reward How to retrieve supplies from the ship Once you accept the quest, your map will mark a specific ship. Head there and expect a fight. The ship is overrun by drowned enemies , and you'll need to clear them out before you can loot anything. Don't rush the looting phase before the area is clean, as the drowned will interrupt you mid-collect. After the enemies are down, grab all the supplies you can find on the ship. The quest marker updates once you've looted the relevant items, so you'll know when you're done. From there, follow the marker to the refugee camp and hand the supplies to Charlie Sharpe . Clear the drowned before looting How to get 15 Healing Herbs for Doctor Galen Charlie will point you to Doctor Galen after receiving the supplies. Galen confirms he can make the medicine but needs ingredients first: specifically, 15 bundles of Healing Herbs . Here's where this objective can slow people down. There are two reliable ways to get the herbs: From your stash: If you've been exploring and hoarding materials, check your inventory first. You may already have some. Ancient Containers and enemy drops: According to Deltia's Gaming, searching Ancient Ruins scattered across the map is the most consistent method. Chests in these locations average around 3 Healing Herbs each, so visiting roughly 2 ruins should cover the full 15. warning Don't waste time combing random areas of the map without a plan. Ancient Ruins give the best herb density. Head straight to those locations first. Herb source Average yield Reliability Personal stash Varies Instant if available Ancient Container chests ~3 per chest High Enemy drops Random Low Once you have all 15, return to Galen. He'll craft a care package of medicine on the spot. How to defeat Jim Godart After delivering the medicine to Charlie Sharpe, he reveals that Jim Godart , described as one of Blackbeard's associates, is planning to attack the refugees. Intel on Godart's location was provided by Long Ben . Charlie asks you to deal with him before he can act. Follow the quest marker to Godart's camp. Both sources are clear on one thing: this camp is not a solo encounter you can brute-force. The area is spread across a hillside with multiple sections, each packed with pirates. Approach strategy: Work through the camp section by section, clearing pirates as you go Avoid rushing uphill all at once, which groups enemies into a single chaotic fight Jim Godart himself uses a ranged weapon. If you want to avoid getting into close range, a gun works well here The most effective method documented in the Destructoid walkthrough: isolate Godart from his crew, fire at him, then retreat. He'll follow you, and a few more shots will finish the fight You only need to kill Godart to complete the objective. Any additional fighting beyond that is optional danger Godart's crew will not despawn after you kill him. If you're low on health and resources, consider disengaging from the remaining pirates once the boss is down. Quest rewards: what do you earn? Once Godart is dead, head back to Charlie Sharpe. He'll acknowledge the job is done, noting that there would have been a proper feast if the governor were still alive. You then receive your rewards. Note that the two sources list slightly different reward amounts. Based on cross-referencing both: Reward Amount Piastre 200 Letter of Favor 10 Experience Points 100 Decoration: Delicious Meal Set 1 The 200 Piastre and 10 Letters of Favor are confirmed by both Destructoid and Deltia's Gaming. The 100 XP and Delicious Meal Set decoration are documented by Deltia's Gaming specifically. info Letters of Favor are faction currency used to progress your standing with the Buccaneers. Stacking these early makes a noticeable difference in later faction quest unlocks. For more Windrose content and other game guides, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-complete-catastrophes-aftermath-quest/</link>
            <guid isPermaLink="true">https://games.gg/windrose/guides/windrose-how-to-complete-catastrophes-aftermath-quest/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 08:04:41 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Get Palm Seeds]]></title>
            <description><![CDATA[Palm Seeds in Windrose are one of those early-game resources that seem obvious until they're not. You see palm trees everywhere along the beach, you swing your axe, and you get Wood. More Wood. Still more Wood. No seeds. The game never tells you why, which is exactly why players end up deforesting entire coastlines for nothing. Here's the short answer: location is everything. The trees near the shore and forest edges simply do not drop seeds, no matter how many you cut down. The ones that do are found further inland. How to get Palm Seeds in Windrose According to all three sources covering this topic, the method is consistent: Palm Seeds only drop from large Palm Trees located deeper inland , away from beaches and forest edges. Coastal trees and smaller palms near starting areas will not yield seeds regardless of how many you chop. The specific forest area mentioned by Destructoid is the Coastal Jungle , though the rule applies broadly: head inland, find large palm trees, and start cutting. Inland trees drop Palm Seeds What tool do you need? You need an Axe to harvest Palm Trees. According to Destructoid, crafting one requires 3 Wood and 3 Stone at a Workbench. Deltia's Gaming specifies that an Iron Axe is required to fully chop down the larger trees that drop seeds. Without completing the full chop (until the tree disappears), seeds will not drop. danger You must chop the tree down completely until it disappears from the ground. Partial cuts will only yield Wood, not Palm Seeds. The drop is not guaranteed on every tree. As noted by TheGamer, Palm Seeds are not a certain reward from each cut, so expect to work through several trees before your inventory fills up. Deltia's Gaming describes them as a rare resource even when you're doing everything correctly. Craft axe at Workbench first Why am I not getting Palm Seeds from Palm Trees? This is the most common question new players ask, and the answer comes down to two things: You are cutting trees too close to the coast or forest edge (these never drop seeds) You are not fully chopping the tree down before moving to the next one Both issues are easy to fix once you know about them. Move inland, finish each tree completely, and the seeds will start appearing. info Palm Trees respawn over time, so you can mark a productive inland spot and return to it repeatedly for efficient farming runs. Can I craft Palm Seeds? No. All three sources confirm that Palm Seeds cannot be crafted . They must be collected by cutting inland trees or harvested from Palm Saplings you have already planted at your base. How to use Palm Seeds in Windrose Once you have seeds in your inventory, there are two distinct uses worth knowing about. Planting Palm Saplings Both TheGamer and Destructoid confirm the same process: press B to open the Build menu, navigate to the Farming tab , and place a Palm Sapling on a suitable plot. Once grown, press E to harvest it. This creates a self-sustaining supply at your base so you do not need to keep running inland for every batch. Farming Contractor automation According to Destructoid, after reaching Tortuga , you can purchase a Farming Contractor for 10 Gold . Assign it 20 Silver Coins and 50 Palm Seeds , and it will automatically generate resources for over eight hours. This is the most efficient long-term farming method once you have the initial seed stock. Decorative use Palm Seeds can also be used to grow decorative palm trees around your base. Destructoid notes this yields no functional items, but it is an option if you want to customize your settlement. Use Requirements Outcome Plant Palm Sapling Palm Seeds, Farming plot Renewable seed supply at base Farming Contractor 10 Gold, 20 Silver Coins, 50 Palm Seeds Automated resource generation (8+ hours) Decorative planting Palm Seeds Cosmetic trees around base warning Do not spend your entire seed stock on decoration before setting up at least one Farming plot. You will need 50 seeds for the Farming Contractor unlock at Tortuga, and replanting takes time. Farming Palm Seeds faster: practical tips Based on the information across all sources, here is the most efficient approach to building up your Palm Seed stock: Head to the Coastal Jungle or similar inland forest areas, not the beach Use an Iron Axe and fully chop each tree until it disappears Expect seeds to drop alongside Wood once the tree is completely gone Set up a Palm Sapling farm at your base as soon as you have your first seeds, so you have a backup supply growing while you explore Once you reach Tortuga , prioritize the Farming Contractor to automate production Windrose is currently in early access, so farming rates and specific drop mechanics may shift with future updates. For more resource guides and survival tips across a wide range of games, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-get-palm-seeds/</link>
            <guid isPermaLink="true">https://games.gg/windrose/guides/windrose-how-to-get-palm-seeds/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 07:57:59 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Get Upgraded Boarding Party Gear]]></title>
            <description><![CDATA[Boarding enemy ships in Windrose is one of the most satisfying ways to win a fight, but your crew needs the right equipment to pull it off. The Upgraded Boarding Party Gear is a significant step up from the base version, and while datamined information suggests it can drop directly, that route depends entirely on luck. The reliable path is crafting the base Boarding Party Gear first and then upgrading it with the correct materials. Here's exactly how to do that. What materials do you need to craft the base Boarding Party Gear? Before you can think about upgrades, you need the base item. Crafting it requires three material types, each in a quantity of 7. None of these are hard to source early in the game, but you'll want to plan your resource runs before sitting down at a crafting station. Material Quantity How to obtain Copper Ingots 7 Smelt Copper ore in a Furnace Rough Hide 7 Hunt animals such as wild boars Coarse Fabric 7 Process plant fiber into fabric The Copper Ingots are the most time-consuming piece here since you need a Furnace set up before you can smelt them. Get that infrastructure sorted early and the rest of the base craft falls into place quickly. info If you're short on Rough Hide, wild boars are a consistent source. Prioritize hunting runs before you start the crafting process so you're not waiting on materials mid-session. Ship customization gear slot How do you upgrade the Boarding Party Gear? Once the base Boarding Party Gear is in your inventory, you can push it to the upgraded version. The upgrade materials are noticeably harder to gather than the base recipe, which is why skipping straight to a drop or blueprint isn't the recommended approach. Here's what the upgrade requires: Mire Metal Ingot: Smelted from Ancient Scraps combined with Quagmire Powder in a Furnace. Crocodile Hide: Sourced from swamp areas. Tanned Leather: Crafted using a Tanning Rack . Sewing Tools: Purchased from a trader affiliated with the People of Tortuga faction. The Sewing Tools are the one item you can't farm yourself. You're buying them from the People of Tortuga faction trader, so make sure you've located that faction before you start gathering the other upgrade materials. Heading into the swamps for Crocodile Hide without Sewing Tools in hand just means an extra trip later. warning The Mire Metal Ingot requires both Ancient Scraps and Quagmire Powder. Both are mid-to-late progression materials, so don't expect to rush this upgrade in the first hour of the game. How to equip the Upgraded Boarding Party Gear Equipping works the same way for both the base and upgraded versions. The process runs through your ship management screen: Select your ship and open the Manage Ship option. Navigate to Ship Customization on the left side of the screen. Drag the Upgraded Boarding Party Gear into the designated equipment slot. Once it's slotted in, your party members will use it automatically when attempting to board a pirate ship during combat. There's no additional activation step required. The jump in material complexity between the two versions is real. Plan your faction relationships and crafting infrastructure before committing to the upgrade push. For more Windrose tips and strategies across other games, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-get-upgraded-boarding-party-gear/</link>
            <guid isPermaLink="true">https://games.gg/windrose/guides/windrose-how-to-get-upgraded-boarding-party-gear/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 07:57:50 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Complete The Bitter Pill Quest]]></title>
            <description><![CDATA[The Bitter Pill is a side quest that puts you on the trail of a traitor inside the Governor's inner circle. You unlock it by speaking with Doctor Galen after completing the main story quest 'I Need a Bigger Boat' and selecting the dialogue option "Is something troubling you, Doctor?" The recommended character level is 9, though you can attempt it earlier if you're comfortable with a tough fight. The quest runs parallel to the 'Revenge is Best Served Cold' main story quest for its opening section, so tackling both at the same time is efficient. Full quest objective list Before diving into each step, here's the complete sequence so you know what's coming: Step Objective Location 1 Infiltrate Richards' Camp Coastal Jungle, southwest of Galen 2 Search Richards' Camp Inside Richards' Camp 3 Discuss the letter with Doctor Galen Doctor Galen's location 4 Find the gunpowder crates Blackbeard Ruins Excavation Site 5 Talk to Doctor Galen Doctor Galen's location 6 Find Francois Arnaud on Tortuga Tortuga port 7 Rescue Jacques Arnaud from a pirate ship Grim Reaper, near Tortuga 8 Tell Francois of his son's fate Tortuga 9 Talk to Galen at the tavern Tavern on Tortuga Start the quest with Galen How to infiltrate Richards' Camp This first step is shared with the 'Revenge is Best Served Cold' main quest. You need to collect four Black Marks hidden in chests throughout the Coastal Jungle before you can enter Richards' Camp. Follow the quest markers to each chest location. On the sail over, expect to encounter Blackbeard Gunboats blocking your path. Once you have all four Black Marks, sail southwest to Richards' Camp . At the Hideout Entrance, interact with the door and choose "Show Black Marks" to gain entry. warning As soon as you open the doors inside the camp, you'll trigger a boss fight with Thomas Richards . Make sure your gear and consumables are in order before pushing through that door. Use Black Marks to enter How to search Richards' Camp and find the letter After defeating Thomas Richards , search the chests in the room beyond him. You're looking for Francois Arnaud's Letter , which is addressed directly to Blackbeard. This letter is the first concrete evidence pointing to the traitor. Pick it up and fast-travel back to Doctor Galen to discuss what you've found. Galen is shaken by the implications but wants harder proof before making any accusations. That means tracking down the gunpowder crates mentioned in the letter. Where to find the gunpowder crates Head to the Blackbeard Ruins Excavation Site , located further southwest of Richards' Camp. Navigate to the northwest end of the ruins. The Gunpowder Crates are tucked into a corner next to a steel cage. The crates bear the Arnaud Trading Company's insignia , which is the solid confirmation Galen needs. info The Blackbeard Ruins Excavation Site also contains three ancient chests separate from the gunpowder crates. Worth looting while you're there. Fast-travel back to Galen and report your findings. He'll ask you to travel to Tortuga and confront Francois directly. How to find Francois Arnaud on Tortuga Sail to Tortuga , which sits southeast of the Blackbeard Ruins Excavation Site. When you arrive at the port, turn right at the first intersection. Francois Arnaud is standing there, and the confrontation unlocks the real story: his son Jacques has been captured by Edward Teach (Blackbeard), who is using the boy as leverage to force Francois into cooperation. Francois will cooperate with you only if you rescue Jacques. Set sail from Tortuga to find the Grim Reaper , the pirate ship holding Jacques, which is positioned near the town with two Blackbeard Raider escort ships flanking it. How to board the Grim Reaper and rescue Jacques Arnaud Bring the Grim Reaper down to low health in naval combat, then board the ship. Head down to the lower deck to find Jacques Arnaud . Here's the twist: Jacques reveals he staged his own kidnapping to earn Blackbeard's favor. His plan was to destroy his father's reputation, and your arrival disrupted it. After the conversation, Jacques succumbs to his wounds. danger You cannot save Jacques. The outcome of this encounter is fixed regardless of your choices during the conversation. What happens when you tell Francois about his son? Return to Tortuga and speak with Francois Arnaud . You have two dialogue options here: tell him his son died in captivity, or reveal the full truth about Jacques' betrayal and how he died. According to the sources, neither choice changes the quest's conclusion or its rewards. Confront Francois at the port Quest rewards: what do you get for completing The Bitter Pill? After telling Francois the news, head into the tavern directly opposite him to speak with Doctor Galen one final time. Completing the quest earns: 100 XP Decoration: Books and Scrolls III 300 Silver Coins 15 Gold Coins The XP and currency make this one of the more worthwhile side quests to complete alongside the main story, particularly at level 9 when the rewards are most impactful for progression. info The quest also delivers some of the game's better narrative beats. The revelation that Jacques orchestrated his own captivity reframes Francois' entire arc and gives Doctor Galen's reaction more weight in hindsight. For more Windrose quest walkthroughs and tips, browse the latest guides at GAMES.GG .]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-complete-the-bitter-pill-quest/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 07:36:37 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Get Mire Metal Ingot]]></title>
            <description><![CDATA[The Mire Metal Ingot is one of Windrose's uncommon-tier resources, and the game makes you earn it. You cannot find it lying around as loot. Every single one must be smelted from scratch, which means you need to plan your farming runs before the mid-to-late game wall hits you. Once demand picks up, you will need Mire Metal Ingots to craft and upgrade weapons like the Soul Eater Sword , build an Enchanting Table , a Jeweler's Bench , and various other crafting stations. Ships and gear upgrades also call for it as you push deeper into the endgame. Getting ahead of this grind early saves a lot of frustration later. What do you need to craft a Mire Metal Ingot? According to both Deltia's Gaming and Destructoid's coverage of Windrose, the recipe is straightforward but requires specific preparation: 2x Ancient Scraps 1x Quagmire Powder Access to a Large Smelting Furnace The Large Smelting Furnace itself is not free. Before you can smelt Mire Metal Ingots at all, you need to construct the furnace using 20 Hewn Stones , 10 Foothills Iron Ingots , and 20 Clay , as documented by Destructoid. If you have not built one yet, that is your first stop. danger The Mire Metal Ingot recipe will not appear in your crafting menu unless you have already built the Large Smelting Furnace and discovered the required resources. If the recipe is missing, check both conditions before assuming a bug. Large Smelting Furnace menu How to get Ancient Scraps Ancient Scraps are found exclusively in the Cursed Swamp biome. They form deposits on dead tree parts and must be mined like standard metal nodes. The catch is that the areas around these deposits tend to be heavily populated with enemies. Based on community documentation, clearing the nearby hostiles before you start mining is the smarter play since getting interrupted mid-harvest wastes time and can cost you the run entirely. The most reliable farming spots are the Ancient Digging Sites within the Cursed Swamp. These locations concentrate the deposits rather than scattering them, so prioritize those areas over random exploration. How to get Quagmire Powder Quagmire Powder drops from Plague Thralls , enemies that spawn throughout the Cursed Swamp. These are not passive resource nodes, so you are actively farming enemies for this material. The drop is not guaranteed on every kill, but Plague Thralls respawn reliably, making them the most consistent source available. The Cursed Swamp puts both ingredients in the same zone, which is convenient. A single well-planned run through the biome can net you enough Ancient Scraps and Quagmire Powder to smelt several ingots at once. info Bring appropriate gear for the Cursed Swamp before farming. The enemies there scale to the late mid-game, and going in underprepared burns more time than it saves. Step-by-step crafting process Travel to the Cursed Swamp biome. Clear enemies near Ancient Digging Sites , then mine Ancient Scraps from dead tree deposits. Farm Plague Thralls in the same biome until you have enough Quagmire Powder . Return to your camp and interact with the Large Smelting Furnace . Open the crafting menu and locate the Mire Metal Ingot recipe in the left panel. Select it and confirm to smelt 1x Mire Metal Ingot per 2 Ancient Scraps and 1 Quagmire Powder. Selecting the ingot recipe What can you craft with Mire Metal Ingots? The resource has a wide range of applications once you start pushing into the later stages of the game. Here is a breakdown of confirmed uses based on available source information: Item Category Notes Soul Eater Sword Weapon One of the best early-to-mid game weapons Enchanting Table Crafting Station Required for enchantment progression Jeweler's Bench Crafting Station Needed for jewelry crafting Arborum Ingot Material Advanced crafting component Ship upgrades Progression Used in late-game ship improvements Various workstations Base building Multiple station recipes require it warning Do not burn through your Mire Metal Ingot supply on early items if you are planning to build an Enchanting Table or Jeweler's Bench soon. Both require the material and the farming loop is slow enough that stockpiling matters. Can you find Mire Metal Ingots without crafting? No. According to both sources covering Windrose, Mire Metal Ingots cannot be found as loot drops . The only way to obtain them is through smelting at the Large Smelting Furnace. There are no chest spawns, enemy drops, or vendor purchases confirmed for this item. Every ingot you own is one you made yourself. This makes the farming loop non-negotiable. Plan your Cursed Swamp runs around collecting both ingredients simultaneously rather than making separate trips, and you will keep your ingot supply steady without the biome becoming a chore. For more crafting and progression content across survival games and RPGs, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-get-mire-metal-ingot/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 07:36:35 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Increase Stamina]]></title>
            <description><![CDATA[Stamina runs out fast in Windrose , and the game does not warn you how punishing that can be. Get caught sprinting away from a fight with an empty bar and you're dead. Understanding every way to build up your stamina pool early makes the difference between exploring freely and constantly retreating to recover. How does stamina work in Windrose? Every action in Windrose draws from the same stamina bar. Blocking, dashing, jumping, running, and attacking all cost stamina, so the bar depletes faster than you expect during combat. Once it hits zero, you cannot perform any of those actions until it recharges. According to both PCGamesN and Destructoid's coverage of the game, there is no way to have unlimited stamina, which means managing the bar carefully is a permanent part of your gameplay loop. warning Running your stamina to zero right before an enemy attack is one of the most common ways to die in Windrose. Always leave a buffer in the bar before committing to an offensive push. All methods to increase your stamina in Windrose Allocate points into Endurance Leveling up and investing in Endurance The most direct path to a bigger stamina pool is putting stat points into Endurance when you level up. Experience points come from completing quests, exploring points of interest, and hitting kill milestones against enemies. The process is slow, but the payoff is permanent. Every point you drop into Endurance raises your base stamina, so prioritizing it early gives you more room to work with throughout the game. Talent points: the two skills worth knowing Talent points drop alongside stat points when you level up, but they work differently. Instead of raw stat increases, they modify how your character behaves. Two talent skills directly affect stamina: Agile: Dash and Jump actions consume 15% less stamina. Marathon Runner: Grants 20 additional stamina to your base pool. According to PCGamesN, talent points are better spent once you have a feel for your preferred weapon and playstyle, since they tie into combat, gear, and role. That said, both Agile and Marathon Runner are safe picks early because stamina efficiency matters regardless of build. info If you find yourself sprinting and dashing constantly during exploration, Agile pays off faster than Marathon Runner since the 15% reduction applies every single action. Food buffs from the cooking station Cooking is one of the faster ways to top up your stamina without waiting on level-ups. Certain recipes provide temporary boosts to your Endurance stat when consumed. You can preview what each recipe does before crafting it at the cooking station. PCGamesN specifically names Hearty Egg Broth and Coconut Soup as examples that increase agility, which feeds into stamina-related performance. New recipes unlock as you discover new ingredients, so exploring more of the map directly expands your cooking options. Keep an eye on any ingredient you pick up since it may unlock a recipe you haven't seen yet. Gear sets and accessory items Gear sets that boost your base stamina pool exist in Windrose, but they are not accessible from the start. According to PCGamesN, you will not encounter these sets until around level 3 or after you have pushed beyond the starting islands. Equipping a full set is required to get the stamina bonus, making it more of a mid-to-late game investment. Beyond full sets, individual accessories like rings and pendants can reduce the stamina cost of specific actions. These are worth picking up whenever you find them since even small reductions add up over a long fight or exploration session. info You do not need a full gear set to benefit from accessories. A stamina-reducing ring works on its own and can slot into any build regardless of what armor you are wearing. What's the fastest way to get more stamina early? For the first few hours, food is your best friend. Cooking stamina-boosting recipes at the cooking station costs nothing but ingredients you find while exploring, and the buffs kick in immediately. Pair that with grabbing Marathon Runner and Agile from the talent tree as soon as you level up, and you will feel a noticeable difference before you ever hit level 3. Stat points into Endurance compound over time, so do not neglect them even if the early gains feel small. Every point matters once you start hitting tougher enemies and longer combat encounters. Managing stamina in combat Boosting your stamina pool only solves half the problem. The other half is not burning through it recklessly. Destructoid's guide on the topic makes a point worth repeating: always let your stamina recharge before going back on the offensive. Committing to an attack chain with a near-empty bar leaves you unable to dodge or block when the enemy counters. With Agile equipped, dashes cost 15% less, which gives you more room to reposition without draining the bar. Combined with a decent Endurance stat and a food buff active, you can stay in fights significantly longer than a fresh character with no investment. For more tips on surviving and navigating Windrose's open seas, browse more guides covering everything from fast travel to inventory management.]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-increase-stamina/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 07:28:12 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Complete Underground Network Quest]]></title>
            <description><![CDATA[The Underground Network is one of Windrose's earliest major quests, and it hits differently from the opening survival missions. You're no longer just keeping your ship afloat — you're getting pulled into the politics of Tortuga's smuggling operation, chasing a missing contact through a hidden cave, and eventually sinking a named ship in open water. Developer Kraken Express designed this quest as a proper introduction to the game's naval and boarding combat systems, and it shows. The recommended player level is 3, you can clear it with your starter loadout — though the final naval fight will punish you if your ship hasn't been repaired. Seven objectives stand between you and the rewards, so here's exactly how to get through all of them. What does Underground Network involve? The quest triggers right after you complete the opening "How My Sea Adventure Began" mission and cross the pier into Tortuga. Your mini-map will show a blue icon pointing toward the local tavern. The full objective chain, as documented across multiple Windrose walkthroughs, runs as follows: Ask around Tortuga about the smugglers Talk to Long Ben in the tavern Talk to Marita at the smuggler's base (Smuggler's Waters) Find Hale (sail to the marked location southeast of camp) Return to Marita Talk to Long Ben again (at Undead Waters tavern) Find and sink Marlowe's ship (the Bony Sue ) info The quest dialogue system rewards specific choices. Look for the option marked with an exclamation mark when reporting back to Marita — that's the one that actually advances the quest rather than cycling lore dialogue. Quest objectives at a glance Step 1: Talk to Long Ben in the Tortuga tavern Follow the blue mini-map icon to the tavern on the far side of the Tortuga market. Long Ben is behind the bar. Two dialogue choices matter here: pick the second option first to get straight to business, then select "Someone has wrecked the smuggler's caches. One of them had a letter for Henry." Ben will direct you to Marita , who handles cargo logistics at the main smuggler's camp. If you pick other dialogue options, you'll get world-building context but no quest progression. The exclamation-mark option is always the one that moves things forward. Long Ben behind the bar Step 2: Enter the smuggler's base and speak to Marita Sail or fast-travel to Smuggler's Waters . The cave entrance requires pressing F to enter. Marita is standing immediately to your right once you're inside. For her dialogue, choose "Someone's hitting the caches…" on the second prompt. She'll task you with tracking down a missing man named Hale . info If you have the Smuggler's Waters fast travel point unlocked, this leg takes under a minute. If not, sail from your camp — it's a short trip. Step 3: How to find Hale's hidden cave This is the step that trips up most players. Hale's location is southeast of your starting camp , marked by a blue mission blip on the map. Sail there and land on the island. Here's what most players miss: the cave entrance is disguised as a patch of wooden planks laid out on the grass. It doesn't look like a door. Swing your sword at the wood to shatter it, revealing an underground passage. Head down, defeat the enemy crab guarding the room (watch for its heavy claw swipe, per community reports), and interact with Hale's body. The interaction completes the objective. Before you leave, loot the chests in the cave. According to xboxplay.games' walkthrough of the quest, these often contain quality crafting materials useful for early-game gear upgrades. Step 4: Report back to Marita, then Long Ben Return to Smuggler's Waters and speak to Marita. Select the dialogue option with the exclamation mark to inform her about Hale. She'll send you back to Long Ben — this time at the tavern near Undead Waters , not Tortuga. Fast-travel there and choose "Who's Henry?…" as your opening line. The conversation will reveal that Marlowe is behind the sabotage and has broken the smugglers' code by siding with the authorities. Step 5: How to sink the Bony Sue and defeat Marlowe The final objective sends you northwest to Blackbeard Waters . This is the quest's difficulty spike. Marlowe's ship, the Bony Sue , is a level 3 vessel accompanied by a Blackbeard Gunboat . Combat strategy for the naval fight Target Priority Notes Blackbeard Gunboat First Less HP, but chips away at your armor during the main fight Bony Sue Second High HP but limited firepower; broadside until critical Marlowe (on deck) Final Board the ship; he uses a heavy saber and can parry The smart play is to eliminate the gunboat before focusing on the Bony Sue . Once the Bony Sue 's health is critical, maneuver alongside and initiate the boarding prompt. Help your crew clear the sailors, then focus on Marlowe himself. He parries, so wait for him to finish a combo before attacking, as documented in xboxplay.games' detailed combat breakdown for this quest. warning Do not skip the boarding phase and simply sink the ship from range. Killing Marlowe on his deck is required to confirm the kill for Long Ben and complete the objective properly. If you're not yet level 3, a few Hunt contracts in the Coastal Jungle will get you there fast. Also repair your ship at the dock before sailing northwest — it's easy to forget after the Smuggler's Waters leg. Rewards for completing Underground Network Once you return to Long Ben and report Marlowe's fate, the quest closes out. Here's what you earn, per Destructoid's confirmed reward list: Reward Quantity Piastre 50 Letter of Favor 5 Brandy 2 Madeira 2 Whiskey 2 The Letters of Favor are the real prize here. These are a special faction currency you can trade with Marita and other friendly NPCs for high-end pirate gear and ship upgrades that regular Piastre can't buy. info Don't spend all your Piastre on cosmetics before this quest wraps up. You may need Whetstones or Ship Repair Kits if the Bony Sue fight goes badly. For more Windrose content and guides covering the game's quests, naval mechanics, and progression systems, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-complete-underground-network-quest/</link>
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            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 07:25:34 GMT</pubDate>
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            <title><![CDATA[ Pragmata Guide: How to Beat Idea (Eight)]]></title>
            <description><![CDATA[Idea, also known as Eight, is the true final boss of Pragmata , and the difficulty spike is real. Every boss before this point has been building toward this encounter, and none of them quite prepare you for what Idea brings to the arena at the end of the Central Port Sector. Three distinct phases, a Hacking Matrix that gets progressively more hostile, and a moveset that keeps expanding mean you need a plan before you step in. One critical thing to know before you start: beating Idea triggers the game's automatic march toward the finale. Finish any side content, collectibles, or exploration you care about before entering this fight. What makes Idea different from other Pragmata bosses? Most bosses in Pragmata unlock new moves gradually as their health drops, creating a kind of pseudo-phase structure. Idea does this too, but with explicit, cutscene-marked phase transitions that change the rules of engagement each time. The fight also demands that you manage Dead Filament (also called Dark Filament ) on top of the standard combat loop, and you will need to Cleanse Idea twice before you can Hack and deal meaningful damage. The Hacking Matrix, which is manageable early on, becomes the fight's biggest obstacle by Phase Three. Bring Sticky Bombs or the Code Generator before you walk in. These items are not optional luxuries here. warning Avoid using Strike Hacking Mode during this fight. You want Idea in an Open state as much as possible, and Strike mode makes it far too easy to miss that window and lose your chance to re-open them. Idea enters the arena Phase one: reading the tentacle attacks Phase One is Idea at their baseline, but do not let that fool you into being careless. The most important habit to build here is timing your dodges precisely . Idea's attacks carry more delay than you expect, and reacting too early will leave you standing in the hitbox when the strike actually lands. You also need to Cleanse the Dark Filament from Idea twice during this phase before any Hacking or direct damage becomes possible. Prioritize that cleanse before committing to an offensive pattern. Phase one move list Move What it does Tentacle Whip Idea rushes you, compresses their tentacles, then whips forward quickly Front-and-Back Tentacle Slam Tentacles slam both in front of and behind Idea simultaneously Dual Tentacle Sweep Wide arc swipe forward, then a second sweep after a brief delay Running Tentacle Sweep Tentacles spread wide as Idea dashes toward you in a long sweeping motion Dark Filament Tracking Orb Slow-moving Dark Filament orb that must be dodged at the last second; high damage on hit Dark Filament Burst Red circle forms around Idea before a large Dark Filament explosion releases Charged Dash Tentacles pull back to a single point for a few seconds, then Idea dashes forward fast The Dark Filament Tracking Orb is the move that catches players off guard most often. Because it moves slowly, the instinct is to dodge early. Do not. Wait until it is almost on you before dodging, or it will simply curve back and connect anyway. info The Charged Dash has a clear tell: watch for Idea pulling all tentacles into one concentrated point. That wind-up gives you time to reposition rather than panic-dodge. Phase two: expanded aggression and the Tentacle Shield When Idea's health drops low enough in Phase One, they lock Hugh in place and force a Hacking minigame to break free. Clear that and Phase Two begins. Every tentacle attack from Phase One is still in play, but each one now has extended follow-up strikes attached. Idea is faster, hits harder, and can start blocking your attacks entirely . The Tentacle Shield is the most disruptive new tool in Phase Two. When Idea activates it, all damage is negated until you complete a Hack. This means staying ready to enter the Hacking Matrix at any moment, not just when you choose to. Phase two new moves Move What it does Dark Filament Suction Burst Idea absorbs Dark Filament and periodically pulls Hugh closer before exploding; run away to create distance Tentacle Whip Follow-Up The standard Tentacle Whip now has a second quick strike immediately after Dark Filament Spikes Idea slams the ground, spawning red circles that erupt into Dark Filament Spikes in a forward pattern Front-and-Back Tentacle Slam (Extended) The original slam now adds a fast 360-degree sweep after the initial hit Tentacle Shield Blocks all incoming damage; can only be broken by completing a Hack Note that dropping Idea's health further during Phase Two triggers another lock-in sequence, but this does not start Phase Three. It simply continues Phase Two. Do not assume a new phase has started and change your approach prematurely. danger The Dark Filament Suction Burst punishes players who stand still. The moment you see Idea begin absorbing Dark Filament, start moving away. The periodic pulls toward the explosion radius are the real danger, not the initial animation. Phase three: surviving the Hacking Matrix Phase Three begins when Idea's health falls below 50% , marked by a brief cutscene where a red circle appears behind them. The physical moveset only gains one new attack, but the Hacking Matrix transforms into the hardest obstacle in the entire fight. The Matrix now fills with red sections that continuously cycle and alternate which slot they occupy . Staying in a red-filled slot when it completes acts identically to hitting an error node: you get ejected and all Hack progress resets. This is where players without Sticky Bombs or the Code Generator will struggle badly. Here is the one useful detail about Phase Three's blocking behavior: when Idea uses the Tentacle Shield in this phase, the red sections that fill in are more significant in coverage but alternate less frequently . That gives you a clearer window to plan a path to the Open node before committing. Phase three new move Move What it does Dark Filament Spike Deployment Idea hovers airborne and sends down Dark Filament Spikes that remain as arena obstacles; remove them with Cleanse The Dark Filament Spike Deployment can quickly clutter the arena if you ignore the spikes. Use Cleanse to clear them before they restrict your movement too much, especially since you need room to manage the Suction Burst and dodge the full Phase One and Two moveset simultaneously. Finishing Idea requires a contextual activation of the Overdrive Protocol . After that, there is one more brief boss encounter before the credits roll, but according to the source, it is more of a victory lap than a genuine threat. info If the Phase Three Hacking Matrix is shutting you down, focus on the Tentacle Shield windows specifically. Red sections alternate less during that move, which is your cleanest opportunity to reach the Open node and complete the Hack. What items should you bring into the Idea fight? Based on the mechanics described above, two items stand out as the most practical choices for this fight: Sticky Bombs : Help manage the increasingly complex Hacking Matrix in Phase Three by giving you more control over node navigation. Code Generator : Serves the same purpose and can make the red-cycling sections significantly less punishing. Beyond items, the core preparation checklist looks like this: Practice dodge timing against delayed attacks in earlier encounters before this fight Know the Cleanse mechanic well enough to execute it under pressure twice in Phase One Stay in Open Hacking Mode as your default; avoid Strike mode entirely Keep enough distance during Dark Filament Suction Burst to avoid the pull For more Pragmata strategies and coverage of other challenging encounters, browse more guides on GAMES.GG to keep your playthrough moving forward.]]></description>
            <link>https://games.gg/pragmata/guides/pragmata-how-to-beat-idea/</link>
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            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 07:18:50 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Get Tumbaga Ingot]]></title>
            <description><![CDATA[Tumbaga Ingot is one of Windrose's rarer crafting materials, described in-game as an ancient alloy made from copper and gold. You cannot smelt it from raw ore like most metals, which is exactly why players hit a wall when they first need it. The ingot is tied directly to gear progression, specifically weapon ascension and high-tier jewellery crafting , making it a resource you will want to stockpile rather than spend carelessly. How do you get Tumbaga Ingots in Windrose? The short answer: you find them, not craft them. According to testing documented across multiple community guides, Ancient Ruins scattered across the Foothills region are the primary source. Each ruin contains a cellar entrance, usually accessible via a rope around the structure. Head underground, clear any enemies inside, and loot the Ancient Chest at the end. The spawn rate from these chests appears common enough to be reliable, though it is not guaranteed on every run. One documented run reported around 4 Tumbaga Ingots from a single successful chest loot, but results vary. Since Windrose is currently in early access, loot tables may shift with future updates. danger Tumbaga Ingots from Ancient Chests do not respawn once collected. The total number available through chest farming is finite per save, so plan your routes carefully. Tumbaga Ingot item overview Which ruins are best for Tumbaga Ingots? Not all ruins are equal. Based on community-tested routes, these Point of Interest types yield the highest chance of Tumbaga Ingots: Ruin Type Location Notes Ancient Ruins Foothills region islands Most consistent source Trial Circle Ruins Foothills region Strong secondary option Ancient Fire Sanctuary Foothills region Reliable, often has chest at end Inhabited Ruins Various islands Lower frequency, still viable To find these on the map, open your map and hover over ruin icons. The tooltip shows how many chests are available inside, which helps you prioritize stops on a farming loop. Guaranteed Early Tumbaga Ingot If you are not ready for dungeon runs yet, or just want a guaranteed ingot without relying on RNG, complete the Eyes Wide With Fear side quest. According to sources, finishing this quest rewards: 100 XP 10 Guinea 1 Tumbaga Ingot 1 List of Essentials This is the cleanest early-game method because the reward is fixed. No chest luck required. info Complete Eyes Wide With Fear before spending time on ruin runs. That guaranteed ingot lets you make an informed decision about whether you are ready to ascend your current weapon or should keep farming first. What is the best farming route for Tumbaga Ingots? Once you are ready to farm in earnest, this loop keeps things efficient: Sail the Foothills route and mark ruin landmarks on your map Check the chest count tooltip before entering each ruin Enter via rope, clear interior enemies, loot the Ancient Chest Move to the next island and repeat Preparation makes a real difference here. Before setting out: Stock healing supplies Repair your gear at a station before sailing Bring a strong melee weapon for the enemies inside Keep inventory space open so you are not turning back early Use map markers to track which ruins you have already cleared warning Because Ancient Chest Tumbaga Ingots do not respawn, clearing every ruin on a single island and moving on is more efficient than revisiting the same locations hoping for a reset. How to use Tumbaga Ingots in Windrose The in-game item description confirms Tumbaga Ingots are required for weapon ascension . Ascension is distinct from standard upgrades: upgrading a weapon improves its stats and function, while ascension adds entirely new skills to the weapon. Ascension is locked behind quest progression, so you may collect several ingots before the system becomes available to you. Beyond weapons, the ingots also feed into high-tier jewellery crafting at the relevant crafting station. Given how finite the supply is, the smart play is to hold ingots until you have a weapon you are committed to. Spending them on gear you plan to replace wastes a resource that does not come back easily. Is it worth farming Tumbaga Ingots early? Yes, if your current weapon is strong enough to justify ascension. If you are still swapping gear every few levels, stockpile the ingots first. Players running a focused build around a favorite Rare weapon get the most value from early farming, since ascension adds new skills rather than just raw stat bumps. For more Windrose progression tips and coverage of the latest updates, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-get-tumbaga-ingot/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 07:18:08 GMT</pubDate>
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            <title><![CDATA[Pragmata Boss Guide: How to Beat LunaDigger]]></title>
            <description><![CDATA[The LunaDigger is the main boss of the Lunum Mines sector in Pragmata , a massive mechanized worm-machine that blocks your path to the Central Port . The fight takes place in low gravity, which changes how you move and position throughout the encounter. The good news: once you understand the boss's core pattern, this fight is considerably more forgiving than what waits for you in the Central Port. The key is knowing when to press your attack, which tools to bring, and how to flip the LunaDigger's own weapons against it. Where is the LunaDigger fought? The LunaDigger is the final boss of the Lunum Mines sector , encountered at the very end of the area. The game signals this clearly: there's a Shelter entrance right before the boss arena, plus an information board with additional tips. You'll also have encountered the LunaDigger earlier in the sector, roaming underground in sandy areas throughout the Lunum Mines, so you'll already have a feel for how it moves before the real showdown. Those earlier encounters aren't required fights. As documented by TheGamer, standing on solid platforms instead of sand causes the LunaDigger to ignore you entirely. If you do choose to bait it out and deal enough damage, it will retreat and unlock the Courage In Desperation achievement. Damage dealt in those pre-boss encounters doesn't carry over to the final fight, though, so treat them as practice runs rather than a way to soften the boss. info The LunaDigger has no visible health bar during the pre-boss encounters in the Lunum Mines. Dealing sufficient damage causes it to flee the area, but it resets if you return to the Shelter. How to defeat the LunaDigger Phase one: targeting the mouth armor The first phase of this fight revolves around breaking the LunaDigger's mouth armor. According to Deltia's Gaming, the boss burrows underground and only surfaces briefly, giving you short windows to deal damage. Metallic structures appear throughout the arena during this phase, and climbing them gets you to higher ground, which makes targeting the mouth significantly easier. This first phase lasts two cycles, giving you a total of four opportunities to attack. Use every one of them. The source notes that this is your best window to stack debuffs on the boss before the structures are destroyed. Once all the metallic structures collapse, you move into the more direct confrontation. info Position yourself as close to the LunaDigger's mouth as possible during phase one. This maximizes your damage output and keeps you safer from most of its attacks. Use platforms for high ground Phase two: direct combat and DigBit redirection Once the structures are gone, the LunaDigger fights on the surface. It will chase you with a lunging attack and can stagger you by emerging directly underneath your position. Both are dodgeable. The Impact Barrier is the standout tool here. Deltia's Gaming notes that the game actually gives you a short tutorial on using it before the fight, and for good reason: it blocks most of the LunaDigger's attacks and staggers the boss when it makes contact with the shield. Pair that with Offensive Mode or Hybrid Mode to overheat the boss more efficiently, since the LunaDigger's continuous digging makes it relatively easy to push into overheat. The biggest phase two mechanic is the DigBit Deployment . The boss deploys a series of DigBits (also called Digger Bots in Deltia's source) into the ground, which then dash toward you. Hack them before they hit, and they redirect straight back at the LunaDigger for significant damage and faster stagger buildup. According to Deltia's Gaming, redirected DigBits can carry you through the entire second half of this fight if timed correctly. As the LunaDigger's health drops below half, TheGamer notes that the upper section of its body near the mouth becomes exposed , giving you more surface area to attack when the boss is Opened through Hacking. The trade-off: it becomes noticeably more aggressive, stacking multiple attacks simultaneously. Expect the boss to combine DigBit Deployment , Mouth Laser , and Missile Rain in sequence, meaning you're managing three threats while trying to maintain a hack. warning The Mouth Laser has significant stun-lock. If it catches you at any point during the attack, you'll likely be locked into the full duration. Prioritize dodging this above all other attacks. LunaDigger full move list Move Description Missile Rain Volley of missiles raining across the full arena for several seconds Emerging Grab Boss surfaces and lunges forward into a grab attack Mouth Rush Boss slithers along the ground toward you after emerging DigBit Deployment Boss deploys DigBits into the ground; they dash toward you but can be hacked and redirected Leaping Bite Dive Boss arches over a large portion of the arena and slams its head back into the sand Mouth Laser Boss fires a laser across the arena in a straight line with heavy stun-lock What are the best weapons for the LunaDigger? Both sources agree that ranged weapons are the right call here given the boss spends most of the fight underground or at range. The Photon Laser is consistently highlighted as a top pick, fitting the bill for both overheating the boss and dealing burst damage in short windows. The Riot Blaster and Pulse Carbine are solid secondary options according to Deltia's Gaming. TheGamer specifically calls out the Charge Piercer and Stasis Net as useful, while noting the Shockwave Gun is a poor choice for this encounter given the range requirements. For hacking tools, the Code Generator and Sticky Bombs are recommended by TheGamer as counters to the increasingly complex Hacking Matrix as the boss's health drops. For a quick reference, here's the full recommended loadout based on both sources: Weapon / Tool Role Impact Barrier Block attacks, stagger the boss on contact Photon Laser Primary damage and overheat Charge Piercer Ranged burst damage Pulse Carbine Flexible ranged option Riot Blaster Burst damage alternative Code Generator Counter complex Hacking Matrix Sticky Bombs Hacking support Stasis Net Crowd control utility info Use Decode to soften the LunaDigger's armor before committing to a full damage burst. The boss's Hacking Matrix gets more complex as its health decreases, so keep your hacking tools upgraded before entering this fight. Key tactics that most players overlook A few things that make a real difference in this fight: Circle-strafe the AOE barrage. The LunaDigger's AOE attacks are telegraphed by red circles on the ground. Constant circular movement around the boss avoids most of them without burning dodge stamina. Use Confusion. Deltia's Gaming recommends the Confusion ability specifically to throw the LunaDigger off your trail during the surface phase. Restock at the arena edges. Once the metallic structures fall, move to the edges of the arena. Both ammunition and additional hacking nodes are available there, according to Deltia's Gaming. Hack the DigBits fast. Redirecting DigBits back at the boss isn't just extra damage, it's your fastest route to a stagger and a Critical Shot opening. TheGamer identifies this as the primary stagger method in the fight. Use a Decoy Generator if you're struggling. Deltia's Gaming flags this as a reliable backup option for players finding the surface phase too aggressive. What do you get for defeating the LunaDigger? Defeating the LunaDigger rewards you with the Shelter License Key 4 , which unlocks the final tier of upgrades in the Shelter. Deltia's Gaming also notes that it unlocks an additional Stamp Board in Cabin's Stamp Club . TheGamer confirms you also receive the means to move on to the next sector after the fight. For more boss strategies and Pragmata coverage, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/pragmata/guides/pragmata-boss-how-to-beat-luna-digger/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 07:12:28 GMT</pubDate>
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            <title><![CDATA[Pragmata Boss Guide: How to Beat the Garden Keeper]]></title>
            <description><![CDATA[The Garden Keeper sits at the end of Pragmata's Terra Dome, and it earns its reputation. This scorpion-shaped mech, formally catalogued as the Large Bot , is fast, has reach across most of the arena, and will punish you hard if you ignore its weak points or mistime a dodge. Beating it comes down to reading its attack patterns and knowing exactly where to aim. Where is the Garden Keeper fought? The Garden Keeper is found in the Terrarium , a sub-zone at the very end of the Terra Dome region. The entrance to the boss arena is a hole in the ground, so if you haven't restocked at the Shelter yet, do that before you drop in. According to TheGamer's coverage of the fight, you can return here after the main story to fight the boss again if you want a rematch. info Restock at the Shelter before entering. The arena entrance is a one-way drop, and going in underprepared is the most common reason players wipe here. Terra Dome Terrarium arena drop What attacks does the Garden Keeper use? The Garden Keeper has access to most of its moveset from the opening seconds of the fight. Two attacks, Lightning Strikes and Aerial Tail Lasers , only unlock once the boss drops below half health. Here's the full breakdown: Attack Description Key Dodge Tip Leaping Pincer Swipes Most common attack. Fast sideways slashes with pincers, can chain into a second swipe or an Arm Slam. Dodge to the side, not backward. Arm Slam Boss slams all arms down in front of itself. Wide area. Dodge away early. Shock Mines Mines placed around the arena. Contact roots you in place for a few seconds. Shoot mines from distance before approaching. Trapped Tail Grab If you're rooted by a mine and the boss reaches you, it grabs Hugh. Escape via Diana's Hacking minigame. Avoid mines entirely. Wide Tail Spin Boss reels back, then spins its tail to hit most of the arena. Wait for the tail to approach, then dodge. Dodging early still gets you hit. Tail Shock Explosion Boss stabs tail into the ground, creating a red circle that explodes after a short delay. Both the stab and explosion deal damage. Back off immediately and use this window to attack the tail. Lightning Strikes (Phase 2) Boss stands still, raises tail, and lightning rains down for several seconds. Keep moving. Aerial Tail Lasers (Phase 2) Boss mounts a wall and fires spreading laser prongs. Cannot be interrupted. Dodge through the gaps until the attack ends. Missiles (Phase 2, wall-mounted) Fired after the second laser volley. Can be redirected to damage the boss. Use Diana to redirect them back. Many of these attacks have two damaging phases or follow-up hits, which is why timing matters so much. A dodge that's too early on the Wide Tail Spin, for example, will still connect because the tail hasn't passed yet. How do you deal damage to the Garden Keeper? The Garden Keeper has three weak points, and they are not equal. As documented by TheGamer: Head (least damage) Underside/Belly (middling damage) Tail (most damage) The tail is your primary target whenever it's accessible. During the Tail Shock Explosion , the tail stays planted in the ground for a few seconds, which is the best free-damage window in the fight. Dump everything into it. When the boss mounts the arena walls in Phase 2, the tail becomes hard to reach. Switch focus to the belly and keep firing upward with a weapon that has good range at altitude. For hacking, Decode softens the boss and is worth applying whenever you have the opening. Multihack and Confuse are both strong options here too. Deltia's Gaming notes that Confuse is one of the most powerful hacks available and can be found fairly early in the Terra Dome. The Decoy Generator is also useful: drop one to pull the boss's attention, then apply Decode from a safe angle. Just stay clear of the tail's sweep range even when the boss isn't targeting you directly. When the boss fires homing missiles during the wall phase, use Diana to redirect them back at the Garden Keeper. This deals damage to both its HP and its heat-up gauge. warning The Decoy Generator will not protect you from tail sweep collateral. The tail's range is wide enough to clip you even when the boss is focused elsewhere. What happens at half health? Once the Garden Keeper drops below 50% HP, two things change. The boss gains access to Lightning Strikes and Aerial Tail Lasers, and its Hacking Matrix expands , adding impassable and error nodes that make hacking harder. TheGamer recommends the Code Generator and Sticky Bomb to handle the expanded matrix, with the Overdrive Protocol as a solid backup. The wall-mounted laser phase is not cancellable, so don't waste resources trying to interrupt it. Read the floor trails left by the laser prongs and stay between them until the attack ends, then punish the belly. danger Dodge the Wide Tail Spin late, not early. The hitbox follows the actual tail position. Reacting to the startup animation rather than the tail itself is the most common way to eat this attack. What are the best weapons for this fight? Both Deltia's Gaming and xboxplay.games point toward ranged, accurate weapons as the best choice here, since a significant portion of the fight involves targeting the tail and belly from distance. Here are the weapons recommended across sources: Pulse Carbine : Consistent fire rate and accuracy. Reliable for hitting the tail even when the boss is on the arena walls. Photon Laser : Strong for sustained damage on exposed weak points. Stasis Net : Can freeze the boss briefly, giving you clean shots at the tail. Decoy Generator : Pulls aggro for hacking windows. Code Generator : Best tool for managing the expanded Hacking Matrix in Phase 2. Sticky Bomb : Also solid for Phase 2 matrix management. xboxplay.games specifically advises against the Riot Blaster for this fight due to its limited range making it nearly impossible to hit the boss during the pillar/wall phase. What do you get for beating the Garden Keeper? Defeating the Garden Keeper rewards a Shelter License Key . According to Deltia's Gaming, this key unlocks Tier 3 upgrades, new Training Simulator challenges at the Cabin, and additional upgrades for all of Diana's hacks and Hugh's weapons. It also lets you continue into the next sector of the game. info The Garden Keeper can be fought again in the post-game if you want to grind the encounter or test new loadouts. The fight has a consistent rhythm once you understand it. The first half is about staying mobile and punishing the tail during Shock Explosion windows. The second half adds the wall phase and the expanded hacking challenge, but the core strategy doesn't change. Keep your dodges timed to the actual hit rather than the startup, and the Garden Keeper becomes manageable. For more Pragmata walkthroughs and strategies on other bosses, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/pragmata/guides/pragmata-boss-how-to-beat-the-garden-keeper/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Mon, 20 Apr 2026 07:12:27 GMT</pubDate>
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            <title><![CDATA[Sailor Piece Guide: How to Get the Blood Ring]]></title>
            <description><![CDATA[The Blood Ring is one of the most sought-after mythical drops in Sailor Piece , and for good reason. You need it for two separate Ascension levels and to unlock the Vampire King fighting style. The catch? It only drops from one boss, that boss only spawns after you clear another one first, and the drop rate sits below 5%. Here's exactly how to get it without wasting hours on the wrong server. Where does the Blood Ring come from? The Blood Ring drops exclusively from the Vampire King boss on Sailor Island . According to Eurogamer's guide, the Vampire King spawns at the central courtyard building on Sailor Island roughly 6 minutes after the Solo Hunter boss has been defeated . The two bosses rotate through the same spawn point, so you cannot skip Solo Hunter and go straight to the Vampire King. To reach Sailor Island, open any portal and select the Teleport option next to the Sailor Island listing. Once you land, head straight to the temple structure in the middle of the courtyard. That timer on the building tells you exactly how long until the next boss appears. info If the Vampire King was just defeated when you arrive, you can leave the game and reload into a different server. Cycling servers this way, as noted by Eurogamer, is the fastest method to find a live Vampire King without sitting through the full spawn timer. What is the Blood Ring drop rate? The two sources available give slightly different numbers here, so it is worth flagging the discrepancy. Beebom reports a 2% drop rate , while Eurogamer's guide lists the drop at 4.40% . Both are citing the same boss and the same item, so the difference likely reflects a patch change between publication dates. Eurogamer's guide was published on April 17, 2026, making it the more current figure. Treat 4.40% as the working number, but understand you are still grinding. Detail Value Boss name Vampire King Location Sailor Island courtyard Spawn condition Defeat Solo Hunter first Spawn timer ~6 minutes after Solo Hunter dies Boss HP 20 million Blood Ring drop rate 4.40% (Eurogamer, April 2026) At 4.40%, you should expect to fight the Vampire King roughly 20 to 25 times before seeing a single Blood Ring. Plan accordingly. How to farm the Vampire King efficiently Sailor Piece Guide: How to Get the Blood Ring Build and race recommendations The Vampire King has 20 million HP and uses lifesteal, which means drawn-out fights work in his favor. Beebom recommends bringing a high-tier sword and selecting a race or clan with a large HP pool, strong regeneration, or lifesteal of your own to offset his sustain. Matching his lifesteal with your own recovery keeps you in the fight longer without burning consumables. Party farming Bringing a full party to the Vampire King cuts the kill time significantly. Every player in the fight has an independent chance at the Blood Ring drop, so coordinating with friends means the group collectively sees more drops per hour. After a session, you can trade rings between party members to fill out everyone's requirements faster. warning The Vampire King's lifesteal makes solo farming slow and punishing if your build is not optimized. If your damage output is low, partying up is not just faster, it is the practical choice. Server hopping After killing the Vampire King, immediately leave and rejoin a new server. There is a reasonable chance another server already has the Vampire King active. Repeat this cycle and you avoid the 6-minute wait entirely on most attempts. This is the single biggest time-saver for dedicated farming runs. Can you get the Blood Ring through trading? Yes. Beebom confirms that the Blood Ring can be obtained through the in-game trading system. Because it is a mythical item, other players will typically ask for high-value materials in return. Always check both trade windows carefully before confirming any exchange. Given how rare the ring is, anyone offering one cheaply is either making a mistake or setting up a bad deal. What are all the uses for the Blood Ring? The Blood Ring has three confirmed uses in Sailor Piece, based on both sources. Ascension 4 You need 1 Blood Ring to reach Ascension 4. Ascending boosts your base stats and is required to progress through the game's power ceiling. The Ascension Merchant on Sailor Island handles both transactions. Ascension 6 Ascension 6 costs 3 Blood Rings . This is the bigger grind of the two Ascension requirements, and Beebom specifically flags that you should save rings for this tier before spending them elsewhere. Ascension is also tied to code redemption eligibility in Sailor Piece, so skipping it has downstream consequences. danger Do not spend your first Blood Ring on the Vampire King fighting style before securing your Ascension 6 materials. You need 3 rings for Ascension 6 alone, and the fighting style only costs 1. Prioritize Ascensions first. Vampire King fighting style According to Eurogamer, unlocking the Vampire King fighting style requires heading to the back left corner of Sailor Island and speaking to the Vampire King NPC . Before you can purchase the style, you must belong to the Vampire Race and hold the Vampire King Title . Once those conditions are met, the full cost is: 6.5 million Cash 10,000 Gems 5x Soul Amulet 1x Blood Ring 1x Casull The Blood Ring is the rarest ingredient in this list by a considerable margin, which is why the race and title requirements exist. The developers clearly intended this style to sit behind a meaningful grind. For more Sailor Piece help and other Roblox game guides, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/roblox/guides/sailor-piece-how-to-get-the-blood-ring/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 20:37:18 GMT</pubDate>
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            <title><![CDATA[Mouse P.I. For Hire Guide: All Collectible Locations]]></title>
            <description><![CDATA[Mouse P.I. For Hire packs 201 collectibles across its missions, tied to trophies, achievements, and some genuinely hidden secrets that reward players who poke around every corner. Knowing what you're hunting and where to look before you start a mission is the difference between a clean run and a frustrating backtrack session. This guide covers every Newspaper, Baseball Card, Comic, Secret Figurine, and Schematic, organized by mission so you can grab them as you go. What collectibles are in Mouse P.I. For Hire? There are five collectible types spread across the game: Collectible Type Total Count Trophy/Achievement Newspapers 38 Extra! Extra! (Silver) Baseball Cards 41 Card Shark (Bronze) Comics 29 The Prequel (Silver) Secret Figurines 10 None required Schematics 83 We'll B.A.N.G., ok? (Gold) The Schematics trophy only requires 63 of the 83 total, so you have some breathing room there. The other three trophy types require every single one, which makes knowing the missables especially important. warning Baseball Cards earned as Side Job rewards and any collectibles found in the final 2 missions cannot be recovered from the shop after the fact. Plan accordingly before entering those missions. Prologue: Big Mouse, Little Hope The prologue sets up the game's collectible logic quickly. There are 2 Comics and 1 Schematic to grab here. Comic 1: From the spinning floor room, head upstairs into the next room, turn around to face the counter, enter the open vent, and grab the collectible at the end. Comic 2: After watching your target escape down an elevator, go up the stairs. The comic is on the floor. Schematic: After grabbing the second comic, go into the next room. The schematic is inside the safe. Mouse P.I. For Hire Guide: All Collectible Locations The Vanishing Act This is the first full mission and has the highest density of collectibles in the early game. There are 3 Newspapers , 3 Baseball Cards , 3 Comics , 4 Schematics , and 1 Figurine here, plus 8 additional Baseball Cards available for purchase from the shop. Newspapers, Comics, and Baseball Cards Newspaper 1: After showing your ID to the MPD Lieutenant, go through the door and check the locker on the right. Comic 1: After going through the vent to the backstage, use the lever on the far left to open the curtain. The comic is on one of the seats near the MPD Rookie. Baseball Card 1: After the first enemy encounter, go up the stairs they came from. The card is on the table at the top. Baseball Card 2: In the apartment building, go up the first flight of stairs, break the window to reach the balcony, break another window to enter an apartment, and grab the card on the stool by the door. Comic 2: After exiting the apartments and defeating enemies on the street, go to the far right of the street. The comic is on a bench. Newspaper 2: Inside Betty Deux-Fiddle's apartment, on the kitchen counter. Baseball Card 3 (in-office): At the P.I. Office, go into your actual office and check your dresser. Schematics Schematic 1: In the apartment building, shoot the box blocking the bathroom door to get the Loft Key, then use it on the locked door to find the schematic on the table. Schematic 2: After going through the subway and reaching the next typewriter, it's on a nearby table. Schematic 3: After defeating enemies who arrive by train, board the train and exit through the top left doorway to reach the tracks. Find the safe with the schematic. Schematic 4: In the same area, enter the bathroom below the stairs. Figurine Figurine: After reaching the P.I. Office, enter the Little & Big Bar, go into the kitchen, tailpick the door, and head into the basement. The figurine is on a stack of books. info The 8 purchasable Baseball Cards in The Vanishing Act cost 500 coins for 4 and 1,000 coins for the other 4. You do not need to buy them immediately. Pick them up gradually as you visit the shop between missions. Gumshoe in the Opera This mission introduces the double jump ability, which opens up a backtrack opportunity for one collectible. Grab the double jump before leaving the area where you fell into the basement. Schematic 1: At the mission start, jump on top of the vent by the garbage. Newspaper 1: From the previous schematic, enter the building. The newspaper is on the table directly to the right. Baseball Card 1: After tailpicking the door past the Stage Designer, check the table to the right of the breakable wall. Comic 1: Blow up the wall and drop to the balcony. The comic is underneath the small plank ramp. Newspaper 2: On the chair directly beside the Old Rat Stuntman who gives you the double jump. Baseball Card 2: After unlocking the double jump, backtrack to where you fell into the basement and double jump onto the nearby ledge. The card is on boxes at the end. Schematic 2: From where you learn the double jump, drop to the platforms in the water. The schematic is in the safe. Schematic 3: After learning the double jump, follow the path over the water to the next platform. The schematic is on a barrel to your left. Comic 2: During the escape while the building is on fire, open the door to the main hall from the balcony seats, immediately turn right, jump over the fire, open the door to a hallway, and check one of the cabinets. Newspaper 3: After returning to the P.I. Office and pinning your clues, buy this from the Paperboy outside your office. Mouse P.I. For Hire Guide: All Collectible Locations Bandel's Laboratory This mission features a giant octopus tank and a giant head room as landmarks you can use to orient yourself while hunting. Schematic 1: After climbing the ladder to one of the typewriters, look left. The schematic is under a pallet. Newspaper 1: From the giant octopus room, go upstairs and enter the only open door. The newspaper is on a stack of books on the left. Baseball Card 1: In the giant head room, face it, then go down the small stairs on the left. Crouch under the stairs past the fencing to find the card at the end. Newspaper 2 and Schematic 2: After defeating the first boss, enter the room by the stairs. The newspaper is on the desk on the right, the schematic on the table to the left. Comic 1: From the lever that activates the projector room light, tailpick the door to the right. The comic is on a chair to the left. Comic 2: From the lever that raises the train out of the water, tailpick the door to the left. The comic is on a table to the right. Baseball Card 2 and Schematic 3: After climbing the broken pathways to activate the elevator, turn around and double jump onto another broken platform. Newspaper 3: After the previous collectibles, go up the elevator. The newspaper is in a trash can to the right. Schematic 4: From the newspaper, go down the stairs. The schematic is in a safe under the stairs. A Bit of a Scene This mission takes you through a police station with multiple entry routes. The vent path on the left side is the one that leads to collectibles inside the jail area. Schematic 1: After climbing the ladder into the building, turn left immediately. Baseball Card 1: After the street ambush, walk to the end of the road and go down the stairs on the left. Newspaper 1: After coming back down from the train area, double jump over the brick wall on the right. The newspaper is in the trash ahead. Newspaper 2: After taking the trampoline across to the other apartment building, go through the window. The newspaper is on a chair to the left. Schematic 2: After shooting the target to lower the pipes, cross over. The schematic is in the dresser. Schematic 3: Enter the police station through the left vent. At the jail area, open the gate on the right side. The safe inside holds the schematic. Schematic 4: From the previous schematic, get the prison key from a side room. One of the jail cells has the schematic under the bunk. Comic 1: After reaching the police station offices, jump over the boxes on the left and enter the left office. The comic is on the desk. Comic 2: From outside the police station, go right, jump onto a car, and double jump over the fence. The comic is on a chair to the left. Baseball Card 2: From the previous comic, jump over the next fence, shoot the explosive to break the wall, re-enter the jail cells, get the jail key from the room on the left, and unlock the far left cell with tally marks. The card is in the bowl. Cheeseball Sub The timed tailpick in this mission is the one collectible that requires real urgency. If the lock jams, you need to reload from your last save. Newspaper 1 and Schematic 1: After reaching the first train, turn around and grab the Ticket Booth key from the crate. Follow the tracks, unlock the door on the right, and go to the end. The newspaper is in the lit room, the schematic is on the bunk bed in the room on the left. Newspaper 2: In the broken floor room, jump up the boxes to a higher level. Go past the wooden fence. The newspaper is on one of the boxes. Baseball Card 1 (timed): After climbing to the second set of train tracks, turn left and tailpick the door. Complete the pick before the timer runs out or the lock jams. Follow the path to the locker room. The card is hanging on a clothesline on the right. Schematic 2: From the suspended train car room, break the window in the top left, jump up, shoot the explosive barrel to break the wall, follow the path through the train to the platform, turn left, and jump into the tipped train. Newspaper 3: After climbing the small ladder further into the sewers, go to the second room. The newspaper is on a box immediately to your left. Comic 1: In the boss arena, jump to the very top of the middle cargo crate. The comic is on the metal grate near the edge. Schematic 3: After the second water glide section, the schematic is on the lower section at the end. Avoid the water as it deals heavy damage. Use double jump into the updraft to get back up. Schematic 4: After going through the vent, tailpick the door ahead, then jump into the water and follow the tunnel at the bottom to a hidden safe. Figurine: From the previous schematic, return to the main room and activate the lever to start an updraft. Glide up, land on a platform, grab the explosive barrel from the top of the train car, and throw it at the breakable wall to reveal a secret room. The figurine is on a shelf inside. info The water in Cheeseball Sub deals significant damage when you're submerged. For the Schematic 3 detour, drop carefully and use the updraft mechanic to recover altitude afterward. Swamp Oddity: The piano puzzle This mission has one of the game's most memorable secrets. After talking to the Old Shrew and entering the music room, you'll find a comic on the piano. Interact with the piano and press the keys A C E G in that exact order. You'll know it worked when Jack makes a Dark Souls 1 reference. The dresser back in the Old Shrew's room will open, revealing a Baseball Card pinned to the wall and a Schematic in the safe. Other collectibles in Swamp Oddity: Newspaper 1: On the wooden platforms in the swamp, pinned to the wall in the shack. Schematic 1: After lowering the bridge, jump onto the cages on the left and jump to the small wooden room. The schematic is on the ground. Newspaper 2: After the piano puzzle room, go back to the main hall, head through the door to the office, go through the hole in the wall to the left, and jump over the desk. Schematic 2: After exiting through the vent to the outside, go behind the building. The schematic is pinned to the wall. Newspaper 3: After returning to the P.I. Office and pinning your clues, buy from the Paperboy. White Lies and Dark Secrets: The three bells The Figurine in this mission requires shooting 3 bells to unlock the church. The first bell hangs in front of the house where you find a clue. The second hangs on the tree in the center of the area. The third is the giant bell at the top of the church. Once all three are shot, enter the church and pick up the figurine from the room on the left. Other collectibles in White Lies and Dark Secrets: Schematic 1: After getting the Kiss Kiss weapon, enter the house on the right and go into the room to the right instead of dropping down the hole. Baseball Card 1: After exiting the cave, go toward the barn on the right. Walk around the left side of the barn across the balcony. The card is on a crate at the end. Schematic 2: On the ground near the first wedding ring. Comic 1 and Schematic 3: After exiting the barn back outside, jump across the gap. The comic is under the stairs directly ahead. Follow the fence path to find the schematic pinned against a crate. Schematic 4: After entering the mansion, go up the stairs and tailpick the door. The schematic is in the safe. The House of the Empty Mouse: Three statues This mission has the most elaborate Figurine puzzle. After opening the mansion, find 3 statues and bring each to the library pedestals. Statue 1: On the bed in the bedroom. Statue 2: Break the barrel in one of the jail cells. Statue 3: Go up to the top floor from the main staircase and head to the end of the hall. Place all three on the library pedestals and a secret door opens to the right. The figurine is on one of the tables inside. Other collectibles in The House of the Empty Mouse: Comic: After dropping the wooden barricade to reach the basement, jump onto the shelf on the right and crawl through the vent. The comic is in the middle of the vent. Schematic: After exiting the cellar back outside, go to where you broke the metal pillar earlier to break the wall. Crouch under the wooden boards. The schematic is on a crate. How to efficiently farm coins for shop purchases The shop is your safety net for most collectible types, but coins are required. Baseball Cards from the shop cost either 500 or 1,000 coins each. Playing through missions thoroughly and looting every area keeps your coin count healthy. There is no specific farming method documented in the available sources, so the best approach is simply to explore thoroughly on your first pass and use the shop as a backup rather than a primary source. Getting all 201 collectibles takes attention across every mission, but the structure is forgiving for most types. Focus your in-mission diligence on Figurines and Schematics since those have no shop fallback, keep Side Job prerequisites in mind before the relevant missions, and let the shop clean up anything else you missed along the way. For more gaming guides and trophy hunting resources, browse more guides on GAMES.GG to find walkthroughs for other recent releases.]]></description>
            <link>https://games.gg/mouse-pi-for-hire/guides/mouse-p-i-for-hire-all-collectible-locations/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 20:35:47 GMT</pubDate>
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            <title><![CDATA[Mouse P.I. For Hire Guide: All Schematic Locations]]></title>
            <description><![CDATA[Mouse P.I. For Hire hides 89 schematics across its levels and side jobs, and they are the only way to upgrade your weapons at B.A.N.G stations . You cannot buy them in the shop, and levels are not replayable, so missing too many on a first run will lock you out of upgrades permanently. The good news: you only need 63 of the 89 to fully upgrade every weapon and unlock the We'll B.A.N.G., Ok? trophy or achievement, giving you a buffer of 26 you can safely skip. danger Schematics cannot be purchased from the in-game shop and levels cannot be replayed. Plan your route carefully on your first playthrough to avoid missing more than 26. How do schematics work in Mouse P.I. For Hire? Each weapon requires 9 schematics to reach maximum upgrade level at a B.A.N.G station . With 7 fully upgradeable weapons implied by the 63-schematic requirement, collecting every single one is not mandatory, but staying aware of your count per level keeps you on track. Most schematics are tucked inside safes, on tables, pinned to walls, or hidden behind destructible objects. A handful are awarded for completing side jobs rather than found in the environment. B.A.N.G station upgrade screen What is the fastest way to find all schematics? The missions below are listed in the order they appear in the game, based on data from PowerPyx and ShowGamer. Each entry describes exactly where to go so you can grab every schematic without backtracking. Big Mouse, Little Hope (prologue and return) The game opens here and revisits this location later. Across both visits there are 4 schematics total. After descending the large staircase, enter the next room and open the safe inside. Near the room with the locked mechanical door, check the small room beside the lever. Kick the glass to get inside. After watching Soyer descend the elevator, take the stairs down and find the ladder . Climb it for the schematic. On your return visit, the schematic is in the same safe as the very first one you found in the prologue. The Vanishing Act Four schematics spread across an apartment building and a subway section. In the apartment building, shoot the box blocking the bathroom door to get the Loft Key , then use it on the locked door nearby. The schematic sits on the table inside. After reaching the next typewriter in the subway, check a table close by. After defeating enemies who arrive by train, board the train and exit through the top left doorway onto the tracks. A safe there holds the schematic. In the same area, enter the bathroom below the stairs to find another on the table. Gumshoe in the Opera Three schematics, all tied to vertical exploration. Right at the start, jump on top of the vent. After learning the double jump, drop to the platforms in the water and open the safe . Follow the path over the water to the next platform and look on the barrel to your left. Bandel's Laboratory Four schematics, including one that requires chaining movement after the elevator. After climbing the ladder to one of the typewriters, look left to spot the schematic under a pallet . After the first boss fight, enter the room beside the stairs. It is on one of the tables. After activating the elevator via the fallen pathways, turn around and double jump onto a broken platform. From that same spot, ride the elevator up, go down the stairs on the right, then go under the stairs and tailpick the safe. A Bit of a Scene Four schematics, with two requiring the jail section. After climbing the ladder into the building, turn left immediately. The schematic is on the floor. Shoot the target to lower the pipes, cross over, and check the dresser . Take the left vent into the police station. In the jail area, open the gate on the right and tailpick the safe. Still in the jail cells area, find a side room with the prison key. One of the cells has the schematic under the bunk . Cheeseball Sub Four schematics, including one that requires jumping into water with heavy damage risk. After getting the Ticket Booth Key near the first train, unlock the door, follow the stairs, and go into the left room. The schematic is on the top bunk. From the room with the suspended train car, break the top-left window, shoot the explosive barrel to blow the wall, follow the path through the train to the platform, turn left, and jump into the tipped-over train. After gliding over the second body of water, the schematic is in the lower section at the far end. Water deals heavy damage here. Use a double jump into the updraft to escape. After the vent, tailpick the door ahead, jump into the water, and follow the tunnel at the bottom to a hidden safe. warning The water in Cheeseball Sub deals significant damage. Grab the schematic quickly and use the updraft double jump to get back out without dying. "Once Upon a Time..." by Tinsel Bros Four schematics across a film set environment. After crossing the hole in the ground, go up the stairs on the left. The schematic is on a table. At the second set, drop down below to find one on the tables. After swinging across the top of the drawing room, check the tables on the other side. Get the key from Betty's dressing room , go outside, unlock the door on the right, tailpick the door on the left, then tailpick the safe at the bottom. A Bit of Curd and Pepper One schematic, easy to grab at the mission start. At the very start of the mission, check the top left of the room for a safe containing the schematic. Saltwater Cambozo Three schematics, all requiring some platforming or environmental awareness. After the opening stairs, jump up the wooden beams on the right side of the buildings until you reach an open window. The schematic is inside. After talking to Cameron Bozo and dropping into the yard, go to the top right and kick boxes to reveal a hidden path. Climb the ladder and look left. After breaking the power boxes to open the gate, jump over the truck and break boxes to uncover a vent. The schematic is inside. White Lies and Dark Secrets Four schematics across a countryside and mansion setting. After picking up the Kiss Kiss weapon, enter the house on the right. Skip the hole and go into the room on the right instead. The schematic is on the wall. On the ground near the first wedding ring. After exiting the barn, jump the gap and follow the fence on the right. The schematic is behind some crates. Inside the mansion, go upstairs and tailpick the door. The safe in that room holds the schematic. Damp Evidence Four schematics across a mine and swamp area. Near the wooden shacks by the mine entrance, jump onto the roof of the shack in front, then over to the broken bridge. The schematic is on the ground. After leaving the mine, go downhill and enter the opened building. The schematic is on the wall behind the shelf. In the swamp, jump onto a tree platform and swing across. The schematic is pinned to the tree. At the Cheeselegger's hideout , go down the middle and turn right when the building ends. A safe holds the schematic. Shrewd Shrews Four schematics, including one tied to a puzzle room with levers. After dropping down the waterfall, turn around and walk back through it. Follow the stairs and jump the gap. The schematic is on a table. In the lever room that activates updrafts, jump through the broken fence into the pistons and gears section. The schematic is by the small wooden boat. While chasing the magnet, look left after climbing one of the ladders. After the fighting ring, go upstairs, turn around, and follow the wall to a safe tucked in the corner. It All Points Here, Right? Four schematics in what appears to be a performance or entertainment venue. After blowing the wall and dropping down, jump onto crates in the far left corner and reach the small platform above. After the vent leads to balcony seats, pick up the Dressing Room key from the windowsill. Return to the bar, unlock the dressing room, take the warp pipe, and open the nearby safe. After using 4 Secret Tickets to unlock a door, go forward and find the schematic pinned to crates in the top right. After opening the giant mouth and going inside, check the tables. Swamp Oddity Three schematics, including one behind a piano puzzle. After lowering the bridge, jump onto the cages on the left and over to the small wooden room. The schematic is on the ground. After speaking with the Old Shrew , go to the music room and interact with the piano. Press the keys A, C, E, G in that order. Exit the room and a dresser will open, revealing a safe with the schematic inside. After exiting through the vent outside, go behind the building. The schematic is pinned to the wall. info The piano puzzle in Swamp Oddity requires pressing A, C, E, G in sequence. According to PowerPyx, the game confirms you did it correctly with a Dark Souls 1 reference from Jack. To Catch a Mockingmouse Four schematics, including one during the escape sequence. Behind the stage of the band playing in the Banquet Hall, on a table. In Kitchen 2, grab the Storage Key by the door and take the Warp Portal in the storage room. The schematic is on the table. Still in Kitchen 2, use the storage room Warp Pipe to reach Cabin IX , unlock it with the Cabin IX key, go through the vent, drop down the hole, pick up the Captain's Key , and tailpick the safe in the captain's room. During the boat escape sequence, the schematic is visible inside one of the cages. "The Bookkeeper" by Tinsel Bros Three schematics in a cave and cliff environment. After dropping through the building floor several times, break the crates on the right and enter the cave. A safe holds the schematic. After picking up the Bookkeeper's Letter , look left to spot a distant safe. Climb the wooden platforms and shoot the targets to lower the hook, then swing across to it. From that same safe, return to the cliff and find a small hole in the cliff face. The schematic is pinned to the wall inside the cave. One Flew Four schematics across a flooded and brain-themed area. In the water-filled room, jump in and find a way under one of the bridges into the center area. The schematic is on crates. In the room with the brain, the schematic is on the board. After getting the Jar-Head gun , go through the door and enter the newly opened warp pipe. Go through the door on the right, climb the ladder, and find the schematic on the table by the door. On the top floor balcony, jump to the roof of the center area and open the safe. ?lednaB evetS lleH eht erehW Four schematics across a rooftop, boat, and hell-themed section. After jumping onto the roof, the schematic is on the table. On the boat, go upstairs and find it on a crate. In the hell section, cross the platforms to the wall-running segment. Look right and jump to the small rock ledge. The schematic is in the safe. After turning on the gears, parkour up the platforms to the typewriter, turn left, and follow the jump pads to the locked room with the schematic. "Fatal Repulsions" by Tinsel Bros Three schematics across a castle and swamp. In the castle area, after enemies kick down the giant painting, enter the revealed room and go through the vent. The schematic is in the safe. After dropping from the vent into the swamp, the schematic is pinned to the wall in the top-right room. After defeating Reggie and taking the warp pipe, the schematic is on the desk. Glugging from the Deep Four schematics across a port and underwater section. At the very start, jump up to the warp pipe ahead. The schematic is on the table. At the port, parkour up the right side of the roof into the large building and enter the vent. The schematic is pinned to the wall. Underwater, once you reach the large area with the submarine visible on your right, climb the nearby ladder. The schematic is in the safe ahead. After defeating Ze Professor and re-entering the water, the schematic is near the giant dead fish. Jack Squat Three schematics across a flooded environment. Pinned to the wall of Tammy's building . In the cellar, pinned to the wall directly on the main path. After the first flood escape, follow the main path until you need to drop down again. Instead of dropping, jump across to the other platform and open the safe. The House of the Empty Mouse One schematic in a hidden wall section. After exiting the cellar back outside, go to where you broke the metal pillar earlier and break the wall. Crouch under the wooden boards to find the schematic on a crate. Fair Enough Four schematics in the final stretch. Near the boats, blow up the wall to find the hidden room. Shoot the target on top of the building to open the warp pipe leading to the schematic. After talking to Wanda , head toward the stairs and go up the stairs on the right. The schematic is on a display to the left. After fighting enemies in the statue-filled courtyard, go through the gate and jump up the boxes to reach a board you can climb into the crate. In the room full of crates, go to the top right corner and open the safe. Do you need every schematic for 100% completion? No. The We'll B.A.N.G., Ok? trophy and achievement only requires 63 of the 89 schematics, meaning you can miss up to 26 without losing the unlock. That said, fully upgrading every individual weapon does require 9 schematics each, so if you want maximum firepower across the board you will want to stay thorough in each level. For more guides covering action-platformers and collectible hunts, browse more guides at GAMES.GG to keep your playthrough on track.]]></description>
            <link>https://games.gg/mouse-pi-for-hire/guides/mouse-p-i-for-hire-all-schematic-locations/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 20:33:32 GMT</pubDate>
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            <title><![CDATA[Mouse P.I. For Hire: All Side Jobs]]></title>
            <description><![CDATA[Mouse P.I. For Hire packs 14 side jobs alongside its 24 main missions, and finishing every single one earns you the Real Deal Gumshoe achievement (or trophy on PlayStation). The catch is that most of these are missable. Doors lock behind you as you progress, and there is no level select, so if you skip a side job you cannot go back for it later. All but 2 side jobs are accepted at the P.I. Office before heading into the corresponding mission. Once a side job is available, the quest giver's face appears on the compass at the top of the screen, pointing you straight to them. The 2 exceptions both occur inside the "To Catch a Mockingmouse" mission and only appear on the compass after you accept them in-level. warning Because doors lock behind you as you move through levels, always accept a side job before entering a mission and explore every area before advancing. Missing the acceptance window voids the trophy/achievement entirely. Compass points to quest givers How many side jobs are in Mouse P.I. For Hire? There are exactly 14 side jobs spread across the game. Each is tied to a specific main mission and must be completed during that mission's run. Below is a quick reference of every side job, who gives it, and what you earn for completing it. Side Job Quest Giver Tied to Main Mission Reward Show Some Culture, Jack Tammy Tumbler Gumshoe in the Opera 100 coins Blueprints, Please Tammy Tumbler Cheeseball Sub 2 schematics The Things We Keep Wanda Fuller Once Upon a Time... by Tinsel Bros 150 coins They Call it "Azurro Burgerro" John Brown A Bit of Curd and Peppers 2 prize tokens Fishy Business John Brown Saltwater Cambozo 1 prize token Imported Goods Cornelius Stilton Saltwater Cambozo 400 coins Perfect Bog Fondue John Brown Damp Evidence 2 prize tokens Oh Yes... They Float Millie Curd It All Points Here, Right? Jeremiah Curd Baseball Card Between Alpha and Omega BMP Yes-Man To Catch a Mockingmouse 50 coins Mouseburg Confidential Undercover Agent To Catch a Mockingmouse 2 coins Poster Girl Tammy Tumbler The Bookkeeper by Tinsel Bros 3 schematics Behind the Nuts Tammy Tumbler One Flew 3 schematics Slugs in the Shell John Brown Glugging from the Deep 1 prize token Friends in Deep Places Cameron Bozo Glugging from the Deep Jacob "Cheesehead" McQueen Baseball Card All 14 side job walkthroughs Side job 1: Show Some Culture, Jack Accept this from Tammy Tumbler at the P.I. Office after unlocking Gumshoe in the Opera . After the boss fight, the area catches fire. Follow the main path to one of the balconies and photograph the audience below. Return to Tammy for 100 coins . Side job 2: Blueprints, Please Accept from Tammy Tumbler after unlocking Cheeseball Sub . Near the end of the level, go through a vent to reach a locked door. Tailpick it, then activate the lever ahead to create an updraft. Glide up on the updraft, land on a platform, jump to the train car, and grab the Interesting Blueprint inside. Return to Tammy for 2 schematics . Side job 3: The Things We Keep Accept from Wanda Fuller after unlocking "Once Upon a Time..." by Tinsel Bros . After the shootout on the movie set, look to the left of the exit. Wanda's Letter sits on top of a pile of rope. Return to Wanda for 150 coins . Letter location after the shootout Side job 4: They Call it "Azurro Burgerro" Accept from John Brown after unlocking A Bit of Curd and Peppers . At the level's start, skip the locked door and instead swing across the hooks on the left to reach a wooden platform leading into a wall hole. Head down the stairs inside and hold the interact button on the fire to cook the patty. Return to John for 2 prize tokens . Side job 5: Fishy Business Accept from John Brown after unlocking Saltwater Cambozo . Progress through the mission until Jack comments on a foul smell in some back alleys. Enter the nearby building, find the destroyed floor section, and look down to spot the Marina 8-ED Herring on the ground below. The guide from PowerPyx notes you will take damage while retrieving it, so make sure your health is in decent shape before dropping down. Return to John for 1 prize token . info Keep your health topped up before grabbing the Marina 8-ED Herring. The damaged floor area deals chip damage while you are standing in it. Side job 6: Imported Goods Accept from Cornelius Stilton after unlocking Saltwater Cambozo . After speaking with Cameron Bozo and dropping into the yard, tailpick the door in the top-left corner of the area. The Herbal Cheese Sticks are sitting on the desk inside. Return to Cornelius for 400 coins , making this one of the better coin rewards in the side job lineup. Side job 7: Perfect Bog Fondue Accept from John Brown after unlocking Damp Evidence . Exit the mine, enter the shack on the left, and speak to the Old Cheeselegger . You need to collect 3 "thingies" scattered across the mission. Thingy 1: In the second mine section, jump down to the platform below the elevator. The thingy sits in front of a pile of boxes. Thingy 2: Inside the mansion, in the same room where you blow up a wall to progress. Thingy 3: On top of the crashed boat in the swamp area. After collecting all 3 and escaping the Cheeselegger's hideout, head near the pier, turn around, and find the Old Cheeselegger sitting on some cheese behind the building to hand them over. Return to John for 2 prize tokens . Side job 8: Oh Yes... They Float Accept from Millie Curd after unlocking It All Points Here, Right? . Once you open the door requiring 4 Secret Show tickets, head to the other side of the area on the left. A booth there sells Deflated Balloons for 25 coins . Buy them and return to Millie for the Jeremiah Curd Baseball Card . Side job 9: Between Alpha and Omega This one starts in-level during To Catch a Mockingmouse , not at the P.I. Office. Find the BMP Yes-Man in Cigar Room 2 and speak to him. Then use the double door in Cigar Room 2 (which opens after you get the Membership Card) to head down to Deck 1. In the window directly next to the shortcut back toward the start, photograph his wife. Return to the BMP Yes-Man in Cigar Room 2 for 50 coins . Side job 10: Mouseburg Confidential Also started in-level during To Catch a Mockingmouse . Speak to the Undercover Agent on Deck 2. Head up to Deck 3 and enter the area with the band playing. Photograph the BMP agents in the left corner. Return to the Undercover Agent for 2 coins (yes, 2 coins, not a typo). info Both "Between Alpha and Omega" and "Mouseburg Confidential" are the only side jobs not accepted at the P.I. Office. They do not appear on the compass until you accept them in-level, so actively look for the BMP Yes-Man and the Undercover Agent as you move through the mission. Side job 11: Poster Girl Accept from Tammy Tumbler after unlocking "The Bookkeeper" by Tinsel Bros . After the parkour section in the bottomless film set, you will encounter an extra. The poster is on the wall nearby. Return to Tammy for 3 schematics . Side job 12: Behind the Nuts Accept from Tammy Tumbler after unlocking One Flew . On the second floor of the main area, find the piano on your left after reaching the main platform. Play the keys C, A, G, E in that order. A nearby bridge lowers, opening a new wing. Photograph Gloria in one of the cells. Return to Tammy for 3 schematics . Side job 13: Slugs in the Shell Accept from John Brown after unlocking Glugging from the Deep . Once you reach the port, find the Can of Sea Slugs in the container on the left side of the port. Return to John for 1 prize token . Side job 14: Friends in Deep Places Accept from Cameron Bozo after unlocking Glugging from the Deep . While underwater, reach the large area where the submarine is visible on your right. Climb the nearby ladder, follow the path to its end, and speak with the character there. Return to Cameron for the Jacob "Cheesehead" McQueen Baseball Card . What do you get for completing all side jobs? Finishing all 14 side jobs unlocks the Real Deal Gumshoe achievement on PC and the equivalent trophy on PlayStation. Beyond that, the rewards across individual side jobs include coins, schematics (useful for weapon upgrades), prize tokens, and two unique baseball cards. The schematics are arguably the most practical reward since they feed directly into weapon progression. For more on Mouse P.I. For Hire, you can browse more guides covering a wide range of games across every platform.]]></description>
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            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 20:28:48 GMT</pubDate>
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            <title><![CDATA[Crimson Desert Guide: All Dyehouse Locations]]></title>
            <description><![CDATA[Crimson Desert has 11 Dyehouse locations spread across the continent of Pywel, and visiting every one of them is the only way to unlock the full color spectrum for your armor. Miss even one, and you'll find yourself locked out of entire color families when you finally want to put together a specific look. This guide covers every vendor, every location, every unlock requirement, and the one camp NPC who ties it all together. How does the dye system work in Crimson Desert? Before tracking down vendors, it helps to understand what you're actually doing at each Dyehouse. When you arrive at one, you have two options: select Dye to apply colors to your currently equipped gear, or Buy to purchase dye bottles from the vendor. Here's the step most players miss: buying a dye bottle doesn't automatically teach you the color. You need to open your inventory and select Use on the bottle to permanently learn it. Only after consuming it will that color appear in the dyeing menu. Each piece of gear has multiple independent dye zones. A chest piece might have separate sections for the main body, leather straps, ornamental trim, and decorative frills, and you can color each one individually. You can also adjust the material finish on each zone to shift between shinier, more metallic, or more worn appearances. None of this affects stats, so there's no wrong answer. The key limitation is that regional Dyehouses only apply their own color families . You can't use Hernandian reds at the Pailune Dyehouse. The solution to that is Oliver , the Greymane Camp Dyer, but he only has access to colors from Dyehouses you've already visited. That's the core reason to stop at every location as you explore, even if you're not planning to dye anything on the spot. Armor dye zone breakdown All Dyehouse locations and vendors Here's a full reference table before the detailed breakdown: # Dyehouse Vendor Region Dye Sold Unlock Requirement 1 Hernand Dyehouse Theoric Hernand Dark Red Dye (150 copper) None – available from start 2 Pororin Village Dyehouse Devin Hernand Standard Yellow Dye (150 copper) Faction Quest: The Unreachable Village (Chapter 2) 3 Calphade Siege Armory Dyehouse Lauendell Hernand Bright Green Dye (150 copper) Normal story progression 4 Demeniss Dyehouse #1 Linus Demeniss Bright Blue Dye (150 copper) Reach Demeniss region 5 Demeniss Dyehouse #2 Edmar Demeniss Rich Purple Dye (150 copper) Complete Chapter 8 6 Demeniss Dyehouse #3 (unnamed) Demeniss Dark Violet Dye Complete Chapter 8 7 Tommaso Dyehouse Cormac Crimson Desert Dark Orange Dye (150 copper) Reach Tommaso region 8 Delesyia Dyehouse Castiel Delesyia Deep Sky Blue Dye Reach Delesyia region 9 Pailune Dyehouse Laurick Pailune Teal Dye (150 copper) Liberate Pailune (Chapter 7) 10 Varnia Dyehouse Alton Crimson Desert Rich Spring Green Dye Unclear – far northeast 11 Greymane Camp Dyer Oliver Greymane Camp All colors + Shadow Grey (1,500 copper) Third camp expansion + Oliver recruitment quest Hernand Dyehouse (Theoric) – Dark Red Dye Theoric runs the first Dyehouse you'll encounter in the game, located southeast of Hernand Castle . The dye system tutorial points you here during the Brightening the Spirits quest, part of the Scattered Embers questline. Look for colorful fabrics hung out to dry – that visual marker appears at every Dyehouse in the game. Theoric sells the Dark Red Dye for 150 copper , which unlocks the full Hernandian red palette. No quest gates, no story requirements. It's the baseline introduction to how everything works. Pororin Village Dyehouse (Devin) – Yellow, White, and Gold Dyes Devin operates the most sought-after Dyehouse in the game for fashion builds. The Standard Yellow Dye he sells for 150 copper is the entry point, but the real draw is what the Pororin color palette contains: white sits in the top-left of the dye grid, and selecting a yellow shade on a shiny material finish produces gold. Those two options alone make this Dyehouse worth the effort. Accessing it requires completing The Unreachable Village faction quest, available from Chapter 2. To trigger it, let the Pororin Patrol hit you with sleep darts three times. A Shai girl named Arkin then appears near the Outcast's Hearth and hands you the quest. Complete it to unlock Pororin Village, Florindale, and Devin's shop. warning You'll be tossed out of Pororin Village every time you try to enter without completing The Unreachable Village quest first. Don't waste time trying to sneak in early. Calphade Siege Armory Dyehouse (Lauendell) – Bright Green Dye Lauendell is stationed in the southern section of the Calphade Siege Armory and sells the Bright Green Dye for 150 copper . No quest gates here, just reach the Calphade region through normal story progression. The Siege Armory is a prominent landmark, so finding it isn't a challenge once you're in the area. Demeniss Dyehouse #1 (Linus) – Bright Blue Dye Linus runs the first of three Dyehouses in the Demeniss region, located west of Demeniss Castle . He sells the Bright Blue Dye for 150 copper and is accessible as soon as you reach Demeniss. This is the baseline Demeniss Dyehouse; the other two don't appear until much later. Demeniss Dyehouse #2 (Edmar) – Rich Purple Dye Edmar is positioned northeast of Demeniss city and sells the Rich Purple Dye for 150 copper . Rich Purple is one of the most popular dyes in the game for heavier armor sets, and it's easy to see why once you see it applied. The catch: this Dyehouse only appears on the map after you complete Chapter 8 . Don't search for it before that point. Demeniss Dyehouse #3 – Dark Violet Dye The third Demeniss Dyehouse sits northwest of the city, above Greenfield Farm , and sells the Dark Violet Dye . Like Edmar's shop, it spawns only after Chapter 8 is complete . The violet palette covers a distinctly different range of hues from Edmar's purples, so they're worth grabbing separately. Between all three Demeniss vendors, you'll have blues, purples, and violets covered. Tommaso Dyehouse (Cormac) – Dark Orange Dye Cormac operates northwest of Tommaso City and sells the Dark Orange Dye for 150 copper . Orange is an underrated color family that pairs well with darker armor sets, particularly on accent sections like straps and ornamental trim. Accessible once you reach the Tommaso region through story progression. Delesyia Dyehouse (Castiel) – Deep Sky Blue Dye Castiel is located west of Delesyia and sells the Deep Sky Blue Dye . The Delesyian palette runs lighter and brighter than the Demenissian blues from Linus, closer to open sky tones versus deep navy. The crafting materials for Delesyian dyes are also different from other regions, requiring White Medicinal Herbs like False Starwort, Snapdragon, and Dendrobium Orchid. While you're there, check the locked wooden house right next to Castiel's Dyehouse . A Rich Teal Dye can be found inside if you have a key, making the immediate area worth a thorough look. info The Rich Teal Dye near Castiel's shop is easy to miss since it's in a locked building rather than sold by the vendor. Bring a key and check it before you leave the area. Pailune Dyehouse (Laurick) – Teal Dye Laurick is set up in the southern part of Pailune city, right next to the main gate , and sells the Teal Dye for 150 copper . Teal looks particularly strong on lighter armor sets and is one of the more distinctive options in the game. This Dyehouse is locked behind Chapter 7 of the main story. You need to liberate Pailune before Laurick appears, so there's no way around the story gate. Varnia Dyehouse (Alton) – Rich Spring Green Dye Alton is found north of Varnia, near the Nexus , in the far northeast corner of the map. He sells the Rich Spring Green Dye , which covers brighter, fresher green tones compared to Lauendell's deeper Calphadean greens. The trek is long, but the spring green palette is genuinely distinct from anything else in the game. Based on available information, it's currently unclear whether Alton's Dyehouse has any story quest requirements. Greymane Camp Dyer (Oliver) – All Colors + Shadow Grey Oliver at Greymane Camp in Howling Hill is the endgame solution to the regional color restriction problem. He's the only vendor who can apply dyes from every region in one place, and he's also the only source for Shadow Grey Dye , which costs 1,500 copper and can't be crafted or found anywhere else in the game. Recruiting Oliver requires completing your third camp expansion at Greymane Camp, which means finishing all the Gathered Will – Grounds of the Sunrise Greymane faction quests, including the apple tree quest. After the third expansion is done, a rumor at Inksworth Bindery starts the recruitment quest. Once he's at camp, every color family you've unlocked from regional vendors becomes available at his station. danger Oliver's inventory only reflects the Dyehouses you've already visited. If you recruit him before talking to all regional vendors, you'll need to go back and visit the ones you missed before those colors appear at camp. What's the fastest route for completing Rainbow Mane? If your main goal is the The Golden Merchant trophy, the most efficient approach is to hit Dyehouses as you naturally progress through the story rather than backtracking. Three of the 11 locations have hard story gates (Pororin Village in Chapter 2, Pailune in Chapter 7, and both late Demeniss Dyehouses in Chapter 8), so you can't rush them regardless. For the ones with no quest requirements, make a habit of stopping at each Dyehouse as you pass through a new region. Talking to the vendor takes seconds and counts toward the challenge immediately. Buying the dye isn't required for the challenge, but at 150 copper per dye it's worth picking up while you're there. The Pororin Village Dyehouse is the one most likely to get skipped since it requires a specific trigger (getting hit by sleep darts three times). Make sure you've completed The Unreachable Village faction quest before you move too far past the Hernand region. For more strategies and walkthroughs across Crimson Desert and other games, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/crimson-desert/guides/crimson-desert-all-dyehouse-locations/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 20:27:11 GMT</pubDate>
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            <title><![CDATA[Crimson Desert Guide: How to Enter Pororin Village]]></title>
            <description><![CDATA[Pororin Village looks like it should be easy to reach. You spot it through the trees south of the Goldleaf Guildhouse in the Hernand Highlands, there are floating flower jars everywhere, and the place practically begs to be explored. Then the Shai Protectors dart you unconscious and drag you out before you get anywhere near it. Getting in requires completing a specific quest chain, and the game gives you almost no guidance on how to start it. Where is Pororin Village located? Pororin Forest sits in the south of the Hernand region, northwest of the Steel Mountains. According to IGN's Crimson Desert wiki, you can spot the wooded area from the estates south of the Goldleaf Guildhouse in the Hernand Highlands. The village itself is split across three distinct areas: Florindale (the smaller outer village), the main Pororin Village , and Petalton Workshop to the south. You will encounter Pororin's residents early in the main story, but the interaction amounts to little more than a vague "visit me at my village" before they disappear. The actual path to gaining entry only opens through a specific sequence of events. warning Attempting to glide directly into Pororin will not work. According to IGN, the moment you land after gliding in, the Shai Protectors will knock you out anyway. How to trigger The Unreachable Village quest The entry process is deliberately designed around persistence. Here is the exact sequence, as documented by both IGN and PowerPyx: Enter Pororin Forest three separate times. Each attempt triggers a cutscene where the Shai Protectors shoot you with tranquilizer darts and drag you out. You wake up each time at Outcast's Hearth , a small campsite on the western edge of the woods. After the third knockout , a Shai named Arkin will be sitting nearby with a group of woodland critters. Speak with her. Arkin offers to help you gain entry in exchange for completing a task. This starts the quest "The Unreachable Village" , tracked under Journal > Faction Quests > Pororin Forest Guardians > Trembling Woods. info There is a bottle of Bright Yellow Dye sitting beside the tent at Outcast's Hearth. You can grab it once you gain proper access to the village. Arkin starts the quest here How to complete The Unreachable Village quest After Arkin disappears, the quest marker will point you considerably further east. Take a wide path around Pororin Forest to avoid getting darted again, then head to the far side of the Sanctum of Penitence on the high clifftop to reach the Trembling Gorge . Talk to Arkin and the other Shai gathered on the hill. They explain the problem: someone left an important relic on the head of a giant Tree Spirit that wanders the gorge. You need to retrieve it. How do you climb the Tree Spirit? The Tree Spirit is large, slow, docile, and follows a fixed patrol route through the gorge. If he is not immediately visible from where you spoke to the Shai, head east down the gorge and turn right along the river canyon. Following the trail of broken trees also works as a navigation aid. Watch for bandits on the cliff ledges above. To reach the top of the Tree Spirit, you have two options according to the sources: Glide from an elevated position onto his head. Jump and perform 3 mid-air Force Palms (Mouse Wheel on PC) to boost yourself high enough, then land on his head. Once on top, pick up the Pororin Relic . Return to Arkin and the group on the cliff for a cutscene, and the quest completes. Method Difficulty Notes Glide from cliff Easy Requires finding elevated ground nearby 3x Force Palm boost Moderate Works from ground level, needs timing info The Tree Spirit is not aggressive. You do not need to fight him at any point during this quest. What do you get from unlocking Pororin Village? The access is worth the effort. Here is what each area offers, based on IGN's breakdown: Florindale (smaller outer village): Several homes to investigate No vendors, but multiple yellow dyes available to steal Main Pororin Village : A vendor selling cosmetic costumes for pets A Dyehouse specializing in Yellow Dye (additional bottles can be stolen from buildings) A farm field on the southern edge where you can observe a group of Shais and learn the Double Jump Skill Petalton Workshop (southern area): One of several Research Institutes in the game Unlocks quests and research projects that grant new recipes and items According to PowerPyx, this Research Institute offers some of the most beneficial research projects available The Double Jump Skill alone makes the trip worthwhile for most players, and the Research Institute at Petalton Workshop is a long-term investment that pays off well into the late game. info Search buildings in the main village carefully. Bottles covering every yellow hue in the game can be stolen from inside, giving you a free head start on dye collection without spending anything at the Dyehouse. For more help across Crimson Desert's many systems and secrets, browse more guides on GAMES.GG covering everything from boss fights to crafting mechanics.]]></description>
            <link>https://games.gg/crimson-desert/guides/crimson-desert-how-to-enter-pororin-village/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 20:25:41 GMT</pubDate>
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            <title><![CDATA[Mouse P.I. For Hire Guide: How to Lockpick]]></title>
            <description><![CDATA[Mouse P.I. For Hire ditches the typical lockpick minigame entirely. Instead of wiggling a pick until a meter fills, you guide Jack Pepper's literal tail through the interior of a lock, threading it past walls and pins to reach the other side. The mechanic is called tailpicking , and while early locks are forgiving enough to figure out by feel, later puzzles with timed safes and permanent failure states are a different story. Miss the wrong move on a black safe and whatever was inside is gone for good. How does tailpicking actually work? When you interact with a locked door or safe, the game loads a top-down view of the lock's interior. A path starts on one side and your job is to extend it to the opposite end. On PC, you steer using WASD . On a controller, the left stick handles movement. The path moves in whatever direction you input, threading through the narrow gaps inside the lock. Scattered along the route are small circular nodes. According to both sources covering the mechanic, these nodes represent the lock's pins (also called tumblers ). You cannot skip any of them. To clear a tumbler, move the tip of your path directly into it, which pushes the pin back to its original position and opens the route ahead. Miss one or veer into a wall and the attempt resets completely. Think of it as two simultaneous tasks: navigating tight gaps without touching walls, while keeping track of where the next tumbler sits so you don't overshoot it. Early locks have a handful of pins and a single clean path. That simplicity does not last. Tailpick lock interior view What happens when you hit a thorn or a wall? As you progress through the campaign, locks start introducing thorns (spikes) scattered throughout the path. Touching a wall forces a full restart of the attempt. Touching a thorn does the same, with zero partial progress preserved. The distinction matters because thorns are often placed right next to tumblers, meaning a slightly greedy input to hit a pin can send you straight into a spike. The saving grace here is the undo button , located in the bottom-right corner of the lock interface. Pressing it steps your path back one move at a time, and you can press it as many times as needed. There is no penalty for using it. On puzzles with branching paths, the undo button is less a convenience and more a core part of the solution: take a branch, see where it leads, undo back to the fork if it hits a dead end, try the other direction. Later locks layer on move limits alongside the thorns and branches. The available moves on restricted puzzles are typically just enough to solve the puzzle without any wasted steps, according to the source material from allthings.how. If you find yourself running low on moves, you almost certainly took a wrong branch early. Undo back to that fork rather than pushing forward and hoping the remaining path is short enough. Timed locks and the permanent jam problem Certain locks, particularly the black safes , impose a time limit, a move limit, or both. The timer appears in the upper-left corner of the lock interface. If time runs out or you exhaust your moves before finishing, the lock jams permanently. A jammed lock stays jammed. There is no in-game fix, no second attempt, and no way to recover the contents through normal play. The only recovery option is reloading a manual save from before you interacted with the lock. Mouse P.I. For Hire uses a typewriter-based save system, with typewriters placed throughout each level. The game gives you 50 save slots, so there is no reason to be stingy. Save at a typewriter before every lock you encounter, especially any black safe. danger Mouse P.I. For Hire does not let you revisit completed levels. Doors lock behind you as you progress. Skipping or failing a tailpick means permanently losing access to whatever was behind it for that playthrough. Where does tailpicking show up in the game? Tailpicking appears throughout the campaign whenever you hit a locked door or safe. The Bandel's Laboratory mission is a notable example, featuring multiple metal doors and at least one safe that all require successful tailpicks to proceed. The rewards behind those locks include weapon upgrade schematics, making them worth the extra care. The game contains 24 main missions and 14 side jobs, many of which hide rewards behind locked doors and safes. Given that you cannot go back to replay levels, treating every lock as a one-shot opportunity is the right mindset from the start. Safes primarily contain money, but the weapon upgrade schematics that occasionally appear make the minigame far more consequential than it first appears. Quick reference: tailpicking situations and solutions Situation What to do Dead end reached Use the undo button repeatedly to backtrack to the last branching point, then try the other direction Thorn nearby Undo immediately if you are one move away from a thorn; touching it resets everything Timer running low Focus on the shortest viable path to remaining tumblers rather than exploring branches Running low on moves Undo back to the earliest fork and try the alternate route Lock jammed Reload the most recent typewriter save and reattempt Tight space near a tumbler Move one input at a time; rushing through narrow gaps is the most common cause of wall contact Tips for getting through the hardest tailpicks After working through the more complex puzzles, a few habits make a real difference. First, treat the undo button as part of your toolkit from the start, not a fallback. On branching puzzles, you are expected to explore and backtrack. Second, slow down near tumblers in tight corridors. The most common reset cause is clipping a wall while trying to hit a pin, not missing the pin outright. For timed locks specifically, resist the urge to explore branches when the clock is running. Commit to the path that reaches the most remaining tumblers in the fewest moves. If that path turns out to be wrong, you will need to reload anyway, so there is no point burning time on optimistic detours. The tailpicking system feels awkward for the first few attempts, but the rhythm of steering, hitting tumblers, and undoing bad moves becomes natural quickly. The real skill is not puzzle-solving ability; it is remembering to save before every single lock so a mistake never costs you something permanent. For more gaming guides and tips, browse more guides on GAMES.GG to find coverage across the games you're playing right now.]]></description>
            <link>https://games.gg/mouse-pi-for-hire/guides/mouse-p-i-for-hire-how-to-lockpick/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 20:10:23 GMT</pubDate>
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            <title><![CDATA[Fortnite Save the World on Mobile: Is It Available?]]></title>
            <description><![CDATA[Fortnite's Save the World mode made a significant move on April 16, 2026, switching to a free-to-play model after years as a paid experience. That's great news for most players, but if you're on mobile, there's a hard stop: Save the World is not available on mobile devices , and there's no sign that's changing anytime soon. Can you play Fortnite Save the World on mobile? The short answer is no. According to Insider Gaming , the reason comes down to file size. Save the World is a separate download from Fortnite's main client, weighing in at around 9GB . That's manageable on a console or PC, but mobile devices typically don't have the storage headroom to accommodate it. Epic Games has not announced any plans to bring Save the World to iOS or Android, and the storage constraint makes it a genuinely difficult problem to solve, not just a business decision. So if you're playing Fortnite on a phone or tablet, you're limited to Battle Royale and other modes that run from the standard client. warning Don't count on a mobile version appearing any time soon. The 9GB separate download requirement is a structural barrier, not a policy one. Save the World mode selector What platforms is Save the World available on? Save the World has solid coverage across most major platforms. Here's a full breakdown based on confirmed availability: Platform Save the World Available? PlayStation 5 Yes PlayStation 4 Yes Xbox Series X/S Yes Xbox One Yes PC Yes Nintendo Switch 2 Yes Nintendo Switch (original) No Mobile (iOS/Android) No Nvidia GeForce Now Yes Amazon Luna Yes One surprise in that list: Nintendo Switch 2 supports Save the World, but the original Nintendo Switch does not. If you've been playing Fortnite on the older hardware and haven't upgraded, you won't be able to access the mode even though it's now free. Why can't the original Nintendo Switch run Save the World? The original Switch joins mobile as a platform that simply can't handle the mode. While the exact technical reasons aren't spelled out in the available documentation, the pattern is consistent: Save the World's separate download requirement rules out platforms with limited storage or processing constraints. The Switch 2 clears that bar; the original does not. This is worth flagging for anyone who picked up Save the World specifically because it went free-to-play. The free price tag doesn't help if your platform isn't supported. danger Owning a Nintendo Switch does not guarantee access to Save the World. You need Switch 2 specifically. What else changed on April 16, 2026? The free-to-play shift for Save the World wasn't the only thing happening that day. Epic Games also removed Ballistic and Festival Battle Stage from Fortnite on the same date. Rocket Racing is also scheduled for removal later in 2026, according to Insider Gaming's reporting. Leaks have pointed to at least 7 new game modes coming down the line, so the overall shape of Fortnite is clearly in flux. For players returning to check out Save the World now that it's free, the timing is good on supported platforms. The mode has a dedicated player base and a fair amount of content to work through, and the free-to-play switch removes the biggest barrier to entry. info Save the World previously required a paid purchase to access. The April 16, 2026 update made it free for all players on supported platforms. For more coverage on Fortnite and other games, you can browse more guides at GAMES.GG to stay up to date on the latest changes across the biggest titles right now.]]></description>
            <link>https://games.gg/fortnite/guides/fortnite-save-the-world-on-mobile/</link>
            <guid isPermaLink="true">https://games.gg/fortnite/guides/fortnite-save-the-world-on-mobile/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 20:10:15 GMT</pubDate>
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            <title><![CDATA[Can You Time Travel in Tomodachi Life: Living the Dream?]]></title>
            <description><![CDATA[Time travel is a question that comes up in almost every life-sim game with daily rotating shops, and Tomodachi Life: Living the Dream is no exception. The short answer is yes, it works. The longer answer is that it comes with enough penalties to make you think twice before touching your Switch's system clock. Does time travel work in Tomodachi Life: Living the Dream? Adjusting the date and time in your Nintendo Switch or Nintendo Switch 2 system settings does carry over into Tomodachi Life: Living the Dream. The game reads your console's clock directly, so pushing it forward or backward shifts the in-game time to match. When you boot the game after a clock change, a pop-up message confirms the system time has been altered, which also signals that penalties are now active. This was confirmed through testing on the demo version of the game, according to Game8's walkthrough team, so behavior could theoretically shift in a post-launch patch, though nothing suggests Nintendo plans to change it. System time change warning What are the penalties for time traveling? The game does not punish you with anything permanent, but the 24-hour lockout on several key daily systems is genuinely annoying. Here's exactly what gets blocked after a single clock adjustment, as documented by both Game8 and Destructoid: Affected System Penalty Duration Shop inventory refresh 24 hours Daily shop specials 24 hours Mii hunger meter updates 24 hours The hunger meter freeze is the one that stings most. Miis won't register as hungry after a time change, so you can't feed them to earn extra Happiness or Warm Fuzzies during that window. Both of those currencies matter for progression, so losing a full day of feeding opportunities has a real cost. warning Every additional clock adjustment resets the 24-hour penalty timer from scratch. If you keep tweaking the time, you could lock yourself out of daily systems indefinitely. How to actually time travel if you need to If you have a legitimate reason to adjust your clock, such as correcting a timezone error or resetting after an accidental desync, here's the process that minimizes damage: Save your game and close it completely before touching any system settings. Open System Settings from the Nintendo Switch home screen. Navigate to System , then select Date and Time . Turn Synchronize Clock via Internet to OFF . Select Date and Time and set it manually to your target time. Launch Tomodachi Life: Living the Dream. You'll see two confirmation messages about the time change, and the new time will be reflected in-game, but penalties will apply. info Only adjust the clock once and leave it alone afterward. Each additional change resets the penalty timer, compounding the lockout. Should you time travel in Tomodachi Life: Living the Dream? No. Unlike Animal Crossing: New Horizons or similar games where time travel has genuine strategic uses, Tomodachi Life: Living the Dream offers zero upside. Shops don't refresh early, you can't trigger new events ahead of schedule, and you lose access to feeding your Miis for a full day. According to Destructoid's coverage, there are no benefits that offset the drawbacks, only penalties. The one scenario where touching the clock makes sense is correcting an error, such as if you accidentally left internet sync off and your Switch drifted from your real local time. Fix it once, accept the 24-hour penalty, and move on. What if you time travel for another game? This is the question that catches a lot of players off guard. If you use clock manipulation for another Switch game, such as Pokemon Pokopia or Animal Crossing: New Horizons, Tomodachi Life: Living the Dream will still penalize you if you open it while the clock is in a non-real state. The fix is straightforward: reset your Switch clock back to your actual local time before launching Tomodachi Life: Living the Dream. As long as the game never opens during the altered time window, your island stays penalty-free. danger Even a brief accidental launch of Tomodachi Life: Living the Dream while the clock is wrong is enough to trigger the full 24-hour penalty. Keep the game closed until your time is corrected. The bottom line Time travel in Tomodachi Life: Living the Dream is technically possible but practically pointless. The 24-hour freeze on shops, daily specials, and Mii hunger meters gives you nothing in return for the hassle. Stick to real time, keep internet sync enabled, and your island will run exactly as intended. For more on getting the most out of your island, browse more guides covering everything from Mii relationships to shop unlocks and beyond.]]></description>
            <link>https://games.gg/tomodachi-life-living-the-dream/guides/can-you-time-travel-in-tomodachi-life-living-the-dream/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 20:02:44 GMT</pubDate>
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            <title><![CDATA[Tomodachi Life: Living the Dream: How to Unlock Ferris Wheel]]></title>
            <description><![CDATA[The MiiWheel Ferris Wheel is one of the more satisfying facilities to add to your island in Tomodachi Life: Living the Dream. Unlike most buildings that unlock just by adding more residents, this one requires you to actually invest in your Miis' social lives. Here's exactly what you need to do, plus a breakdown of the Poke the Ferris Wheel minigame that comes with it. How do you unlock the MiiWheel Ferris Wheel? According to reporting by Destructoid, the MiiWheel appears on your island after you have at least 2 official romantic couples among your Mii residents. Crushes and one-sided feelings don't count. Both pairs need to have fully committed relationships before the unlock condition is met. MiiWheel added to your island Here's the process broken down: Get a Mii to develop a crush on another Mii. Nurture that crush into a full relationship (making them an official couple). Repeat the process with a second pair of Miis. Wait for the pop-up prompt to place the MiiWheel on your island. info The pop-up doesn't always appear immediately after your second couple forms. New facilities can be unpredictable in their timing, so keep playing and tending to your residents if it doesn't show up right away. Game8's wiki notes an alternative framing: the MiiWheel unlocks sometime after unlocking Foto-Tomo and raising Mii Residents' Happiness Levels a certain number of times. The two sources describe different conditions, which may mean both need to be satisfied, or the game uses whichever threshold is hit last. Prioritize having 2 official couples as your primary goal, since that's the most specific requirement documented. What does the MiiWheel Ferris Wheel actually do? The MiiWheel serves as an amusement park facility for your Miis to visit and interact in. Think of it as similar to the Tomoria Restaurant in function: a social space where Miis can hang out, trigger events, and participate in minigames. Specific things that can happen at the MiiWheel: Minigames can be triggered when Miis visit. Social events and interactions between Miis occur here. Miis can choose to confess romantic feelings at the Ferris Wheel. According to Game8, the romantic atmosphere of the location can actually improve the chances of a confession being accepted. Feature Details Facility type Amusement park / social space Minigame available Poke the Ferris Wheel Confession boost Yes, romantic atmosphere increases success rate Similar facility Tomoria Restaurant (social interaction hub) info If you're actively trying to get two Miis together, having them visit the MiiWheel for a confession gives you a better shot than confessing elsewhere on the island. How to play the Poke the Ferris Wheel minigame Once the MiiWheel is on your island, any Mii can invite you to play Poke the Ferris Wheel . The goal sounds simple: after 3 rounds of poking, you need the gondola car containing your Mii to land at the bottom of the wheel in the loading zone. Here's how the mechanics work, per Destructoid's coverage: Hold the A button to charge up your poke. A longer hold means a harder poke, which moves the wheel further. You get exactly 3 pokes per game. You must use all 3 pokes , even if the gondola lands perfectly after your first or second attempt. The third poke is the one that matters most. Gauge where the gondola currently sits and how far the bottom is, then adjust your hold time accordingly. warning Don't waste your third poke by holding too long and overshooting. If the gondola is already close to the bottom, a short, light tap is often all you need. The tricky part is accounting for the fact that earlier pokes affect where you start from on the final attempt. Treat the first two pokes as setup, not solutions. Get a feel for how much the wheel moves per poke duration, then commit on the third. Is the MiiWheel worth prioritizing? Honestly, yes. Getting 2 official couples is something you'd want to do anyway for general island progression, and the MiiWheel adds a genuinely useful social space once it's there. The confession mechanic alone makes it worth having early, especially if you're trying to push multiple romances forward at once. The Poke the Ferris Wheel minigame is a nice bonus that gives you something interactive to do when a Mii flags you down, and it's a short enough activity that it doesn't feel like a chore. For more Tomodachi Life: Living the Dream tips and facility guides, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-living-the-dream-how-to-unlock-ferris-wheel/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 20:02:42 GMT</pubDate>
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            <title><![CDATA[Tomodachi Life: Living the Dream Guide: How to Get Miis to Fall in Love]]></title>
            <description><![CDATA[Romance in Tomodachi Life: Living the Dream is part random chaos, part careful nudging on your end. Two Miis won't just stumble into a relationship on their own. You have to set the conditions, keep them interacting, and watch for the right moments to push things forward. This guide covers every step, from setting dating preferences to triggering that pink-sparkle confession scene. Does Tomodachi Life: Living the Dream have romance? Yes, and it's one of the most entertaining systems in the game. Any adult Mii on your island can develop a crush on another Mii, provided the right conditions are met. According to Destructoid's coverage of the game, romance is random and unpredictable once two Miis know each other, which means some pairs spark after a single conversation while others take around 10 interactions before feelings start developing. You can't force it, but you can absolutely stack the odds. How to set up dating preferences Before anything romantic can happen, you need to make sure each Mii's dating preferences are configured correctly. This is the single most common reason two Miis never develop feelings for each other. You can set dating preferences in two ways, as documented by Game8's Tomodachi Life: Living the Dream wiki: During Mii creation: Right after selecting the Mii's gender, you can choose which genders they're attracted to. Options include Male, Female, and Nonbinary, and you can select multiple at once. After creation via the Residents menu: Press X to open the menu, navigate to the Residents tab, select the Mii you want to edit, and find the dating preferences section. Check or uncheck options as needed. The rule is strict: a Mii will only develop feelings for someone whose gender matches their dating preferences, and that attraction has to be mutual in terms of compatibility. If preferences don't align between two Miis, no romance will ever occur between them regardless of how much time they spend together. info If you're planning specific pairings, check both Miis' dating preferences before you start having them interact. Fixing a mismatch after the fact is easy, but it's one less thing to troubleshoot later. Drag Miis together to interact How to get Miis to fall in love There's no guaranteed method to make two specific Miis become a couple, but the process follows a clear sequence. Here's how it works based on information from both Game8 and Destructoid. Step 1: Get them to meet Miis who are strangers cannot develop romantic feelings. Drag and drop one Mii close to the other to initiate an interaction. Do this repeatedly to build their relationship from strangers to acquaintances to friends. Step 2: Build the friendship The stronger the bond, the better the chances of a crush developing. Keep having the two Miis spend time together. There's no friendship meter you can directly read, but consistent interactions move things in the right direction. A useful shortcut: if one Mii is stuck , having another Mii help them out can occasionally trigger one-sided feelings. This is classified as Unrequited Love in the game, and it has a chance to develop into a full romance if the other Mii eventually reciprocates. Step 3: Watch for the crush cutscene Once enough interaction has happened, one Mii may randomly develop a crush. According to Destructoid, this triggers a special cutscene where the Mii blushes while looking at their crush, usually over a sparkling pink background. After the cutscene, the Mii will ask whether you think they might be in love. Tell them yes. Encouraging the crush keeps it alive and moving forward. If you discourage them at this point, the romantic feelings disappear immediately. warning Crushes can fade on their own even after they develop. If you're not actively having the pair interact, one Mii may fall out of love before a confession ever happens. Keep them spending time together after the crush forms. Step 4: Look for the Love Pondering When a Mii is ready to confess their feelings, a pink Love Pondering bubble appears above their head. Interact with it and encourage them to go through with the confession. If the bond is strong enough, the confession succeeds and the two Miis become Sweethearts . If the bond isn't strong enough yet, the confession can fail and leave your Mii in a Depressed State. You can also choose to discourage the Mii at the Pondering stage, which eliminates their romantic feelings entirely if you want to steer them away from that particular person. What happens if a Mii develops feelings for two people? It's possible for a Mii to develop a crush on one person and then develop feelings for a second Mii before the first relationship resolves. In that case, the game asks you to choose which person they should pursue. Picking the first crush leaves the relationship with the second Mii unchanged, such as remaining acquaintances. What are the romance requirements in Tomodachi Life: Living the Dream? If two Miis just won't develop feelings no matter what you try, run through this checklist. All four conditions must be met for romance to be possible. Requirement Details Miis must know each other Strangers cannot fall in love. They need to have officially met first. Dating preferences must be compatible Each Mii's dating preferences must include the other Mii's gender. Same age group required Both Miis must be Adults. An Adult and a Child cannot romance each other. No family relationships Miis who are set as family members cannot enter a romantic relationship. Family relationships are set during Mii creation, but you can adjust them afterward through the Residents menu if you accidentally flagged two Miis as relatives. What are the benefits of getting Miis to romance each other? Pushing two Miis through the romance system isn't just entertaining to watch. It opens up the rest of the relationship progression chain. Marriage: Sweethearts who maintain their relationship over many days may eventually want to get married. Improving their bond increases the odds of a marriage proposal occurring. Children: Once married, Miis can have children who become new residents on your island, growing your population and creating multi-generational families. For more Tomodachi Life: Living the Dream tips and other gaming guides, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-living-the-dream-how-to-get-miis-to-fall-in-love/</link>
            <guid isPermaLink="true">https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-living-the-dream-how-to-get-miis-to-fall-in-love/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:59:25 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Find the People of Tortuga Faction]]></title>
            <description><![CDATA[The People of Tortuga faction in Windrose has a reputation for sending players on a wild goose chase. The name suggests you'll find them in Tortuga, but that's not where they set up shop. Because Windrose uses a procedurally generated map, pinning down a fixed location on a screenshot won't help you either. The good news: there's a consistent method that works every time, and it runs through a faction quest you'll naturally pick up as you progress. Why can't you just go to Tortuga? The obvious assumption is that the People of Tortuga operate out of Tortuga itself. They don't. According to Destructoid's guide on the faction, they're typically found at a hideout located some distance away from Tortuga. Because the map is procedurally generated each run, the exact coordinates shift, which means any fixed location tip you find online will be wrong for your specific game. The quest-based approach below sidesteps that problem entirely. How to find the People of Tortuga faction using the Buccaneers quest This is the most reliable method documented in available sources. Here's the step-by-step breakdown: Keep completing missions until the Buccaneers quest appears. This is a faction quest that unlocks at character level 3. The first task asks you to collect 50 bags of gunpowder for the Buccaneers and deliver them to Henri Boucher . The second task sends you to deliver a shipment of tanned hides to Charlie Sharpe . Charlie Sharpe is a member of the People of Tortuga faction. Open your map once the second task is active. The quest marker will point directly to Charlie Sharpe's location, which is the same location as the People of Tortuga hideout. Complete that second task and you've found the faction. The trader will be waiting at the hideout, so you can handle your transactions immediately after arriving. Buccaneers quest map marker What happens after you find the hideout? Once you reach the hideout, you'll find both Charlie Sharpe and the faction's trader at the same spot. That means you can wrap up the Buccaneers quest delivery and browse the trader's inventory in a single visit. The hideout persists as a location you can return to for future transactions. Buccaneers quest task summary Task Objective Key NPC Task 1 Deliver 50 bags of gunpowder Henri Boucher Task 2 Deliver shipment of tanned hides Charlie Sharpe (People of Tortuga) Task 3 Additional objective (post-hideout) TBC Does character level matter? Yes. The Buccaneers quest only becomes available at character level 3, so if you're grinding early missions and the quest hasn't appeared yet, that's likely why. Focus on completing standard missions to hit level 3, and the Buccaneers quest should show up naturally in your queue. warning Don't waste time searching Tortuga itself for the faction. The hideout is intentionally placed elsewhere, and no amount of exploring the main town will turn up the People of Tortuga's base. For more tips on navigating Windrose's faction systems and other pirate-game guides, browse more guides on GAMES.GG.]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-find-the-people-of-tortuga-faction/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:57:28 GMT</pubDate>
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            <title><![CDATA[Pragmata Guide: Storage Expander Locations]]></title>
            <description><![CDATA[Diana's hacking gauge is one of the most powerful tools in Pragmata , and Storage Expanders are the collectibles that push its upper limit higher. Each one you find directly increases how much charge Diana can hold, which in turn makes the Overdrive Protocol ability available for longer and more frequently during tough fights. There are only two confirmed Storage Expanders across the currently documented sectors, and both require specific abilities before you can reach them. What do Storage Expanders actually do? According to both Eurogamer and Destructoid's coverage of Pragmata, each Storage Expander you collect automatically upgrades the upper limit of Diana's hacking bar the moment you pick it up. There is no menu interaction required. The game describes it as Diana consuming the collectible, and the gauge expands immediately. The hacking bar feeds directly into the Overdrive Protocol (also referenced as the Override Protocol in some sources), which is the go-to ability for dismantling strong enemies and bosses. A larger gauge means more time in that powerful state, so tracking down every expander is worth the detour. info Sector 02 contains zero Storage Expanders, so do not waste time searching there. Head straight back to Sector 01 once you have the right tool. Hacking gauge limit increased All Storage Expander locations in Pragmata Here is a quick overview before the full breakdown: Storage Expander Location Prerequisite Bonus Loot Expander 1 Solar Power Plant, Block 01 Lim Eraser ability None Expander 2 Terra Dome 05 / Terrarium Red Zone Complete Red Zone Pure Lunum How to get the Sector 01 Storage Expander (Solar Power Plant) This one is gated behind an ability you will not have on your first pass through Sector 01. You need the Lim Eraser , which you unlock during Sector 02 after completing the Comms Tower quest in Block 05. Once you have it, fast-travel back to Block 01 and exit at the Power Plant Platform tram stop . From the tram stop, go through the door on your right and keep following the path to the right. You will reach a doorway sealed by blue lunafilament . Use the Lim Eraser to clear it, step into the next room, and the first Storage Expander is waiting at the Generator Entrance of the Solar Power Plant. warning You cannot collect this expander during your initial run through Sector 01. Come back after finishing Sector 02 Block 05 or you will walk straight past the locked door with no way through. How to get the Sector 03 Storage Expander (Terra Dome 05) The second expander sits inside the Terrarium , specifically in the Red Zone closest to the Cultivation tram stop in Block 05. According to Eurogamer's guide, you simply need to clear the Terrarium Red Zone to claim it. A door inside marked with a Warning sign leads to the room containing both the Storage Expander and a piece of Pure Lunum . Unlike the first expander, this one does not require backtracking or a specific tool beyond what you need to tackle Red Zones in general. Clear the zone, grab the rewards. info Pure Lunum drops alongside the Sector 03 Storage Expander, so clearing this Red Zone is doubly worthwhile if you are also farming upgrade materials. Does the collection order matter? Based on Destructoid's coverage, you do not need to collect Storage Expanders in a strict sequence. That said, the Sector 01 expander is physically inaccessible until you have the Lim Eraser from Sector 02, so the order is somewhat forced by progression. Sector 03's expander is more straightforward and can be grabbed as soon as you reach that Red Zone. The practical advice: clear Sector 02 Block 05 first, then fast-travel back to Sector 01 before moving on. You will pick up both expanders in a clean sweep without doubling back later. More sectors coming Both source guides note that additional sectors are still being documented. As of April 2026, only Sector 01 and Sector 03 Storage Expander locations have been confirmed. Sector 02 is confirmed to have none. Expect this list to grow as players work through later sectors. For more on navigating Capcom's sci-fi action game, browse more guides covering everything from collectibles to boss strategies as the community maps out the full game.]]></description>
            <link>https://games.gg/pragmata/guides/pragmata-storage-expander-locations/</link>
            <guid isPermaLink="true">https://games.gg/pragmata/guides/pragmata-storage-expander-locations/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:57:27 GMT</pubDate>
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            <title><![CDATA[Mouse P.I. For Hire Guide: All Weapons & Tier Upgrade]]></title>
            <description><![CDATA[Mouse P.I. For Hire packs a surprisingly deep arsenal for a noir rodent detective game. You start with basic gear, but by the time you've worked through the mission list, you'll have access to everything from acid-spewing shotguns to a literal cannonball launcher. The trick is knowing which weapons to prioritize upgrading and how each one actually plays in combat. According to Destructoid's weapon breakdown, all weapons unlock by completing available missions, so there's no secret vendor or hidden chest to hunt down. The upgrade system, called Schematics , gets introduced during the main campaign, and that's when the real build-crafting begins. Schematics upgrade system How do you unlock and upgrade weapons in Mouse P.I. For Hire? Every weapon becomes available through mission completion, no exceptions. Once the Schematics system opens up mid-campaign, you can start pouring resources into the guns you actually use. Each weapon supports up to Tier 3 upgrades, with each tier stacking improvements on top of the last. The two exceptions are the D-Namite and the Hellrazor , which have no upgrade tiers at all. Prioritize upgrading weapons that fit your playstyle first. Spreading Schematics across every gun early is a waste since you'll naturally gravitate toward two or three weapons anyway. What are all the weapons and their tier upgrades? Here's the full breakdown of every weapon, what each upgrade tier adds, and how each one handles in combat. Weapon Tier 1 Tier 2 Tier 3 Combat Role Micer +damage, clip, max ammo; -spread, -recoil; Alt-Fire: 3 quick accurate shots +damage, clip, max ammo; -spread, -recoil +damage, clip, max ammo; -spread, -recoil Mid-range vs smaller enemies Devarnisher +projectile count, clip, max ammo; -recoil; Alt-Fire: sticky acid blob, AoE toxic DoT +projectile count, clip, max ammo; -recoil +projectile count, clip, max ammo; -recoil Sustained acid damage over time James Gun +damage, clip, max ammo; -spread, -recoil; Alt-Fire: rapid bullet dump, wider spread +damage, clip, max ammo; -spread, -recoil +damage, clip, max ammo; -spread, -recoil Mid-range crowd suppression Boomstick +damage, pushback, max ammo; -recoil; bullets pierce 1 enemy; Alt-Fire: charged single shot +damage, pushback, max ammo; clip doubled; pierce 2 enemies +damage, pushback, max ammo; -recoil; pierce 3 enemies Close-range burst damage Portable Freezer +clip, max ammo; faster freeze; Alt-Fire: icicle explosion, AoE frost +clip, max ammo; faster freeze +clip, max ammo; even faster freeze Slow and freeze control Kiss Kiss +max ammo, projectile count; +pushback, burn DoT; -recoil; Alt-Fire: heavy explosive round +max ammo, projectile count; +pushback, burn DoT +max ammo, projectile count; +pushback, burn DoT Wave clearing with fire splash Jar-Head +damage, clip, max ammo; +stun duration, projectile speed; -recoil; Alt-Fire: concentrated beam, massive headshot damage +damage, clip, max ammo; +stun duration, projectile speed; -recoil +damage, clip, max ammo; +stun duration, projectile speed; -recoil Crowd control and stunning Loose Cannon +damage, blast radius, pushback, max ammo; -recoil; Alt-Fire: scattered cannonball fragments +damage, blast radius, pushback, max ammo; -recoil +damage, blast radius, pushback, max ammo; -recoil Explosive AoE + wall breaking D-Namite No upgrades No upgrades No upgrades Throwable grenade, breaks walls and shields Hellrazor No upgrades No upgrades No upgrades Close-range room clearing chainsaw Which weapons are best for crowd control? Three guns stand out for handling groups of enemies. The Jar-Head is the dedicated crowd-control pick. Its stun effect works on all normal enemies, and the Alt-Fire's concentrated beam rewards players who aim for heads. The catch: stun does not work on bosses, so swap it out before those fights. The Kiss Kiss handles wave clearing differently. Its explosive rounds deal splash damage and apply burn damage over time, which means enemies that survive the initial hit keep taking damage. The Alt-Fire heavy round amplifies this further. The James Gun fills a suppression role. Its Alt-Fire dumps a large volume of bullets rapidly, which interrupts enemy attack patterns at mid-range. According to Destructoid, it can stop enemies from firing back, making it useful when you're getting overwhelmed. warning The Jar-Head's stun is useless against bosses. Don't rely on it as your primary weapon heading into boss encounters. What's the best weapon for dealing with walls and environmental obstacles? Two weapons break walls and open new areas: the Loose Cannon and the D-Namite . The Loose Cannon fires an exploding cannonball that deals area damage and, according to Destructoid, can break weaker walls to access otherwise unreachable zones. It's a legitimate combat weapon with real Tier 3 upgrade potential, so it doubles as both a progression tool and a damage dealer. The D-Namite is a throwable TNT grenade that explodes on impact. Beyond raw damage, it breaks walls and destroys shields, making it situationally useful even if it can't be upgraded. Keep a stock of these for encounters where shields are a problem. info The Loose Cannon's Alt-Fire charges up and scatters cannonball fragments across multiple targets, making it effective against clustered enemies even before you've maxed its tier upgrades. How does the Portable Freezer change combat? The Portable Freezer operates on a different logic than every other weapon in the game. Instead of raw damage, it shoots an ice beam that progressively slows enemies on contact. Push the freeze meter far enough and the enemy locks up completely, letting you unload into them without taking any return fire. Each upgrade tier accelerates how quickly the freeze builds, which is the stat that matters most for this weapon. The Alt-Fire launches an icicle that explodes on impact and applies frost to all enemies in range, making it effective for freezing multiple targets at once. Paired with a high-damage weapon like the Boomstick or Loose Cannon , the Freezer becomes a setup tool that trivializes tough individual enemies. What about the Devarnisher and its acid mechanics? The Devarnisher is the game's damage-over-time specialist. Its primary fire shoots acid that eats away at enemy health continuously after contact. The Alt-Fire at Tier 1 launches a sticky acid blob that sticks to a surface or enemy before detonating, dealing area damage and applying toxic damage over time to anyone caught in the blast radius. Each upgrade tier increases projectile count alongside the standard clip and ammo improvements, which means more acid coverage per shot at higher tiers. It's not a burst weapon, so don't expect it to delete enemies instantly. The payoff comes in sustained fights where the DoT stacks up. Weapon tier upgrade summary All eight upgradeable weapons follow a consistent pattern across their three tiers. The core stats (damage or projectile count, clip size, max ammo, and recoil) improve at every tier. What differentiates weapons is what else changes: the Boomstick gains additional pierce targets at Tier 2 and Tier 3 rather than just raw stat bumps, while the Portable Freezer specifically improves freeze speed rather than damage. The Hellrazor gets a special mention for being the only melee-style weapon. Destructoid notes it can clear a room in seconds, but no B.A.N.G. upgrades exist for it, so what you see is what you get. For more gaming guides and the latest on new releases, browse more guides on GAMES.GG.]]></description>
            <link>https://games.gg/mouse-pi-for-hire/guides/mouse-p-i-for-hire-all-weapons-and-tier-upgrade/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:55:11 GMT</pubDate>
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            <title><![CDATA[Pragmata Guide: All REM Locations]]></title>
            <description><![CDATA[Read Earth Memories are some of the best collectibles Capcom has put into Pragmata . They are not just lore scraps or arbitrary percentage fillers. Each one is a small glimpse of life back on Earth that you bring home to Diana, and the game rewards you with Cabin Coins for doing so. There are 6 confirmed REMs across Sectors 01 and 02, and this guide covers every single one with step-by-step directions. What are Read Earth Memories in Pragmata? Read Earth Memories , shortened to REM , are glowing blue collectible holograms scattered through Pragmata's sectors. According to Deltia's Gaming, they resemble small depictions of Earth and carry lore snippets about life before the events of the game. Beyond the worldbuilding angle, they are also gifts you can hand to Diana back at the Shelter using the REM Replicator , which keeps her entertained and prints a physical version of each item for display. Each REM you gift to Diana earns you Cabin Coins , the currency used for the Cabin Stamp Club side activity. So even if the lore does not pull you in, the progression rewards make collecting them worthwhile. Diana's shelter REM gifting screen How many REMs are in Pragmata? Based on current guides from Eurogamer and Deltia's Gaming, 6 REMs have been confirmed across Sectors 01 and 02. The Eurogamer guide notes it is still in progress, so additional REMs may exist in later sectors. The table below covers every confirmed location. REM Location Sector How to Reach Globe Main Control Lobby 01 Scripted story pickup in Block 03 Crayons The Concourse 01 Zipline up, then through a fake Holo-Wall Basketball Shopping District 02 Behind a stack of boxes after Block 02 hack Slide Side Alley 02 Drop into alley after Block 03 node, use zipline Skateboard Business District 02 Lim Eraser path, elevator hack, top of traversal puzzle CRT TV Lim Recycling Facility 02 Follow main path in Block 05 after conveyor belt room All REM locations in Pragmata Sector 01: Globe (Main Control Lobby) The Globe is the only REM you cannot miss. As you enter Block 03 in Sector 01's Main Control Lobby, a scripted sequence triggers where Diana discovers a half-finished globe. There is nothing extra to do here. Just pick it up and bring it back to the Shelter to gift it to Diana and earn your first Cabin Coin. This is also the game's way of teaching you how the REM system works, so pay attention to what the Shelter interaction looks like for future reference. Sector 01: Crayons (The Concourse) The Crayons REM is the first one that requires active exploration. Near the end of the Concourse, you will reach a main corridor leading toward a large room that is clearly a boss arena. Before going right into that area, look left for a ladder and climb it. At the top, move right along the ledge carefully and look for a wall that has a faint holographic shimmer. Interact with it when prompted and the Holo-Wall disappears, revealing the Crayons REM on the ground just behind it. info If you rush toward the boss area first, you can still backtrack to grab this one before leaving the sector. Sector 02: Basketball (Shopping District) After hacking the first node in Block 02 of the Shopping District, follow the linear path that opens up. The Basketball REM sits behind a stack of boxes along this route. According to both Eurogamer and Deltia's Gaming, you will spot the hologram before you reach it since it appears briefly as you pass through the area. Keep going straight and you will find it without any detour. Sector 02: Slide (Side Alley) The Slide REM takes a bit more effort. After hacking Node 3 in Block 03, you can spot the REM behind a fence on the path ahead. To actually reach it, drop down into the area below and head left into the side alley next to a building. A zipline at the end of the alley takes you upward, and the REM is waiting at the top. warning Do not try to jump the fence directly. The intended route is through the alley below, not over the barrier. Sector 02: Skateboard (Business District) The Skateboard REM is the most involved pickup so far. Exit the Safe Room at the start of Block 04 and use Diana's Lim Eraser ability to clear a blocked path to the right. Follow this path to an elevator with red hackable panels. Hack the panels to ride the elevator down into a traversal puzzle area. According to Deltia's Gaming, the puzzle requires you to hack a panel on the center tower to pull platforms out of the wall repeatedly. Work your way to the very top of this structure and the Skateboard REM is your reward at the end. Sector 02: CRT TV (Lim Recycling Facility) The CRT TV REM sits on the main path in Block 05, shortly after the conveyor belt room with multiple enemies (the same area where you find the Decoy Gun , as noted by Eurogamer). Just keep following the story route through the Lim Recycling Facility and you will come across it naturally. According to Deltia's Gaming, taking two successive rights after the unlocked door in the Lim Recycler room puts you right on top of it. What do you do with REMs after collecting them? Every REM you pick up goes into your inventory and stays there until you return to the Shelter . Once back, interact with Diana and select the gifting option. She reacts to each one, which adds to the character work Capcom has built around her. The REM Replicator then prints a physical version that goes on display in the Shelter. The functional reward is Cabin Coins , which feed into the Cabin Stamp Club. If you are chasing trophies or achievements, collecting all REMs is part of the completion requirements, as confirmed across all three source guides. Are any REMs missable? Based on available information from the Sports Rant guide, Pragmata supports post-story cleanup through later progression modes, which means most or all REMs can be retrieved after finishing the campaign. This is a relief compared to games that permanently lock you out of collectibles after story beats. That said, grabbing them during your first pass through each sector is still more efficient than backtracking later. info After clearing a combat encounter, always sweep the room before moving on. REMs are placed in optional corners that players who sprint to objectives will walk right past. For more Pragmata content and guides for other games, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/pragmata/guides/pragmata-all-rem-locations/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:53:29 GMT</pubDate>
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            <title><![CDATA[Tomodachi Life Living the Dream Relationships Guide]]></title>
            <description><![CDATA[Relationships are the beating heart of Tomodachi Life: Living the Dream . Every Mii on your island starts as a complete stranger, and nudging them toward friendship, romance, and eventually family is where most of your time and energy will go. Get this system wrong and your island feels flat. Get it right and you'll be earning Warm Fuzzies, watching weddings, and welcoming new baby Miis before you know it. How do Mii relationships work? According to the Game8 walkthrough team, every Mii begins with Stranger status toward every other Mii on your island. The only way to move past that is to physically drag Miis together so they can have a conversation. That first interaction bumps both of them up to acquaintances , which opens the door to deeper bonds over time. From acquaintances onward, repeated interactions build chemistry. Special cutscenes can trigger at relationship milestones, though these happen randomly, so keep bringing Miis together and let the game surprise you. Your Miis also think about their relationships on their own. Watch for orange thought bubbles (friendship problems) and pink thought bubbles (romantic feelings) appearing above their homes. Solving these Ponderings steers relationships in specific directions, so checking in on your Miis regularly pays off. First meeting starts every bond What affects compatibility between Miis? Not every pair of Miis will click equally. Compatibility is tied directly to the Personality Type assigned to each Mii when you create them. Miis with similar Personalities are more likely to become close friends, while very different Personalities may struggle to bond. That said, Personality Type isn't the whole picture. Each Mii also has individual quirks that can cause friction even between Miis who share a Personality. Two Outgoing Miis might still rub each other the wrong way depending on those quirks, so don't assume similar Personalities guarantee a smooth friendship. Relationship Factor What It Affects Personality Type Base compatibility between two Miis Individual Quirks Can override Personality compatibility Frequency of Interaction How fast the relationship develops Pondering Outcomes Direction the relationship takes Offline Time Relationships can progress without you Can relationships be one-sided? Yes, and this is one of the more realistic quirks in the game. A Mii can develop a crush on someone who has zero interest in return. Platonic relationships can go the same way: one Mii might be eager to befriend another who stays indifferent. These one-sided situations happen randomly and can affect both friendships and romances. If a Mii works up the nerve to confess feelings and gets rejected, the relationship doesn't necessarily end permanently. The status drops down a level, but with enough continued interaction, things can shift again. info You can set two Miis to be "lovers" in the Mii editor before they've even spoken. This makes them attracted to each other from the start, though they'll still technically be strangers until you drag them together for that first conversation. How do Miis get married and have children? Marriage in Tomodachi Life: Living the Dream isn't something you can force. According to Game8's guide, Miis make the decision themselves once their romance has deepened enough. You have to wait until they ask for your opinion before anything moves forward. Once married, couples can go on to have children. Children born on the island add to the total population and can be customized in the Mii editor, giving you room to shape their appearance however you like. What happens when relationships fall apart? Break-ups are part of island life. A Mii can randomly lose interest in another and trigger a special event where they end things. When this happens, the relationship status drops by one level. This applies to crushes specifically, based on Game8's documentation, though the general principle of relationship regression applies broadly. Fights can also occur between Miis. These are separate from romantic break-ups and can be resolved through specific in-game actions. Why building relationships is worth your time Relationships aren't just a social simulation feature sitting off to the side. They directly feed into two of the most important progression systems in the game. First, Mii happiness . According to Game8's guide, a Mii's happiness meter is tied to how their relationships are going. Successful interactions and relationship milestones push the happiness meter up, and when it levels up you earn Warm Fuzzies plus a significant amount of in-game money. That makes relationship management one of the most efficient ways to earn both currencies simultaneously. Second, island population . Married Miis can have children, and children grow the population of your island. More Miis means more potential relationships, more events, and more content to engage with overall. For more tips on managing your island and getting the most out of every system, browse more guides covering everything from beginner basics to advanced strategies.]]></description>
            <link>https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-living-the-dream-relationships-guide/</link>
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            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:50:35 GMT</pubDate>
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            <title><![CDATA[Crimson Desert Guide: How to Get Golden Apple]]></title>
            <description><![CDATA[Golden Apples are one of the most overlooked money-makers in Crimson Desert . Most players wander past the hedgehogs at Grey Rock Dock without a second glance, missing out on what is arguably the fastest repeatable wealth loop in the game. Sell them raw and you pocket 114 Silver each. Craft them into Gold Bars first and that number jumps to 500 Silver at the bank. This guide covers exactly where to go, what to bring, and how to run the loop efficiently. What are Golden Apples and why do they matter? According to community testing documented across multiple sources, Golden Apples are rare fruits that only hedgehogs can perceive. The animals carry them visibly on their backs as a bright golden shimmer or glow. You cannot find them lying around in the world or purchase them from vendors. They stack up to 50 per inventory slot, which means a single farming session can fill a meaningful haul without inventory juggling. The catch is that picking them up counts as stealing, so you need a Mask equipped before you touch one. Without it, you will not even get the interaction prompt. danger Always equip your Mask before starting a run. Picking up a Golden Apple without one is simply not possible, and the game gives no warning about this requirement. Spot the golden glow on its back Where to find Golden Apples in Crimson Desert The single best farming location is Grey Rock Dock , which sits on the northwestern border of Demeniss where it meets the northeastern border of Hernand. All three sources confirm this as the primary spot. To reach it: From Hernand, head northwest across the river into Demeniss. From the Kingshield Mountains , travel southwest to the dock. The Gate of Truth fast travel point nearby makes this easy to reach repeatedly. You can also travel south from Leafshade House along the river. As noted by KeenGamer, a secondary location exists in Tinkerton village in Deleysia, though Grey Rock Dock is far more reliable for consistent spawns. warning The area around Grey Rock Dock is initially occupied by Fundamentalist Goblins (Source 1 calls them Wolf Tracker enemies). Clear the area completely before attempting to farm. Once liberated, you can return freely. Grey Rock Dock farming zone What do you need before farming? Gather these items before heading out, or the run will stall immediately. Item Purpose Where to Get It Mask Required to steal Golden Apples Back Alley Merchant (Grimrak), southeast of Hernand's Cathedral; also drops from bandits Bow and Arrows Kill or displace hedgehogs Any weapon vendor; standard arrows work fine Gold Ore x3 per apple Craft Gold Bars Anvil Hill Mine (southwest Demeniss) or Heart of the Saints Cave (near Three Saints' Falls, Hernand) Gold Bar Recipe Unlock crafting at the Witch Witch's Hideout in Pailune, or Spire of Insight in southwestern Hernand According to KeenGamer, the Focused Shot skill from the green skill tree (requires Concentration Level 2 and Archery Level 2) slows time when activated, making it noticeably easier to land shots on moving hedgehogs. Not mandatory, but it speeds things up. How to farm Golden Apples Once the area is clear and your Mask is equipped, the loop itself is straightforward. Position yourself near the house with pumpkins at Grey Rock Dock. KeenGamer identifies this as the best spawn monitoring point. Walk slowly through the area and watch for the golden glow on a hedgehog's back. Shoot the hedgehog with your bow to drop the apple. You can also try shooting the apple directly off its back, though both sources that mention this agree it is significantly harder. Run to the dropped apple and pick it up immediately. Sprint out of the red wanted radius before a bounty registers. Wait for the alert to clear, then return to the pumpkin house and repeat. If no hedgehogs appear after a couple of minutes, fast travel to the Abyssal Nexus and return. This resets spawn locations. Alternatively, walking the full path from the junction north of the dock down toward the water and back tends to trigger new spawns without fast traveling. info Based on testing reported by KeenGamer, the best spawn windows are 4:00 AM to 11:00 AM and 4:00 PM to midnight in-game time. TheGamer's testing found good results between 9:00 AM and 6:00 PM. Plan your sessions around these windows for the highest hedgehog density. GameRant notes that if you reach the bridge to the north without finding any hedgehogs, simply walk back to the starting point. The animals respawn without requiring a save reload or teleport. How do you turn Golden Apples into Gold Bars? Selling Golden Apples raw at 114 Silver each is leaving money behind. The real payoff comes from the Gold Bar recipe. Crafting recipe: 1 Golden Apple + 3 Gold Ore = 1 Gold Bar To craft Gold Bars: Go to any Witch NPC . Practical options include the Witch's Hut in the Witchwoods and the Witch's Hideout south of Pailune. Open the crafting menu and navigate to the Special Item tab (press R2 / RT on controller). Select Gold Bar and craft as many as your materials allow. If you do not have the recipe yet, pick it up from the Witch's Hideout in Pailune (on the shelf behind the table with the tea recipe, according to DualShockers) or from the Spire of Insight in southwestern Hernand. TheGamer confirms the Spire of Insight also holds an alternate Gold Bar recipe that requires 10 Silver Ore, 3 Brimstone, and 3 Mercury instead of a Golden Apple. info Head straight to the bank after crafting. Selling Gold Bars directly to vendors nets roughly 190 Silver each, but taking them to the Hernand Bank and converting them there yields 500 Silver per bar. That is more than double, and the detour takes under a minute. What is the most efficient farming loop? According to KeenGamer's documented testing, a full optimized session looks like this: Farm Golden Apples at Grey Rock Dock for roughly 40 minutes, collecting 15 to 20 apples Mine Gold Ore separately for about 20 minutes to gather 45 to 60 ore Craft Gold Bars at a Witch using the stockpiled materials Convert all Gold Bars at the Hernand Bank for 500 Silver each KeenGamer also reports that Golden Apple farming produces 8 to 12 Gold Bars per hour compared to 3 to 5 from other methods like pickpocketing, making it one of the most time-efficient silver sources in the game. For more strategies across Crimson Desert and other games, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/crimson-desert/guides/crimson-desert-how-to-get-golden-apple/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:48:37 GMT</pubDate>
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            <title><![CDATA[Crimson Desert Guide: Deceiver's Fedora Location]]></title>
            <description><![CDATA[The Deceiver's Fedora is one of Crimson Desert's best-kept secrets. It looks like a simple cosmetic hat, but equip it at a gambling table and you can see every card in your opponents' hands. If you've been grinding Silver at Duo tables and losing more than you'd like to admit, this item fixes that problem entirely. Where is the Deceiver's Fedora located in Crimson Desert? The hat is sold by a Mineral Merchant who sets up shop in the northeast corner of the Tashkalp arena , up in the stands rather than down in the fighting pit itself. Getting to him requires traveling northwest to the main city in the Crimson Desert region , which the sources describe as territory you're not really meant to visit until the latter half of the main story. Stick to the main roads to avoid unnecessary fights with bandits and soldiers who hit hard against under-geared characters. warning The Crimson Desert region is late-game territory. Attempting this run early means fighting enemies that can tear through you quickly if your gear isn't refined to a high level. Stay on the roads. Before the merchant will even sell you the hat, two things need to happen. First, you must defeat Muskan , the arena champion. Beating him unlocks the merchant's presence on your map and also rewards you with the Combat God's Plate Gloves as a bonus. If Muskan is giving you trouble, use Force Palm to stagger him and interrupt his attacks, which opens up longer combo windows. Mineral Merchant in the stands How do you reach 100 Trust with the Mineral Merchant? After defeating Muskan, speak to the Mineral Merchant, back out of the dialogue, and you'll see a gifting option. You need to reach 100 Trust before the Deceiver's Fedora appears in his shop. The slow method is gifting Copper Pouches , which you can loot from dead human enemies or pickpocket from NPCs (you'll need a Mask equipped to commit crimes without consequence). The fast method skips all of that entirely. Head to Demeniss Wildlife Park , located just south of the main city in the Demeniss region. Equip your lantern and walk among the masked guests. You're looking for someone whose clothing shows gold bar outlines , which indicates they're carrying one. Equip your thief mask, bump into them, and press A on Xbox or X on PlayStation to pickpocket the gold bar. Run out of the red witness circle immediately after. Take that gold bar to any bank and exchange it for 500 Silver , then return to Tashkalp. Gifting the gold bar directly to the Mineral Merchant fills his entire Trust meter in one go, skipping the tedious Copper Pouch grind. info If you can't find a guest carrying a gold bar at Demeniss Wildlife Park right away, the number of attendees can vary by in-game day. Come back the next day if the crowd is thin. What does the Deceiver's Fedora cost and what are its stats? Once Trust hits 100, the Mineral Merchant sells the Deceiver's Fedora for 97.05 Silver . That's a notable sum early on, but manageable once you've run the gold bar pickpocket route at least once. As combat gear, the hat is essentially useless. Here's the full picture: Stat Value Defense 2 Abyss Gear Slots 0 Primary Use Gambling cheat ability Cost 97.05 Silver Don't wear it into a fight expecting any protection. Its value is entirely in what it does at the card table. How do you use the Deceiver's Fedora to cheat at Duo? Equip the hat before sitting down at a Duo or Five Cards game. Once the cards (or sticks) are dealt, hold Left Trigger to activate the hat's X-ray effect. This reveals every card each opponent is holding, removing all guesswork from the game. Time doesn't stop or slow while you're peeking, so activate it quickly right after the deal. If you need a moment to think through what you're seeing, hold Left on the D-Pad to freeze time and bring up the full list of hand types. Use that pause to compare your hand against your opponents' and figure out the best play. Once you know you have the winning hand, the strategy becomes about extracting maximum Silver rather than just winning. Bet slowly and conservatively at first to give opponents the impression you're uncertain, then raise near the end of your turn. The AI reads confident early betting as a strong hand and may fold before you can push the pot higher. info According to TheGamer's testing, the AI opponents never call you out for using the Deceiver's Fedora, even though Kliff can accuse other players of cheating. There's no penalty for using it. For the biggest payouts, the sources point to Beighen in Pailune as the best high-stakes Seotda location. Entry costs 150 Silver, but winnings reportedly run higher than the tables in Hernand. Just watch for other cheaters at the table, since they can interfere with your own attempts. The whole process is a side investment that pays for itself after a few winning sessions at the higher-stakes tables. For more Crimson Desert loot guides and strategies, browse more guides on GAMES.GG.]]></description>
            <link>https://games.gg/crimson-desert/guides/crimson-desert-deceivers-fedora-location/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:45:42 GMT</pubDate>
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            <title><![CDATA[Replaced Boss Guide: How to Beat Uncle Ben]]></title>
            <description><![CDATA[Uncle Ben is the Chapter 3 boss standing between you and the battery you need to upgrade your weapon. He lives in the Termite Lair, he hits hard, and he refuses to stay down after the first knockdown. Beating him once is not enough. You have to do it twice. The good news: his attack patterns are readable once you know what to look for, and your med-stims reset before Phase Two. The bad news: if you play aggressively, he will punish you for it. Here is everything you need to know to get through both phases. Uncle Ben's Termite Lair arena What attacks does Uncle Ben use? Every time Uncle Ben returns from his throne, and at the start of each phase, he wears armor that you must destroy with your pickaxe before you can deal meaningful damage. Do not skip this step. Here is a breakdown of every attack in his kit and how to handle each one: Claw Attack This is his standard move. He swings a claw directly at you, and the color of the indicator tells you how to respond: Red indicator : You must dodge. There is no countering it. Yellow indicator : You can counter, but it requires multiple counters performed in quick succession. In Phase Two, he follows the first swing with a second one immediately after. After dodging the first hit, dodge again before going on the offensive. info The Claw Attack is your best damage window. Dodge behind him after the swing, land a few hits, then back off before the next move. Spin Attack The Spin Attack starts identically to the Claw Attack, which is what makes it dangerous. After the initial swing, he keeps spinning instead of stopping. Players who rush in after the first swing get caught by the follow-through constantly. Keep your distance whenever he winds up for any attack. If you are already close, dodge away immediately. Crossbow Attack Uncle Ben pulls out a crossbow and tracks you with it. His aim appears as a white line that turns red just before he fires. You have two options: Dodge past him to step out of the firing line entirely. Wait and dodge the moment the line turns red to roll under the shot. There is a third option worth knowing: if your gun is charged, shooting him cancels the Crossbow Attack outright. Charge Attack He charges straight at you. Dodge out of the way. In Phase Two, he charges twice in a row , so you need two consecutive dodges rather than one. warning Do not dodge too early on the Phase Two double charge. Wait until the first charge is almost on you before committing to the first dodge, then immediately dodge the second. Mine Attack While seated on his throne, Uncle Ben fires three mines at you. They either hit you directly or land on the ground and create large red circles you need to avoid. The most reliable counter is to hide behind one of the broken pillars in the arena. He wastes all three mines destroying the pillar instead of hitting you. How do you beat Uncle Ben in Phase One? The core rule for this entire fight is to play defensively. Uncle Ben deals heavy damage and strings attacks together. Going in swinging is how you die fast. Your approach should follow this rhythm: Wait for an attack to finish. Dodge into a safe position, usually behind him. Land two or three hits maximum. Back off and reset. Use your gun whenever you have an opening . According to the source guide from TheGamer, it deals significant damage and is worth firing every chance you get. Do not save it. Attack Response Damage Window? Claw Attack (red) Dodge behind him Yes, after dodging Claw Attack (yellow) Counter multiple times Yes, during counter chain Spin Attack Dodge away, keep distance No Crossbow Attack Dodge past or roll under Yes, if gun is charged Charge Attack Single dodge No Mine Attack Hide behind pillar No info Your med-stims fully replenish before Phase Two begins. You do not need to hoard them in Phase One, but you also do not want to burn them recklessly on avoidable hits. How does Phase Two change the fight? Once his health drops to zero the first time, Uncle Ben gets back up. This is not a bug. You have to beat him a second time to finish the fight. Three of his attacks get upgraded in Phase Two: Claw Attack now includes a second swing after the first. Charge Attack now comes as a double charge instead of one. His overall aggression increases. The strategy stays the same: patience, dodge first, attack after. For the Claw Attack in Phase Two, dodge behind him after the first swing, then dodge back to avoid the second before hitting him. For the Charge Attack, wait and execute two dodges back to back. For more boss fight breakdowns and combat guides across the latest releases, browse more guides at GAMES.GG .]]></description>
            <link>https://games.gg/replaced/guides/replaced-boss-guide-how-to-beat-uncle-ben/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:43:45 GMT</pubDate>
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            <title><![CDATA[Replaced Guide: How to Free the Slaves in the Termite Lair]]></title>
            <description><![CDATA[The Termite Lair in Chapter 3 of Replaced hits you with one of the game's trickier puzzles right when you're least expecting it. You stumble across a locked-up slave who needs your help, and freeing them isn't just the moral play — you genuinely need their assistance to push deeper into the lair. The puzzle itself isn't immediately obvious, but once you understand the logic, it clicks fast. What happens after you speak with the Slave Leader? The moment you finish talking to the Slave Leader through their cell, the game throws Termite Kate at you. This enemy is noticeably more agile than the standard fighters you've dealt with up to this point in Chapter 3. The trick is not to trade hits directly. Counter their attacks a few times to open them up, then strike. They go down without much fuss once you've got the rhythm. With Kate handled, climb up to the right, then leap left . From there, keep climbing toward the area above. The path reads naturally as you go, but make sure you're using the pickaxe to grip the cracked sections of rock — those spots won't hold without it. You'll eventually hit a locked door blocking your way. The yellow planks sitting next to it are your solution: use them to boost yourself up and over. Crawl through the vent on the other side and drop down into the area below. info The pickaxe grip on cracked rock sections is easy to miss if you're moving quickly. Slow down at any cracked surface and look for the interaction prompt before jumping. Where do you place the green-light cart? After dropping through the vent, you'll need to clear another wave of enemies before the puzzle opens up. Once they're gone, head left to find the cart covered in green lights . This cart is the power source you need for the console sitting inside the elevated container on the right side of the room. The key detail is in the row of devices to the left of that container. Half of them glow green, the other half red. Place the cart directly between the two halves and it acts as a conduit, converting the red lights to green and activating the console. Position matters here — too far in either direction and nothing happens. Match symbols to the pillar How do you open the slave cages? With the console powered up, you can now interact with it to release the cages. The catch: it requires a specific 4-symbol sequence. Get it wrong and nothing opens. The four symbols in play are Cross, Eye, Knife, and Chains . Their order comes from two clues in the room: the symbols marked on the pillar next to the console , and the text on the wall reading "CADB" alongside the message “Hope you morons remember the alphabet.” Here's how the decoding works. Each letter in "CADB" maps to a position in the alphabet, and that position corresponds to a symbol's spot on the pillar. C is the 3rd letter , so it points to the 3rd symbol on the pillar (Chains). A is the 1st , pointing to the 1st symbol (Knife). D is the 4th , pointing to the 4th symbol (Eye). B is the 2nd , pointing to the 2nd symbol (Cross). The correct cage sequence Input Order Letter Alphabet Position Symbol 1st C 3rd Chains 2nd A 1st Knife 3rd D 4th Eye 4th B 2nd Cross Enter Chains, Knife, Eye, Cross in that order and the cages open. Once they do, the door on the left side of the area unlocks, giving you a direct path back through the section. info The puzzle clue is designed to look more confusing than it is. The alphabet reference is literal — just count the letter's position (A=1, B=2, C=3, D=4) and match it to the symbol at that spot on the pillar. Freeing the slaves isn't just a feel-good moment in the story. It's what lets you keep moving forward in the Termite Lair, so getting through this puzzle efficiently matters. If you're working through other tricky sections in Replaced or want walkthroughs for similar games, browse more guides on GAMES.GG to keep your playthrough moving.]]></description>
            <link>https://games.gg/replaced/guides/replaced-guide-how-to-free-the-slaves-in-the-termite-lair/</link>
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            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:42:29 GMT</pubDate>
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            <title><![CDATA[Windrose XP Guide: How to Level Up Fast]]></title>
            <description><![CDATA[Windrose does not tell you upfront that killing enemies and crafting items earn zero XP. You can spend an entire session grinding combat and resource nodes and end up exactly where you started on the level bar. The actual XP systems are specific, and once you understand them, progression clicks into place fast. How does XP work in Windrose? Unlike most survival games, Windrose ties character progression to two specific actions: completing quests and fully looting points of interest. Every level you gain awards stat points and unlocks new Talents, so falling behind on XP means your build stalls while the world around you scales up. According to Dot Esports, neither combat kills nor crafting contribute to your XP total, which catches a lot of players off guard early on. Complete quests first: main and side Quests listed in your Journal are the single most reliable XP source in Windrose. Both main story objectives and side quests count, and the main quest chain does double duty by unlocking new gear and opening access to additional islands. Side quests are not a minor bonus either; they appear organically as you explore different points of interest, so you will naturally pick them up while doing other things. The key distinction, confirmed by both Dot Esports and TheGamer, is that side activities like Blackbeard Crew Maps do not grant XP at all. They are worth running for loot, but do not expect them to move your level bar. Stick to anything that shows up in the Journal. warning Blackbeard Crew Maps reward useful loot but contribute zero XP. Do not prioritize them over Journal quests if leveling is your goal. Journal tracks all active quests How to get the most XP from points of interest Every island has multiple question mark locations on the map, including pirate camps, Ancient Ruins, outposts, Traveler's Camps, Jungle Caves, and Shipwrecks . Each one contains a set number of chests, and the map shows you exactly how many before you arrive. The catch: you only receive XP after looting every chest in a location. Partial clears give nothing. Here is the full XP breakdown per POI based on chest count, as reported by Dot Esports: Chests in POI XP Reward 1 chest 25 XP 2 chests 50 XP 3 chests 50 XP 4 chests 50 XP 6 chests 100 XP Some chests are hidden. Ancient Ruins frequently have a cellar containing one or two extra chests. Others are buried under debris and marked only by shining particles, requiring a pickaxe to dig up. Traveler's Camps and Jungle Caves leave hints in nearby notes, Shipwrecks can have chests on deck, and pirate POIs scatter chests across multiple rooms and camps. info Bring enough materials to build a Tent and a Fast Travel Point before clearing an island. This lets you work through every POI without wasting time on long return trips. Should you farm enemies for XP? Once you unlock the second island, pirate camps along the coastline become one of the faster XP methods available, according to TheGamer. Human pirates drop solid XP and valuable loot including gunpowder, and these camps respawn daily, making them a repeatable loop. Setting up a fast travel point near a dense pirate camp cluster turns this into an efficient daily routine. Not every enemy type is worth the effort, though. Drowned enemies are notably tanky, have awkward attack patterns, and offer poor XP relative to the time they take to kill. Skip them unless you have a specific reason to engage. info Pirate camps respawn on a daily in-game cycle. A fast travel point placed nearby makes it easy to reset and farm them consistently without the walk. What else speeds up progression? Use the rested buff Resting at your bonfire applies a buff that increases stamina regeneration, which directly speeds up both combat and resource gathering. TheGamer notes that you can extend the duration of this buff by placing decorations around your camp to raise your comfort level. A higher comfort rating means the buff holds longer during exploration runs, reducing how often you need to return to base. Upgrade tools before weapons Early progression depends heavily on gathering speed, not combat output. Upgrading to copper tools (a better pickaxe and axe) before investing in weapons lets you collect materials faster, which accelerates crafting, quest completion, and overall momentum. TheGamer specifically flags this as the smarter early investment because the long-term material gains outpace the immediate combat advantage from weapon upgrades. For more tips across all kinds of games, browse more guides on GAMES.GG to keep your progression sharp.]]></description>
            <link>https://games.gg/windrose/guides/windrose-xp-how-to-level-up-fast/</link>
            <guid isPermaLink="true">https://games.gg/windrose/guides/windrose-xp-how-to-level-up-fast/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 19:41:12 GMT</pubDate>
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            <title><![CDATA[KuloNiku: Bowl Up! Cozy Mode Guide]]></title>
            <description><![CDATA[KuloNiku: Bowl Up! dropped on April 7, 2026 from Gambir Studio and published by Raw Fury, and it earns every bit of its 9/10 from DualShockers. You play as a chef who has returned to the small town of KuloNiku to reopen your late grandmother's restaurant, Bakosu, and rebuild its reputation. The game blends the hands-on cooking feel of Cooking Mama with the management rhythm of Cook, Serve, Delicious and the warm character writing of Tavern Talk. The result is one of the best cozy games released this year. What kind of game is KuloNiku: Bowl Up!? KuloNiku: Bowl Up! is a single-player cooking and management simulator available on PC (Steam Deck Verified). The story runs about 10 hours, but the game is designed to be played well beyond that. The narrative exists as background context rather than the main attraction. Your grandmother's food built a legacy in this town, and a few residents are quick to remind you of that pressure. That setup gives you a reason to care, then steps aside so the cooking and community can take over. Customize Bakosu to your taste How do the cooking mechanics work? The core cooking loop in KuloNiku: Bowl Up! is built on a simple foundation that customer orders layer on top of. When you go through the tutorial, especially the section covering Meatball Brawls, it can feel like a lot is being thrown at you. Stick with it. The actual moment-to-moment cooking is straightforward once you are in the kitchen. Customer orders evolve as you expand your ingredient list. New ingredients come from Ume's shop , which refreshes its stock every Friday in-game. After closing Bakosu for the night, you can head to Ume's before ending the day. The first purchase worth prioritizing is extra bowls. The in-game item description even calls this out directly: opening a soup restaurant with only 2 bowls means constant washing between customers. More bowls mean more breathing room during a busy service. Beyond ingredients and tools, Ume's also stocks decorations and furniture for Bakosu. These do not affect the cooking mechanics themselves, but they let you shape the restaurant's atmosphere to your preference. The range of options is larger than you might expect for a cozy game of this scope. info Buy extra bowls from Ume's shop before anything else. Fewer dish-washing interruptions means smoother service and more time to focus on orders. Ume's shop refreshes every Friday What is Cozy Mode and should you use it? Cozy Mode is an optional setting that removes customer patience timers and cooking time pressure entirely. With it off, there is a small but real amount of tension as customers wait. With it on, that pressure disappears completely and KuloNiku: Bowl Up! becomes a pure relaxation experience. After testing both settings across multiple in-game days, Cozy Mode is the better starting point for new players. It lets you learn the cooking system without the stress of a ticking clock. The tradeoff is that time becomes invisible. It is easy to lose track of how long you have been playing, which is either a feature or a bug depending on your schedule. warning Cozy Mode makes it very easy to lose track of real-world time. Set a timer if you have plans. How do Meatball Brawls work? On Mondays and Thursdays , you can travel to the studio via the bus and enter a Meatball Brawl. These are cooking competitions where you try to impress a panel of judges by cooking dishes that match their tastes, using that session's bonus ingredients, and earning points from the audience watching. Each Brawl gives you a limited number of actions per turn and a limited number of turns total, so every decision counts. Here is how to approach scoring efficiently: Prioritize judge tastes above everything else. Points from matching judge preferences outweigh audience points by a significant margin. Use the bonus ingredients. Each Brawl session highlights specific bonus ingredients. Working these into your dishes adds meaningful points. Audience points are secondary. They contribute to your score, but chasing them at the cost of judge satisfaction is not worth the action economy. The tutorial covers all of this clearly. Pay attention to it and you will win consistently. info Meatball Brawls run on Mondays and Thursdays. Missing a session just means waiting for the next scheduled day, so there is no pressure to attend every one. Who are the key NPCs in KuloNiku? The town of KuloNiku has a cast of characters you meet through running Bakosu, competing in Brawls, and talking to people on the sidewalk after closing time. Talking to NPCs on the sidewalk at the end of the day increases your friendship with them, which adds a community-building layer that fits the game's tone well. Stella is the standout NPC. She is your main competitor in the Meatball Brawl circuit and has a tsundere personality that softens quickly once you spend time around her. Her attitude toward you is partly rooted in her deep admiration for your grandmother, which the game makes clear early on. She is the most competitive and the most interesting character in the roster. Mami is the NPC who explains the Meatball Brawl rules during the tutorial. The source material notes that some NPC personalities lean into visual novel archetypes, which may not land for every player. That is a fair observation. The characters who work, though, are genuinely endearing. NPC Role How You Meet Them Stella Main rival, Brawl competitor Meatball Brawl circuit Mami Meatball Brawl explainer Tutorial / Brawl studio Ume Shop owner Visiting the shop after closing Various residents Friendship building Sidewalk conversations after hours Stella warms up eventually Quick tips for running Bakosu efficiently Buy bowls first from Ume's shop. The game's own item description tells you this, and it is correct. Check Ume's every Friday after closing. New stock unlocks new recipes that customers can order, expanding variety. Listen to the Meatball Brawl tutorial carefully. The scoring system seems complex at first but becomes intuitive fast. Talk to NPCs on the sidewalk after hours. Friendship progression adds depth to the community feel without requiring extra effort. Use Cozy Mode if you want to focus on learning the cooking system without time pressure. Focus on judge tastes in Brawls , not audience points. The score difference is notable. info The sound design rewards you for cooking. Ingredients popping in and out of the hotpot is genuinely satisfying, and that feedback loop makes you want to keep cooking even when customers are not waiting. Is KuloNiku: Bowl Up! worth playing? For fans of cozy cooking games, yes. DualShockers awarded it 9/10, reviewed on PC. The game earns that score through a cooking system that stays accessible without becoming boring, a Meatball Brawl mode that adds just enough competitive tension, and a sound design that makes the act of cooking feel rewarding on a tactile level. The main story wraps up in around 10 hours, but the game is built for sessions beyond that. The weaknesses are minor. Some NPC archetypes feel borrowed from visual novel conventions, and there is currently no way to interact with NPCs outside of sidewalk encounters and Brawl sessions (no in-game smartphone or messaging system). Neither issue significantly affects the experience. Gambir Studio has built something worth returning to. For more cozy games and cooking sim recommendations, browse more guides at GAMES.GG to find your next obsession.]]></description>
            <link>https://games.gg/kuloniku-bowl-up/guides/kulo-niku-bowl-up-cozy-mode-guide/</link>
            <guid isPermaLink="true">https://games.gg/kuloniku-bowl-up/guides/kulo-niku-bowl-up-cozy-mode-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 15:27:35 GMT</pubDate>
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            <title><![CDATA[KuloNiku: Bowl Up! Meatball Brawl Guide]]></title>
            <description><![CDATA[KuloNiku: Bowl Up! drops you into a cozy meatball restaurant with big expectations and one very intimidating rival. Developed by Gambir Studio and published by Raw Fury , this PC cooking sim launched on April 7, 2026, and blends hands-on cooking mechanics with restaurant management and a surprisingly deep social system. Your grandmother's once-famous eatery needs rescuing, and the rockstar chef Stella from Souper Starz is not going to make it easy. Restaurant customization screen What is KuloNiku: Bowl Up! and who is it for? KuloNiku: Bowl Up! sits at the intersection of cooking simulation, management, and immersive sim. The tactile cooking controls are the headline feature: you chop, boil, fry, torch, pour, sizzle, slice, and skewer your way through each order rather than pressing a single button to auto-cook. That physicality is what separates it from most restaurant management games. If you enjoy hands-on cooking games and want a narrative layer on top, this is worth your time. The game is Steam Deck Verified , so portable play is fully supported out of the box. info KuloNiku: Bowl Up! is available exclusively on PC via Steam. There is no console release announced at this time. How do the cooking mechanics work? Every dish involves a sequence of physical actions tied to the game's tactile control system. According to the official game description from Gambir Studio , you can adjust seasoning freely, adding extra garlic or salt beyond what a recipe strictly requires. This freedom matters because customers tip based on how well their meal matches their preferences, not just whether it's technically correct. Here's what that means in practice: Follow the base recipe to satisfy the order and avoid complaints. Experiment with seasoning to push tips higher on repeat customers whose preferences you've learned. Master each cooking action individually, since the tactile system rewards precision over speed in most situations. Hands-on cooking controls info Customers can become friends over time, and knowing their flavor preferences unlocks better tip opportunities. Prioritize building those relationships early. How do Meatball Brawls work? Meatball Brawls are the competitive cooking duels at the heart of KuloNiku's progression. When rival chefs challenge you for the top spot, you settle it in a head-to-head format judged by a rotating panel of judges . Speed matters, but the game explicitly frames these as tests of strategy and creativity across every step of the cooking process. Two additional mechanics make Brawls distinct from regular service: Mini-games are embedded in the Brawl format to impress both judges and a live crowd. The crowd issues on-the-spot requests during the Brawl, and responding to those requests boosts your score directly. Ignoring the crowd is a common mistake. Their live requests are a score multiplier you cannot afford to skip. warning Focusing entirely on judge criteria while ignoring crowd requests will cost you Brawl victories. Split your attention between both. Brawl Element What It Tests Impact on Score Cooking speed Efficiency under pressure Moderate Recipe quality Strategy and precision High Mini-game performance Crowd and judge engagement High Crowd request responses Real-time adaptability Score boost How should you upgrade your restaurant? The upgrade system in KuloNiku: Bowl Up! has three distinct layers, and understanding all three prevents you from spending resources in the wrong place early on. Tools and ingredients are the functional upgrades. Unlocking new tools expands what recipes you can prepare, while higher-quality ingredients directly improve dish quality. These should be your first priority. Decorations are not purely cosmetic. According to the game's official description, certain decor items provide gameplay perks that help impress customers. Buying a full matching set unlocks additional benefits, so it's worth planning your decoration purchases around sets rather than individual pieces. Festival and friendship decorations are a separate category. You unlock these either by participating in special in-game festivals or by raising your friendship level with specific town residents. These tend to be the most unique items and are worth pursuing once your core restaurant is functional. Decor sets with gameplay perks info Buy decoration sets rather than individual items. Sets unlock additional perks that single pieces don't provide. How do friendships and the town of KuloNiku affect gameplay? The social system in KuloNiku: Bowl Up! connects directly to progression in ways that aren't obvious at first. Raising your friendship level with town residents unlocks special illustrations and exclusive decorations you cannot get any other way. Some of those decorations carry the gameplay perks mentioned above. Customers also exist on a spectrum beyond just transactional relationships. According to Gambir Studio's description, some customers can become friends, rivals, or even become part of the game's main story. The narrative thread involves uncovering the mystery of your character's past while saving your grandmother's restaurant. Stella , the rockstar chef running Souper Starz, is the primary antagonist and your main competitive rival throughout the game. Quick-start priorities for new players Based on the mechanics described by Gambir Studio, here's the most efficient order to focus your early hours: Learn the cooking action sequences before worrying about tips or optimization. Getting the physical controls right is the foundation. Talk to every townsperson you meet. Friendship levels gate content you'll want later, and starting those relationships early costs nothing. Upgrade tools before decorations. Functional upgrades expand your menu; cosmetic upgrades can wait until you have surplus resources. Practice Meatball Brawl mini-games in lower-stakes situations before you face Stella. The crowd request mechanic especially needs reps to feel natural. Buy decoration sets, not singles. When you do start decorating, sets provide perks that individual pieces don't. For more gaming guides across every genre, browse more guides at GAMES.GG . Is KuloNiku: Bowl Up! worth playing? The combination of tactile cooking controls, competitive Meatball Brawls, and a social system that actually feeds back into gameplay mechanics makes KuloNiku: Bowl Up! more layered than it looks on the surface. The Steam Deck Verified status means you're not locked to a desk to enjoy it. Gambir Studio has built something that rewards players who pay attention to the town and its people, not just the kitchen. If the cooking sim genre has felt too passive lately, this one has enough mechanical depth to change that impression.]]></description>
            <link>https://games.gg/kuloniku-bowl-up/guides/kulo-niku-bowl-up-meatball-brawl-guide/</link>
            <guid isPermaLink="true">https://games.gg/kuloniku-bowl-up/guides/kulo-niku-bowl-up-meatball-brawl-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 15:26:36 GMT</pubDate>
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            <title><![CDATA[KuloNiku Bowl Up! Complete Achievement Guide: All 50 Unlocks]]></title>
            <description><![CDATA[KuloNiku: Bowl Up! launched on April 7, 2026 from developer Gambir Studio and publisher Raw Fury, and its 50 Steam achievements cover almost every corner of the game. Serving customers, winning Meatball Brawls, maxing out friendships, crafting every recipe, and reaching the top of the leaderboard are all on the checklist. The good news: none of these are missable in a way that locks you out permanently, and the fastest completionists on record have cleared the full list in around 13 hours 16 minutes. Here is everything you need to know to get there. Which achievements unlock naturally through story progression? A solid chunk of the list takes care of itself just by playing. Welcome to Bakuso (Serve Customer) is the very first thing you do. Renowned Restaurant (Increase Bakuso Reputation Level) and Climbing the Ranks (Increase Bakuso's rank at the leaderboard) both pop from normal play. Sightseeing (Visit the downtown for the first time) and New Customer (Purchase an item from Ume Shop) are essentially tutorial steps. According to completion data on Steam Hunters, these early achievements sit at or near 100% unlock rates among tracked players, confirming they are unavoidable if you actually play the game. How do you unlock all cooking station achievements? Four achievements are tied to unlocking specific prep stations at Bakuso: And... Cut! — Unlock the Cutting Table Fry High — Unlock the Frying Table Thrill of the Grill — Unlock the Skewer Table Hydration Station — Unlock the Drink Table These are shop progression unlocks, meaning you need to spend coins at Ume Shop to acquire them. Prioritize the Cutting Table first since it comes earliest in the upgrade path. The Skewer Table and Drink Table are later unlocks, which is reflected in their lower completion rates (around 32% and 32% respectively among tracked players, per Steam Hunters data). info Spend coins at Ume Shop consistently after every busy service shift. Letting coins accumulate without reinvesting slows down the station unlock chain significantly. How do you complete all Ume Shop achievements? Ume Shop is the central hub for progression-gated achievements. There are six to track: Achievement Requirement New Customer Purchase any item from Ume Shop Fully Equipped Purchase all tool upgrades All Decked Out Purchase all decorations Ingredient Master Purchase all ingredients Premium Purchaser Purchase a premium ingredient Restock Requester Pay Ume to restock inventory Voucher Vendee Exchange coins for a voucher Fully Equipped , All Decked Out , and Ingredient Master are the grind-heavy ones here. All three sit at roughly 26% completion among tracked players on Steam Hunters, meaning a majority of players who start the game never finish them. Budget your coins carefully across all three categories rather than dumping everything into tool upgrades. Premium Purchaser and Premium Flavors (Use a premium ingredient) are paired. Buy the premium ingredient, then actually use it in a recipe. Both unlock in the same session if you do this back to back. How do you win Meatball Brawl and beat every opponent? Meatball Brawl is the competitive cooking battle mode, and it has the most achievement density in the game. There are 11 opponent-specific wins plus several meta-achievements tied to how you play. Opponent win achievements No Service — Beat Mami A Star is Gone — Beat Stella (first time) Beat Drop — Beat Shuga Fission Mailed — Beat Dan Herbicider — Beat Noka Not My Tempo — Beat Elio Total Eclipse — Beat Runa Recession — Beat Lado Star Destroyer (hidden) — Beat Stella a second time Star, Crossed (hidden) — Beat Stella a third time Left No Crumbs (hidden) — Beat Mr. Crois Stella is the only opponent with three separate win achievements. The hidden ones ( Star Destroyer and Star, Crossed ) require rematching her after your initial victory. Left No Crumbs against Mr. Crois is also hidden and sits at only 4 out of 28 tracked completions on Steam Hunters, making it one of the rarest in the game. warning The hidden Stella achievements require you to actively seek rematches. Do not assume the game will prompt you automatically. Check the Meatball Brawl opponent selection screen after beating her the first time. Meatball Brawl meta-achievements A Winner is You — Win any Meatball Brawl High Scorer — Get max score from at least one judge The Very Best — Get Bakuso to the top of the leaderboard High Scorer requires a perfect score from a single judge, not all judges simultaneously. Focus on satisfying one judge's specific preferences rather than spreading your effort evenly across all three. Which partner should you pick for Meatball Brawl? There are five partner achievements, each tied to selecting a specific character before a Meatball Brawl match. All five are separate achievements, so you need to play at least five Brawl sessions with different partners to clean up this category. Achievement Partner The Supportive Partner Cassie The Calculating Partner Dan The Upbeat Partner Shuga The Bashful Partner Ume The Rocking Partner (hidden) Stella The Rocking Partner is hidden and requires picking Stella as your partner. This sits at 4 out of 28 tracked completions on Steam Hunters, the joint-lowest in the game. You need to have progressed far enough in Stella's story arc for her to become available as a partner option. info Stack partner achievements with opponent win attempts. Pick Cassie as your partner for one run, Dan for the next, and so on. You get both the partner achievement and potentially an opponent win in the same session. How do you max out friendship levels with every character? Five friendship achievements require reaching max level with each companion. The first step for each is simply hanging out with them, which unlocks the initial social achievement before you can work toward the max-level version. Hang-out achievements (first contact) Cassie's Companion — Hang out with Cassie Ume and Me — Hang out with Ume Dan's Confidant — Hang out with Dan Supporting Shuga — Hang out with Shuga Me Time — Hang out alone on a day off Me Time is the outlier here. It requires spending a day off by yourself rather than with any companion, so do not burn every free day on social activities. Set aside at least one day off to unlock it. Max friendship achievements The Promise — Max friendship with Cassie Gentle Courage — Max friendship with Ume Partners Forever — Max friendship with Dan My Muse — Max friendship with Shuga True Rivals — Max friendship with Stella All five max-friendship achievements sit at 4 out of 28 tracked completions on Steam Hunters, making the full friendship sweep one of the harder parts of the list. True Rivals with Stella is notable because she starts as an opponent, so her friendship track opens later than the others. danger Friendship levels require consistent investment across multiple in-game days. Prioritize hanging out with companions during days off rather than spending those days on shop upgrades alone. How do you unlock the recipe and crafting achievements? Two achievements cover the crafting system: Recipe Developer — Craft any single recipe Culinary Innovator — Craft all recipes Recipe Developer sits at 78.5% completion on Steam Hunters, meaning most players hit it naturally. Culinary Innovator drops to 26.7%, which tells you that crafting every recipe requires deliberate effort. You need all ingredients available, so Ingredient Master (buying all ingredients from Ume Shop) is a prerequisite in practice. Do not expect to finish the recipe book without first completing the ingredient collection. For a broader look at cozy sim achievement guides and more, browse more guides on GAMES.GG . What are the rarest achievements in KuloNiku: Bowl Up!? Based on Steam Hunters completion data, the rarest achievements (all at 4 out of 28 tracked completions) form a clear cluster around late-game content: A Toast to You — Finish the main story The Very Best — Get Bakuso to the top of the leaderboard Local Legend — Reach max reputation for Bakuso Star, Crossed — Beat Stella at Meatball Brawl three times Left No Crumbs — Beat Mr. Crois The Rocking Partner — Pick Stella as partner All five max friendship achievements The game has a Metacritic score of 83 and a Steam rating of 89.96% positive, so the low completion numbers reflect the game's depth rather than frustration. Most players simply have not finished it yet given its April 7, 2026 release date. Full achievement checklist at a glance Category Count Hardest Achievement Story / Progression 3 A Toast to You Cooking Stations 4 Thrill of the Grill Ume Shop 7 Fully Equipped / Ingredient Master Meatball Brawl Wins 11 Left No Crumbs (hidden) Brawl Partners 5 The Rocking Partner (hidden) Friendship 10 True Rivals Crafting 2 Culinary Innovator Miscellaneous 8 Local Legend / The Very Best The total is 50 achievements worth 8,278 Steam points. The median completion time sits at 14 hours 14 minutes according to Steam Hunters, but focused play with this guide should get you closer to the 13-hour end of that range.]]></description>
            <link>https://games.gg/kuloniku-bowl-up/guides/kuloniku-bowl-up-complete-achievement-guide/</link>
            <guid isPermaLink="true">https://games.gg/kuloniku-bowl-up/guides/kuloniku-bowl-up-complete-achievement-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 15:26:25 GMT</pubDate>
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            <title><![CDATA[KuloNiku Bowl Up Update 1.0.4: Every Fix and Change Explained]]></title>
            <description><![CDATA[KuloNiku Bowl Up launched on April 7, 2026, and within a week Gambir Studio had already shipped its first post-launch patch. Update 1.0.4, released April 14, 2026, targets the roughest edges from launch: crashes during knife cutting, a broken Meatball Brawl progress bar, and a handful of visual issues that made ingredient prep harder to read than it needed to be. If you bounced off the game due to any of these problems, now is a good time to return. What does update 1.0.4 change in Meatball Brawl? The biggest gameplay shift in this patch is a full rebalance of Meatball Brawl opponent difficulty. According to the official Steam announcement, the encounters have been adjusted across the board, which should make the mode feel less punishing for players still learning the cooking systems. Two other Meatball Brawl-specific fixes round out the changes here. The progress bar now resets correctly between encounters, which was causing confusion about actual completion status. Rice has also been removed from the bonus ingredient list entirely, a quiet but meaningful tweak that changes how you approach scoring runs in that mode. info If you were farming bonus ingredients in Meatball Brawl before this patch, check your strategy. Rice no longer counts toward the bonus list, so adjust your ingredient priorities accordingly. Meatball Brawl progress bar fix What bugs did the patch fix? Several of the fixes in 1.0.4 address outright blockers. The knife cutting system was causing freezes and crashes during normal play, and that has been resolved. A separate crash that could trigger when selecting quit from the main menu is also gone. Players who ended up with corrupted save data were previously stuck with no recovery path. The patch now lets you restart the game even if your save file is corrupted, which is the kind of fix that should have shipped at launch but is welcome regardless. On the cooking side, frying ingredients could clip below the pan and lock the player in place. Incorrectly cooked skewers were also immediately triggering refund requests, which compressed the feedback loop in a way that felt unfair. Both are fixed. Knife cutting sound effects, which sometimes went silent mid-session, now play consistently. warning If you experienced save corruption before this patch, the fix allows you to restart but does not recover lost progress. Back up your save files manually if you want to preserve any existing runs. Cutting board visibility update What visual and interface improvements were made? The cutting board received a color update specifically to make ingredients easier to distinguish during preparation. Fluid rendering for sweet soy sauce and chili sauce has been optimized, which should reduce any visual noise during cooking sequences where both liquids are on screen. The crafting minigame got cleaner button animations and updated particle effects, making it easier to read what's happening at a glance. The journal bell icon, which previously showed even when no goals were available, has been disabled in those empty states. That small change reduces UI clutter during sessions where you've already cleared your active objectives. Analog joystick UI navigation has also been improved, a fix that matters most for Steam Deck players. KuloNiku Bowl Up shipped with Steam Deck verification, and smoother joystick-driven menu selection makes a real difference on handheld. info The game window no longer minimizes when focus changes in borderless mode, which is a quality-of-life fix for PC players who run the game alongside other applications. Crafting minigame clarity update Full patch 1.0.4 change breakdown Category Change Gameplay Rebalanced Meatball Brawl opponent difficulty Gameplay Removed rice from Meatball Brawl bonus ingredient list Bug Fix Fixed Meatball Brawl progress bar not resetting correctly Bug Fix Fixed knife cutting system crashes and freezes Bug Fix Fixed frying ingredients dropping below the pan Bug Fix Fixed incorrectly cooked skewers triggering immediate refund requests Bug Fix Fixed knife cutting sound effects not playing consistently Bug Fix Fixed crash when selecting quit from the main menu Bug Fix Fixed inability to restart after save data corruption Bug Fix Fixed localization typos across multiple text elements Visual Optimized sweet soy sauce and chili sauce fluid rendering Visual Updated cutting board color for better ingredient visibility Visual Enhanced crafting minigame button animation and particle effects UI Improved analog joystick UI selection UI Disabled journal bell icon when no goals are available PC Prevented game window from minimizing in borderless mode Is this patch worth coming back for? For most players, yes. The crash fixes alone make the experience meaningfully more stable. The Meatball Brawl rebalance is the most subjective change: if you found those encounters fair before, the reduced difficulty might feel like a step back. If you were bouncing off them repeatedly, this patch should open up that content. The visual and UI improvements are smaller wins but they stack up. Clearer ingredient visibility, better crafting feedback, and a cleaner journal icon all reduce the cognitive load during busy cooking sessions. None of these changes are flashy, but that's exactly what a good first patch looks like. KuloNiku Bowl Up is developed by Gambir Studio and published by Raw Fury, available on Windows, macOS, and Steam Deck. For more patch coverage and gaming guides, browse the latest guides on GAMES.GG .]]></description>
            <link>https://games.gg/kuloniku-bowl-up/guides/kuloniku-bowl-up-update-104-rundown/</link>
            <guid isPermaLink="true">https://games.gg/kuloniku-bowl-up/guides/kuloniku-bowl-up-update-104-rundown/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 15:26:08 GMT</pubDate>
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            <title><![CDATA[KuloNiku: Bowl Up! Beginner's Guide to Running Bakosu]]></title>
            <description><![CDATA[KuloNiku: Bowl Up! drops you into the small town of KuloNiku as a city chef returning home to revive your late grandmother's restaurant, Bakosu . Developed by Gambir Studio and published by Raw Fury , it launched on April 7, 2026 for PC (with Steam Deck verification). The game blends tactile cooking mechanics, restaurant management, and competitive cooking duels into something that sits comfortably between Cooking Mama and Tavern Talk. If you've just started and want to know where to put your energy first, this guide has you covered. Bakosu restaurant setup What kind of game is KuloNiku: Bowl Up!? At its core, KuloNiku: Bowl Up! is a single-player cooking simulation with management and social elements layered on top. You run Bakosu during the day, serving customers who place orders with specific preferences. The cooking itself uses tactile controls where you chop, boil, fry, torch, pour, sizzle, slice, and skewer ingredients. Every action has a satisfying physical feel to it, and the sound design rewards you for it: putting ingredients into the hotpot and pulling them out produces a popping sound that makes the whole process feel alive. The story takes roughly 10 hours to complete, according to DualShockers' review. That's intentional. The narrative exists to give you context and motivation, not to demand your attention. The real draw is the day-to-day rhythm of running the restaurant and the competitive Meatball Brawls. info KuloNiku: Bowl Up! is a single-player game only. There is no multiplayer mode based on available information. How does Cozy Mode work, and should you use it? Cozy Mode removes customer patience timers and cooking time pressure entirely. With it off, customers will lose patience if you take too long, and timed cooking adds a layer of stress to each order. With it on, you can take as long as you need on every dish. For new players, Cozy Mode is the right call. The cooking mechanics have enough to learn without also managing a countdown. Once you're comfortable with the hotpot, chopping, and order customization flow, you can turn it off if you want more of a challenge. The game transforms significantly depending on which setting you choose, so treat it as a difficulty toggle rather than a cheat. info Turn on Cozy Mode for your first few in-game days. Once you can fulfill three consecutive orders without second-guessing your steps, you're ready to try the game with timers on. Cozy Mode toggle in settings How do Meatball Brawls work? Meatball Brawls (also called Meatbrawls) are competitive cooking duels held on Mondays and Thursdays . You travel to the studio via the in-town bus to set one up. In each Brawl, you and a rival chef cook for a rotating panel of judges. Points come from three sources: matching the judges' taste preferences, using that day's bonus ingredients, and earning audience points from live crowd requests. The key strategic insight, confirmed by DualShockers' hands-on review, is that judge tastes and bonus ingredients are worth prioritizing over audience points. Audience points don't contribute as much to your final score by comparison. Since each turn gives you a limited number of actions and the total turn count is fixed, spending those actions on what the judges want is consistently the higher-value play. The tutorial covers the basics, but it can feel like a lot on first read. In practice, the system is more manageable than it looks. Pay attention to what each judge wants before you start cooking, then build your actions around hitting those preferences while weaving in the bonus ingredients where possible. warning Don't dump all your actions into audience crowd requests. They feel rewarding in the moment but the score payoff is lower than judge-focused cooking, per community testing documented in the DualShockers review. Meatball Brawl judge scoring What should you buy first from Ume's shop? Ume's shop is your source for ingredients, tools, and decorations. It restocks every Friday , so plan your purchases around that weekly reset. After closing Bakosu for the night, you can visit the shop before ending the day. The single best early purchase is more bowls . The game's own item description makes the case plainly: opening a soup restaurant with only 2 bowls means you're washing them constantly between customers, which slows your service significantly. More bowls in rotation means less downtime. After bowls, prioritize new ingredients. Expanding your ingredient list lets customers place more varied orders and unlocks new recipes they can request. This directly improves the day-to-day variety of what you're cooking, which keeps the core loop from feeling repetitive. Decorations come third. They're not purely cosmetic: some items provide gameplay perks that help with customer satisfaction. Full decoration sets can be unlocked through festivals or by raising friendship levels with town residents, so there's no rush to buy everything from the shop immediately. Priority Item Type Why It Matters 1 Extra bowls Reduces wash cycles, serves more customers faster 2 New ingredients Unlocks recipes and expands customer order options 3 Decorations Some give gameplay perks; sets unlock via festivals too 4 Furniture Personalizes Bakosu; lower mechanical impact early on How do you build friendships with NPCs? After Bakosu closes each day, you don't have to immediately end the day. NPCs sometimes appear on the sidewalk outside, and selecting them to talk raises your friendship level with them. This is separate from the relationships you build through Meatball Brawls. Stella , the rockstar chef who runs rival restaurant Souper Starz, is your main competition. She has a tsundere personality and warms up over time, though her initial edge toward you comes partly from her admiration of your grandmother. She's the most prominent NPC in the competitive side of the game. Raising friendship levels with town residents unlocks special illustrations and decorations , some of which can't be obtained any other way. It also makes the town feel like an actual community rather than a backdrop. The system is simple: talk to people when you see them, and the relationship meters climb naturally. info Don't skip the sidewalk conversations after closing. They take almost no time and the friendship rewards, including exclusive decorations, are worth the extra minute before ending the day. Quick reference: daily routine for new players Here's the most efficient daily loop based on how the game structures its time: During the day: Open Bakosu, serve customers, focus on fulfilling customized orders accurately After closing: Visit Ume's shop on Fridays to restock ingredients and buy extra bowls Monday and Thursday evenings: Take the bus to the studio to set up a Meatball Brawl Any evening: Talk to NPCs on the sidewalk to build friendships before ending the day The game limits how many customers you serve per day based on in-game time, so you can't grind cooking endlessly. Work with that structure rather than against it. Hotpot cooking in Bakosu Is KuloNiku: Bowl Up! worth playing? DualShockers scored it 9/10 at launch, calling it a short but solid cozy game with warmth that suits its soup-restaurant setting. The reviewer specifically highlighted the sound design, the Meatball Brawls, and Cozy Mode as standout elements. The main criticism was that some NPC personalities lean on familiar archetypes, and that more options for interacting with NPCs outside of sidewalk encounters would be welcome. For players who enjoy Cooking Mama-style tactile cooking or the social rhythm of games like Tavern Talk, KuloNiku: Bowl Up! delivers on both fronts. The roughly 10-hour story keeps things focused, and the gameplay loop holds up well beyond the main narrative. For more cooking games and cozy titles to add to your list, browse more guides on GAMES.GG.]]></description>
            <link>https://games.gg/kuloniku-bowl-up/guides/kuloniku-bowl-up-beginners-guide/</link>
            <guid isPermaLink="true">https://games.gg/kuloniku-bowl-up/guides/kuloniku-bowl-up-beginners-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 15:25:28 GMT</pubDate>
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            <title><![CDATA[All Will Fall Patience and Morale Guide]]></title>
            <description><![CDATA[All Will Fall is not your average city builder. The post-apocalyptic setting means your structures can physically collapse, factions track morale independently, and storms can wipe out progress you spent hours building. The physics system punishes careless construction, and the resource loop is tight enough that a few bad decisions early on can snowball into a full colony collapse. These tips are drawn from hands-on time with the game and will help you avoid the most painful early mistakes. Why patience matters more than speed in All Will Fall The instinct in colony builders is to build fast and fix problems later. In All Will Fall, that instinct will get you killed. The game's systems are layered enough that rushing through the early stages creates compounding problems: workers traveling inefficient routes, structures carrying uneven weight loads, and morale crises hitting before you have the infrastructure to handle them. Take your time with each decision. A layout you plan carefully upfront will save you far more time than one you patch together and try to correct mid-game. The source material from Into Indie Games puts it plainly: fixing things you left for later "will feel like a drag," and that's an understatement once your colony is mid-expansion. Plan before you place anything How should you plan your colony layout? The single most impactful thing you can do before placing your first building is think about worker movement. Workers in All Will Fall are slow. Long travel distances between buildings translate directly into fewer resources gathered per in-game cycle. Every extra second a worker spends walking is a second they're not harvesting, building, or hauling. Keep related buildings close together. Food storage belongs near food-gathering structures. Production chains should be clustered so workers aren't crossing the entire colony to complete a single task. This isn't just about efficiency in the abstract: the game's resource margins are thin enough that wasted movement time can mean the difference between having enough food to maintain morale and triggering a faction strike. info Place food storage directly adjacent to your food-gathering areas. Workers won't need to travel far, and you'll see a noticeable improvement in how quickly supplies accumulate. Build horizontally first: why vertical construction fails early All Will Fall has a physics system that actually tracks structural weight distribution. Build vertically too early, and your structures will collapse. This isn't a rare edge case: it's a core mechanic that punishes players who try to stack upward before establishing a stable horizontal foundation. The practical advice here is straightforward. Spread your colony outward first. Establish a wide, stable base before adding height anywhere. Even structures that look stable can become unstable as you add more weight on top of them, so treat every vertical addition as a risk that needs to be managed with equal weight distribution. Once you have enough horizontal space and structural stability, you can begin building upward. But keep the pace steady and check your load distribution carefully before committing to vertical expansion. How does morale work, and what happens when it drops? Morale in All Will Fall is tracked per faction , not as a single colony-wide stat. That distinction matters because it means one faction can be content while another is on the verge of a strike, and you need to monitor each one separately. When morale drops too low, workers from that faction go on strike and stop working entirely. They won't gather resources, they won't build, they won't do anything. Recovering from a strike is significantly harder than preventing one, so the goal is to catch morale problems early. The two main causes of morale drops are food shortages and inadequate shelter. Build faction-specific housing as early as possible, and keep a close eye on your food supply. If you see morale trending downward, treat it as an emergency rather than something to address when convenient. warning Don't wait until morale hits critical levels to intervene. By that point, recovering the situation requires far more resources and time than simply maintaining morale would have cost. Morale Threat Cause Fix Faction strike Morale too low Restore food, shelter, address needs immediately Slow resource decline Worker inefficiency Shorten travel routes, cluster buildings Structural collapse Vertical building too early Build horizontally first, distribute weight Storm damage Insufficient prep Reinforce lower structures, save manually What's the best approach to surviving storms? Storms in All Will Fall are destructive, but the game gives you advance warning before they hit. That warning window is valuable. Use it. The most reliable strategy is to make a manual save as soon as you receive a storm warning. If the storm causes more damage than expected, you can reload and adjust your preparations. This isn't a cheat: it's the game giving you information and you using it intelligently. Before the storm arrives, focus on reinforcing your lower structures, specifically the ones bearing the most structural load. If those collapse during the storm, the damage to your colony will be severe. Strengthen them first. If you have enough fuel, you can actually move the ship to escape the storm entirely and avoid damage altogether. That's the best outcome, but it requires fuel reserves you may not always have. danger Always save manually after receiving a storm warning. If the damage is worse than anticipated, you'll want the option to reload and prepare differently. How do tides affect your colony? The tide system in All Will Fall creates two distinct opportunities you need to react to quickly. Low tide exposes resources that are otherwise inaccessible. The window is short, so assign workers to gather from those areas the moment low tide begins. Hesitate and you'll miss the window entirely. High tide brings trade ships to your colony. These ships offer trading opportunities and potentially useful resources, so don't ignore them when they arrive. Both tide states are time-sensitive, which means you need to be watching the game actively rather than setting things up and walking away. Building in areas that flood regularly is also a mistake worth avoiding outright. If a structure needs to be removed later because it floods every high tide, you've wasted the resources and time it took to build it. Low tide resource windows are brief Why is fuel management so important? Fuel is one of the most important resources in All Will Fall, and it runs out faster than expected. Moving the ship to a new area costs 60 fuel , primarily to avoid storm damage. Explosives also consume fuel. Between those two demands, your initial fuel supply from the broken tanker map will deplete quickly. The solution is to research fuel production as early as possible. The small lab lets you unlock new buildings that can produce fuel independently. Getting that production chain running before your initial reserves run dry is the priority. According to the source material, you should have enough fuel to last until your own production comes online if you're careful, but there's no margin for waste. Treat fuel as a strategic resource from the very first session. Don't spend it carelessly, and make fuel production research one of your earliest goals in the lab. info It costs 60 fuel to move the ship to a new area. Factor that into your fuel budget from the start so you're never caught short when a storm forces you to move. Getting started: a quick reference Here's a summary of the core priorities for your first sessions with All Will Fall, based on the mechanics covered above: Plan your layout before placing buildings. Worker travel time is a resource you can't recover. Build horizontally. Establish a wide, stable base before attempting vertical construction. Monitor faction morale separately. Each faction has its own morale bar; don't assume one is fine because another is. Save manually before storms. Use the warning window to reinforce structures and create a fallback save. React to tides immediately. Low tide resource windows are short; assign workers the moment it begins. Prioritize fuel production research. The small lab unlocks independent fuel production; get there before your reserves run out. All Will Fall rewards patience and planning in a way that most city builders don't, largely because the physics system makes every structural decision feel consequential. Once you internalize these fundamentals, the game opens up considerably. For more guides covering games like this, browse more guides at GAMES.GG .]]></description>
            <link>https://games.gg/all-will-fall/guides/all-will-fall-patience-and-morale-guide/</link>
            <guid isPermaLink="true">https://games.gg/all-will-fall/guides/all-will-fall-patience-and-morale-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 14:42:53 GMT</pubDate>
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            <title><![CDATA[All Will Fall: Complete Guide to All 8 Scenarios and Core Systems]]></title>
            <description><![CDATA[All Will Fall launched on April 3, 2026, and it has already earned scores of 8/10 from The Wand Report and 8.5/10 from Analog Stick Gaming. The premise is simple: the ocean swallowed everything, your survivors are standing on a rusty boat, and you need to build a city that defies gravity. What makes it genuinely difficult is that every beam, platform, and bridge you place is subject to real physics simulation. Build wrong and your colony falls into the sea. This guide covers everything you need to survive your first runs, understand the three factions, manage resources without spiraling, and approach each of the 8 handcrafted scenarios with a clear plan. What is All Will Fall and how does it work? Developed by All Parts Connected and published by tinyBuild , All Will Fall is a post-apocalyptic physics-based survival city builder. According to the game's wiki, every structure can collapse if load paths fail, which means you are never just placing buildings. You are solving a structural engineering problem with human lives on the line. The game launched with 8 handcrafted story scenarios , a full sandbox mode, and Steam Workshop support for community-created content. The wiki estimates over 100 hours of content across all scenarios depending on playstyle. A free demo is available on Steam, and your demo save files and progress carry over to the full game. info The minimum PC specs according to the wiki are Windows 10 x64, a Ryzen 5 3600 or i5 12400, 16 GB RAM, a GTX 1660 Super, and 5 GB of storage. An SSD is recommended. Beyond the scenarios, the Custom Scenario mode lets you combine mechanics in unusual ways, and the level editor lets you adjust map layouts, weather conditions, available resources, and city foundations. The community content library will expand through Steam Workshop over time. How does the physics construction system work? This is the mechanic that separates All Will Fall from every other city builder available right now. According to the goonerclub.com review, every structure is subject to real-world physics simulation, meaning every beam, platform, stairway, ladder, and bridge needs proper load-bearing support or it will collapse. The good news: the game gives you a warning timer counting down hours of in-game time before a failing structure actually collapses. You get time to fix mistakes before disaster. On lower difficulty settings, the game also lets you revert a structure's state after a collapse so you can correct the error. Land is severely limited by design, which forces vertical building. You will be stacking housing on top of production buildings, building bridges to reach resource nodes, and constantly reassessing whether your foundation supports your plans. Later in the tech tree, metal and concrete construction pieces open up more ambitious builds, but you have to survive long enough to unlock them. warning Removing a single structural piece can trigger a chain collapse across multiple floors. Always check the stress overlay before deconstructing anything, and save before making major structural changes. Understanding the three factions Your citizens are divided into three distinct groups. Managing their happiness is one of the game's most persistent challenges because each faction has separate food and water ration allowances, and happiness and loyalty are tracked per group. Faction Primary Role Key Perk Rewards Workers Deconstruct map pieces for materials Increased carrying capacity, faster walking speed Sailors Ocean resource gathering and exploration Increased movement speed Engineers Research new technologies, operate cranes Greater job productivity According to the goonerclub.com review, you can prioritize one faction over another, giving Workers extra food rations for the carrying capacity boost, for example, but doing so will make your other factions unhappy. Managing these political tensions is one of the game's most interesting ongoing puzzles. Engineers are the only citizens who can research new technologies or operate cranes. Sailors are the only ones who can gather resources by boat and handle ocean exploration. Workers handle deconstruction. All three are necessary at different stages of each run. info Early runs should prioritize keeping Engineers fed and content. Research unlocks rainwater collectors, smelters, and communication towers. Falling behind on the tech tree compounds every other resource problem. How does resource management work? Food and water are your constant problems, and the game deliberately prevents simple solutions. As documented in the goonerclub.com review, fishing boats work well for food production until a multi-day storm scares the fish away and your colony starts starving. Greenhouses are the backup option, but they require large amounts of water and need sunlight to function. The weather system directly affects production buildings, rendering some temporarily useless and forcing constant adaptation. Build space is extremely limited, so you cannot sprawl outward to solve a resource crisis. You have to build smarter. The research lab unlocks new structures, improved water collection methods, additional storage, and different boat types. The tech tree opens increasingly powerful options over time, but surviving long enough to reach them is the challenge. The ocean itself is an active resource system. According to the wiki, ocean levels fluctuate over time, occasionally revealing new land areas and fresh material deposits. The game signals newly accessible zones through mossy areas on lower terrain. Over time, the ocean can lower permanently, expanding your available build footprint. All 8 scenarios: which one should you start with? All Will Fall launches with 8 handcrafted scenarios. You unlock later scenarios by completing goals in earlier ones, similar in structure to Against the Storm's settlement chain progression. Scenarios include a space-constrained Cyber Tower build, a ship-based scenario where your entire city is in motion, and a crumbling city scenario that introduces earthquakes, according to the goonerclub.com review. Based on the guide cluster documented at whisperofthehouse.com, here is how to approach the three most-documented scenarios: Oil Rig Oil Rig is the clearest practical starting point in the game. The whisperofthehouse.com guide hub identifies it as the strongest example of a scenario page and the best fit for players who need help with early build order, first platform raise timing, Rain Catcher optimization, metal-into-fuel logic, and surviving a compact vertical start. If you want to understand how the game's core systems interact before attempting harder scenarios, Oil Rig is where to begin. Tanker Truck Tanker Truck is built around movement and continuity rather than a fixed base. According to the whisperofthehouse.com hub, this scenario is best for players struggling with early production math, fuel continuity between zones, when to leave a zone, and timing the simple boats, junk, and powered economy. If Oil Rig teaches you how to build vertically in a fixed location, Tanker Truck teaches you how to manage a colony that has to keep moving. Tornado Race Tornado Race introduces a hard deadline. The whisperofthehouse.com hub identifies a Day 60 platform deadline as the central challenge, alongside Thruster Engine timing and Power Grid timing. This scenario demands phase-based planning and forces you to recognize when to stop improving your colony and commit to evacuation. The whisperofthehouse.com guide hub notes that Tornado Race is the strongest page in the cluster for deadline-based planning and recognizing late-run failure before it becomes unrecoverable. danger The whisperofthehouse.com hub recommends a specific reading order: open your scenario guide first for route and priorities, switch to the collapse troubleshooting guide when structural failures are blocking progress, then return to the scenario guide for execution. Trying to read everything at once before playing is slower than targeting the specific failure you are dealing with. Why buildings collapse and how to prevent it Structural failure travels across multiple scenarios. The same mistakes that kill an Oil Rig run will kill a Tornado Race run. According to the whisperofthehouse.com hub, the collapse troubleshooting guide is the best cross-scenario support resource in the current guide cluster because of this. The questions to ask when a structure fails: Why is this structure unstable? Why did this collapse after removing one piece? Why does the path look valid but still fail? What should be reinforced first? The stress overlay is your primary diagnostic tool. Check it before any deconstruction. The game's warning timer gives you in-game hours to respond before a collapse actually happens, so use that window to identify the load path problem rather than panicking and removing the wrong piece. How does All Will Fall compare to Against the Storm? Both games involve managing a survival colony under pressure with limited resources and faction-based decision-making. The difference, as the goonerclub.com review explains, is directional. Against the Storm keeps tension horizontal: you spread outward, manage biomes, and race a timer. All Will Fall makes the pressure vertical and structural. Every new floor is a risk assessment. Every bridge to a resource node is a calculated gamble. Against the Storm's roguelike structure gives every run a defined ending. All Will Fall's scenario-based progression is similar in spirit but feels more open-ended within each scenario. The tone is also different: The Wand Report described All Will Fall as "a much friendlier and more accessible experience" than Frostpunk-style games, helped by cheerfully sarcastic Australian voice acting and a brighter color palette. If Against the Storm is in your library and you enjoyed it, All Will Fall is worth your time. The physics construction layer adds something that genre does not otherwise offer. Politics, influence, and random events All Will Fall layers a political management system on top of its construction challenges. You accumulate influence from completing certain tasks and events, then spend it to set policies or shape specific situations. Your decisions have to balance order and efficiency against citizen happiness and freedom. Random events occur throughout each run. Some bring trouble, some bring new recruits, and some offer branching choices that require certain levels of happiness, loyalty, or influence to unlock better outcomes. Faction-driven events can trigger when specific groups get unhappy enough, giving you a chance to de-escalate. The system keeps you from ever being on autopilot, even when your resource chains are running smoothly. For more strategy guides covering games like this, browse the latest guides at GAMES.GG to find walkthroughs, tips, and deep dives across every genre.]]></description>
            <link>https://games.gg/all-will-fall/guides/all-will-fall-scenarios-guide/</link>
            <guid isPermaLink="true">https://games.gg/all-will-fall/guides/all-will-fall-scenarios-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 14:41:50 GMT</pubDate>
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            <title><![CDATA[All Will Fall Resource Management Guide]]></title>
            <description><![CDATA[All Will Fall looks manageable for the first few minutes. Then the tide shifts, a faction goes on strike, your lower platform buckles under weight you forgot to account for, and suddenly three systems are failing at once. That is how most runs end, not from one catastrophic error, but from several small ones compounding faster than you can respond. This guide pulls together the core survival principles that separate stable colonies from ones that spiral out of control by Day 30. Why does balance matter more than raw production? The single most important concept in All Will Fall is keeping structure , resources , morale , and Influence in rough balance rather than pushing any one system hard. According to the GamerBlurb survival guide, the game checks all of these simultaneously, so when one falls behind, others tend to follow. The failure pattern is always the same. You lean into production early, food looks fine, buildings go up fast, then morale quietly drops two ticks, a faction leader triggers a strike, and suddenly your material chain stops feeding your construction queue. What felt like a strong run collapses in about five in-game days. Staying balanced is not exciting advice, but it is the reason some runs feel effortless and others feel like constant firefighting. Colony balance at a glance Build horizontally before you think about going tall The physics system in All Will Fall is not forgiving. Weight needs proper support, and weak foundations do not announce themselves until something collapses. As documented by Into Indie Games, building vertically too early is one of the most common reasons new players lose runs. Expanding outward first does two things. It distributes weight across a wider base, and it gives you room to plan where future vertical layers will actually be supported. A structure that looks stable at three levels can fail silently when you add a fourth if the lower platforms were never reinforced properly. The stress overlay is your best diagnostic tool here. Check it regularly, not just when something looks wrong. Problems show up in the overlay before they show up as collapses. warning Never start a heavy build phase right before a storm warning. Adding structural weight to an already-stressed platform during a storm is one of the fastest ways to lose multiple buildings at once. How to plan your layout for maximum efficiency Having enough buildings does not mean your colony runs efficiently. As both GamerBlurb and Into Indie Games point out, colonists physically carry everything, so your layout directly controls how fast your economy actually moves. Long carry routes are invisible inefficiencies. Production numbers can look healthy while resources still arrive late because workers are spending half their time walking. Keep these proximity rules in mind from the start: Place Fishing Piers close to food storage to shorten delivery trips Position water production next to water storage so supply cycles stay consistent Put material production adjacent to construction storage to speed up build queues Short routes compound over time. The difference between a tight layout and a sprawling one becomes very noticeable by mid-game. How do tides affect your colony? The tide cycle is not background flavor. It actively controls resource availability and trade access on a schedule you need to plan around. Low tide opens resource windows for a limited time. The moment it hits, assign workers immediately. Waiting even a short time can mean losing the entire opportunity, as documented in the Into Indie Games beginner guide. These windows are short, and the resources do not wait. High tide brings trade ships. This is when you handle trading and look for resources you cannot produce locally yet. The other thing tides affect is where you build. Placing important structures in flood zones means eventually tearing them down and rebuilding elsewhere. Check which areas flood regularly before committing to a layout in those zones. info Assign workers to low-tide resource gathering the moment the window opens. Hesitation here costs more than it seems in the moment. Why does morale tank so fast, and how do you stop it? Morale in All Will Fall tracks per faction, not as a single colony-wide number. When one faction's happiness drops too low, that group can go on strike, which means they stop working entirely. If that faction handles food or materials, the knock-on effects spread fast. The GamerBlurb guide notes that morale problems often appear suddenly even when everything seemed stable. That is because the game tracks trends, not just current values. A slow downward drift that you ignore for ten days can hit the strike threshold all at once. Keep these basics covered consistently: Food, water, and shelter must be available at all times Build faction-specific buildings early so no group falls behind the others Watch the trend line, not just the current morale number Recovering from a strike takes significantly longer than preventing one. Once workers stop, the resource delays compound quickly. Faction morale trends matter most What should you spend Influence on? Influence accumulates slowly and does not refill quickly after spending. That makes every use a real decision. The temptation early on is to spend it on small conveniences, but the GamerBlurb guide is clear: save it for serious events. Influence Use Priority Reason Major event mitigation High Prevents damage that takes days to recover from Faction leaders High Long-term stability payoff Permanent upgrades Medium Compounds over many days Basic resource recovery Low Can be handled through normal production Treating Influence like an emergency fund is the right mental model. It feels wasteful to sit on it until the moment you actually need it, and then it feels essential. danger Do not burn Influence on things your colony can recover from naturally. Save it for events that would otherwise set you back several days of progress. How to prepare for storms without losing your run Storms are one of the few moments where All Will Fall telegraphs what is coming. That warning is your preparation window, and it is the only one you get. According to Into Indie Games, making a manual save after the storm warning appears is one of the most practical moves available. If the storm hits harder than expected, you can reload and adjust your preparations rather than eating the full loss. Before the storm arrives: Reinforce lower structures, especially those carrying significant weight above them Avoid starting new builds that add stress to existing platforms Save manually so a bad outcome is not permanent If you have enough fuel available, you can move the ship to escape storm damage entirely, which Into Indie Games identifies as the best outcome when fuel reserves allow it. Fuel management and making your own supply Fuel matters more than it initially appears. As Into Indie Games documents, moving the ship between zones costs 60 fuel, and explosives also draw from that same supply. New players frequently run out faster than expected. The long-term solution is researching fuel production buildings through the small lab. This takes time, but the early fuel stockpile is generally enough to bridge the gap if you are not wasteful. Prioritizing fuel production research early prevents the scenario where you cannot move the ship when a storm arrives. info Research in All Will Fall works best when it solves a current problem rather than unlocking something you cannot support yet. Fuel production is one of the few cases where researching it before you feel the pressure is genuinely worthwhile. Small problems are what actually end runs Most failed runs in All Will Fall do not end with a dramatic collapse. They end because a small morale dip was ignored, a carry route was slightly too long, a structure was slightly over-stressed, and all three hit at the same time. The GamerBlurb guide describes this pattern directly: small inefficiencies stack until they become unmanageable. The game gives early warning signs, but only if you are checking regularly rather than waiting for something to break. A few habits that catch problems before they compound: Check the stress overlay regularly, not just after something looks wrong Watch faction happiness trends over multiple days, not just the current snapshot Fix inefficiencies as soon as they appear rather than queuing them for later The scenarios in All Will Fall each have their own specific demands. The Oil Rig scenario rewards tight early build order and water optimization. The Tanker Truck scenario is built around fuel continuity and zone transitions. The Tornado Race scenario adds a hard Day 60 platform deadline that changes how you prioritize everything. Knowing which pressure your current scenario applies helps you decide which systems to protect first. For more survival strategies and colony-builder guides, browse more guides at GAMES.GG .]]></description>
            <link>https://games.gg/all-will-fall/guides/all-will-fall-resource-management-guide/</link>
            <guid isPermaLink="true">https://games.gg/all-will-fall/guides/all-will-fall-resource-management-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 14:41:16 GMT</pubDate>
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            <title><![CDATA[All Will Fall Electricity Guide: How Power Actually Works]]></title>
            <description><![CDATA[Electricity in All Will Fall has a reputation for feeling pointless early on, and that reputation is earned. Your city runs fine without it at first, so most players push it to the back of the queue. The problem is that the game does not ease you into dependency gradually. Multiple systems start drawing on power at roughly the same time, and if your grid is not ready, everything slows down at once. How does electricity work in All Will Fall? At its core, electricity is a balance between what your city produces and what it consumes. Every city generates and spends power independently, so there is no grid-sharing between locations. That means every new city you expand into requires you to build a working power setup from scratch. When supply matches demand, your city runs at full efficiency. When supply falls short, the buildings drawing on electricity start underperforming. The frustrating part is that the feedback is indirect. You notice slower movement, inconsistent water output, and buildings that seem fine on paper but are not keeping up. There is no single alarm going off, just a general sense that things are slightly worse everywhere. Power balance across your city What actually drains your power supply? The drain builds gradually, which is exactly why it catches players off guard. No single building wrecks your grid on its own. The problem is the stack. Lighting spreads as your city expands. A handful of lights barely registers, but as your population grows and your city fills out, the cumulative draw becomes a constant background cost that did not exist in your early game. Elevators follow the same pattern. Early on they are a convenience. Once your city grows vertically and workers are spending meaningful time traveling between floors, elevators shift from optional to necessary. That movement time compounds across your workforce, and every extra second in transit is a second not spent producing. Leisure buildings run quietly in the background, pulling power without the obvious payoff of a production building. Utility systems , especially anything tied to water, are where electricity stops being a background concern and becomes something your city depends on to function. According to the source documentation from GamerBlurb, none of these feel like a problem individually. The moment they stack together is when power transitions from a nice-to-have into a hard requirement. Power Consumer When It Becomes a Problem Lighting As city footprint expands Elevators Once vertical growth increases travel time Leisure buildings Mid-game, running as background drain Water/utility systems When population demand outpaces early setups warning Do not wait for a visible crisis before building your power grid. By the time everything slows down simultaneously, you are already behind. What is the best way to generate electricity? Wind generation is the most dependable option for most runs. It is simple to place, produces consistently, and scales in a way that is easy to plan around. That predictability matters more than raw output once your city is mid-size, because you need power you can count on without constantly revisiting your setup. Water-based generation exists as an alternative, but it depends heavily on your city layout and positioning. It can work, but it is less flexible than wind, which makes it harder to rely on as your primary source unless your city naturally supports the placement. Batteries are the piece most players skip too long. Your electricity usage is not perfectly steady. Even when total production looks fine on paper, demand spikes happen, and without storage, your powered buildings dip every time one hits. Batteries absorb excess production during quiet periods and release it during spikes, keeping your grid stable instead of constantly fluctuating. info Add batteries once your grid starts showing inconsistency, not after it completely fails. Catching the dips early is much easier than recovering from a full grid collapse. Why does electricity feel useless early? Because it is, mostly. Your food works, your water works, and your basic survival systems are covered without any power infrastructure. Assigning workers to electricity production at low population means pulling them away from systems that are actively keeping your city alive. The math does not favor early power investment. You are spending a resource (workers) to generate something (electricity) that nothing important is consuming yet. That is not a mistake you need to fix. Delaying electricity is a legitimate strategy because the game only punishes you for the absence of power once your city actually needs it. The key is recognizing when that shift is approaching, not reacting after it has already hit. info Each city handles electricity independently. When you expand to a new location, your stable power setup at home does not carry over. Budget for a fresh grid in every new city you build. How does electricity connect to your water supply? Water is usually the moment electricity stops being theoretical and starts being urgent. Early water systems can carry a small population, but they do not scale cleanly as demand grows. Electric water systems provide the consistency that basic setups cannot, and the difference is immediate once you make the switch. Because water is tied directly to survival, stabilizing it has a positive ripple across everything else your city is trying to do. Fixing water through electric systems is one of the clearest returns on power investment in the game. How to scale your power grid without wasting workers The most common mistake is overbuilding electricity before your city needs it. A massive power grid sounds like good planning, but if nothing is consuming that power yet, you have just assigned workers to a system that is not helping anyone. The approach that actually works is incremental. Build enough power to support what you are currently running, then expand the grid when a new system comes online that requires it. This keeps your worker allocation aligned with actual city needs instead of getting ahead of demand. Here is a practical order of operations based on the documented progression: Power survival-critical systems first, starting with water utilities once early systems stop scaling Add generation capacity when new buildings start drawing on electricity, not before Install batteries once your grid grows large enough that demand spikes are causing dips Avoid stacking powered leisure or convenience buildings until your core grid is stable danger Overbuilding electricity early is just as harmful as underbuilding it. Both outcomes pull workers away from where they are actually needed. The underlying logic here is that electricity in All Will Fall rewards patience. The game gives you room to delay it, and that room exists for a reason. Use it, but keep an eye on the signals that your city is starting to outgrow its early setup. For more strategy content across a wide range of games, browse more guides on GAMES.GG.]]></description>
            <link>https://games.gg/all-will-fall/guides/all-will-fall-electricity-guide/</link>
            <guid isPermaLink="true">https://games.gg/all-will-fall/guides/all-will-fall-electricity-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 14:39:45 GMT</pubDate>
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            <title><![CDATA[All Will Fall: Key Tips and Tricks ]]></title>
            <description><![CDATA[All Will Fall dropped on Steam on April 3, 2026, and it wastes no time making you feel the weight of every decision. Developed by All Parts Connected and published by tinyBuild, this post-apocalyptic city builder runs on real gravitational physics, meaning a poorly placed support beam is not just an aesthetic problem. It is a colony-ending one. If you are jumping in fresh, here is everything you need to know to get your first stable settlement off the ground. What makes All Will Fall different from other city builders? Most city builders let you plop buildings wherever you like without worrying about structural integrity. All Will Fall does not. Every structure you place obeys gravity, and if the load paths through your construction fail, the whole thing comes down. The game tracks weight distribution in real time, and there is a stress overlay you should keep visible, especially early on when you are still learning how supports interact with vertical stacking. The ocean setting adds another layer. Your colony sits on or above water, and tides cycle in and out , revealing new resource deposits and buildable zones at low tide. You are not just managing production chains, you are planning around a dynamic environment that literally changes the map beneath you. info Use the Undo function freely when experimenting with new structures. Testing a support configuration and watching it fail is how you learn, and Undo means you do not pay for those lessons with your colony's survival. How do the three factions work? All Will Fall has three distinct factions, each filling a specific role in your colony. Understanding what each one does, and keeping all three reasonably happy, is the foundation of any successful run. Faction Primary Role Key Strength Workers Resource gathering Core production output Sailors Ocean exploration Unlocking new zones and routes Engineers Cranes and research Technology and construction capacity Each faction has its own happiness meter, and when happiness is high enough, you unlock Perks that give meaningful bonuses to your colony. Neglecting any one faction creates bottlenecks. Let your Workers fall behind and production stalls. Ignore your Sailors and you miss low-tide resource windows. Underfund your Engineers and the research tree crawls. The faction system is not just a morale mechanic, it is a resource allocation puzzle. You spend Influence to manage faction relationships and unlock perks, so how you prioritize that spending shapes your entire strategy. warning Do not pour all your Influence into a single faction early on. A lopsided colony might feel strong in one area but will hit hard walls when the neglected factions start causing problems. What should you research first? The research tree in All Will Fall unlocks structures and tools that dramatically change what your colony can do. Based on the game's documented features, some of the notable unlockable items include rainwater collectors , smelters , communication towers , and what the developers describe as hamster-wheel dynamos. Early priorities should focus on production sustainability, specifically anything that reduces your dependence on finite surface resources before the tide shifts. Engineers drive research output, which is another reason keeping that faction satisfied pays off quickly. A well-fed Engineer faction means faster unlocks and better construction tools, which compounds over time. How do tides and exploration actually work? The tide cycle is one of the most distinctive systems in All Will Fall. When the tide pulls back, it exposes terrain that was previously underwater, opening up new resource deposits you can harvest and new ground you can potentially build on. When the tide comes in, those zones flood again. This means your Sailors are not just a nice-to-have faction. They are your early warning system and your expansion engine. Sailors handle ocean routes and exploration, which directly determines how much of the map you can access during low-tide windows. Prioritizing their happiness early gives you more flexibility when the tide cycle creates opportunities. Planning your expansion around the tide is not optional. Build too aggressively into a low-tide zone without accounting for the flood cycle and you will lose structures when the water returns. danger Always check the tide cycle before committing to new construction in coastal or low-lying zones. Losing a partially built structure to flooding is one of the most avoidable setbacks in the game. How many scenarios does All Will Fall have? The game ships with 8 handcrafted story scenarios, each built around a unique map, set of objectives, and narrative challenges. The documented scenarios include the Oil Rig , Tanker Truck , and Tornado Race , among others. The developers estimate over 100 hours of content across all scenarios depending on how you approach them. Beyond the story content, All Will Fall includes a full sandbox mode and Steam Workshop integration. The built-in level editor lets you create and share custom scenarios, with control over weather, resources, and map layout. For players who exhaust the base content, the Workshop extends the game considerably. What are the PC requirements? Before you build your first tower, make sure your machine can handle the physics simulation. All Will Fall's minimum specs are a Ryzen 5 3600 or Intel i5 12400, 16 GB of RAM, a GTX 1660 Super, and 5 GB of storage with an SSD recommended. Windows 10 64-bit is required. The SSD recommendation is worth taking seriously given how much the game simulates in real time. info All Will Fall is available on Steam under App ID 2706020. If you want to check community-created scenarios right away, the Workshop is accessible directly from the Steam store page. Core survival priorities at a glance Here is a condensed breakdown of what to focus on when you are starting out: Watch the stress overlay constantly during early construction. It tells you where your structure is about to fail before it actually does. Balance faction happiness across all three groups. Perks from happy factions are some of the strongest tools available. Plan construction around the tide cycle , not against it. Low tide is opportunity, high tide is consolidation. Spend Influence carefully. It is a limited resource and spreading it too thin or hoarding it both cause problems. Use the research tree to unlock production upgrades early. Smelters and resource processors reduce the pressure on raw gathering. Lean on Undo when testing structural ideas. Experimenting is how you learn the physics, and the game gives you the tools to do it safely. All Will Fall rewards players who slow down, observe their colony's stress points, and adapt their plans to the environment rather than fighting it. The physics simulation is not just a gimmick, it is the entire design philosophy. Once you start reading your structures the way the game intends, the colony-building clicks into something genuinely satisfying. For more strategy content across all types of games, browse more guides on GAMES.GG.]]></description>
            <link>https://games.gg/all-will-fall/guides/all-will-fall-key-tips-and-tricks/</link>
            <guid isPermaLink="true">https://games.gg/all-will-fall/guides/all-will-fall-key-tips-and-tricks/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 14:39:11 GMT</pubDate>
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            <title><![CDATA[All Will Fall Physics Guide]]></title>
            <description><![CDATA[All Will Fall is not your average city builder. Developed by All Parts Connected and published by tinyBuild, it dropped on Steam on April 3, 2026, and immediately started humbling players who assumed their Frostpunk or Timberborn experience would carry them through. The physics system is real, the tides are unforgiving, and your workers are painfully slow. Get the fundamentals wrong early and you will spend the rest of a run firefighting instead of building. Why does everything keep collapsing? The answer is almost always the same: you went vertical before your base could handle it. All Will Fall uses a real gravitational physics system where weight distribution determines whether your structures stand or snap. Unlike most city builders where buildings just sit on a grid, every floor you add here transfers load downward. If the lower levels cannot support that load, something gives, and it rarely gives quietly. Building outward first is the single most important habit to develop. A wide horizontal foundation distributes weight across more supports, gives you room to place load-bearing beams properly, and makes the whole structure far more stable when storms hit. The game's stress overlay is your best diagnostic tool. Check it regularly, not just when something looks wobbly. Problems show up in the overlay before they show up as a collapse. warning Even a structure that looks stable can be one new building away from failure. Expand vertically only after you are confident the base can handle additional load, and always check the stress overlay before adding new layers. According to community testing documented on the allwillfall.wiki, the physics engine calculates torque based on height, so wide, flat foundations resist storm wind-shear far better than tall, narrow towers. That is not just theory. Staying wide early is the practical reason most successful early runs survive their first major storm. How do you plan a layout that actually works? Having enough production buildings means nothing if your workers spend half their shift walking between them. Colonists physically carry resources from one point to another, which means your layout directly controls how fast your economy runs. A colony where Fishing Piers sit far from food storage will always underperform compared to one where the two are adjacent, even if both colonies have identical production numbers on paper. The core principle is short routes. Keep food storage near food-gathering structures. Place water storage next to water purifiers. Put material production close to construction storage. Every extra tile of travel distance is lost time, and lost time compounds across hundreds of trips per in-game day. Short routes speed up production Think about worker housing too. Build shelter for each faction as early as possible. Workers without adequate housing contribute to morale decline, and morale decline, as covered below, creates problems that are much harder to fix than they are to prevent. According to the intoindiegames.com guide, placing faction-specific buildings early stops morale from becoming a crisis later. info Before placing any new building, ask whether it shortens or lengthens the routes your workers already travel. If it lengthens them, find a better spot. What happens when morale drops too low? Strikes. Your workers simply stop working. Not slow down. Stop entirely. Each of the three factions in All Will Fall, the Workers , Sailors , and Engineers , tracks morale independently. A food shortage that hits Workers hard might not immediately affect Engineers, but if you let it drag on, the ripple effect spreads. The allwillfall.wiki confirms that each faction has unique skills and that keeping their happiness up unlocks powerful Perks, so neglecting any one group costs you more than just stability. The factors that drive morale down are consistent across sources: insufficient food, inadequate water, lack of shelter, and missing faction-specific buildings. The fix is not complicated, but the timing matters enormously. Catching a morale dip at 60% is a five-minute fix. Catching it after a strike has already started means rebuilding trust while half your production is offline. Watch trends rather than snapshots. A faction sitting at stable morale today but trending downward is a problem you should address now, not when the number turns red. Faction Primary Role Morale Risk Factor Workers Resource gathering Food and shelter shortages Sailors Ocean exploration and trade Missing faction buildings Engineers Cranes and research Tech stagnation, poor conditions How do tides change what you can do? The tide cycle is one of the most distinctive mechanics in All Will Fall, and most new players underestimate it until they miss a critical low-tide window and watch their resource queue stall. Low tide exposes resource deposits and buildable zones that are underwater the rest of the time. The window is short. Assign workers the moment low tide begins and pull as much as you can before it closes. Waiting even briefly can mean losing the entire opportunity. High tide, on the other hand, brings trade ships to your colony. According to the intoindiegames.com guide, high tide is when you find useful resources and trading opportunities, so have your Sailors ready. The other side of tide management is knowing where not to build. Areas that flood regularly during high tide are not viable locations for permanent structures. If you place something important there, you will eventually have to tear it down. The allwillfall.wiki notes that tides reveal new resource deposits and buildable zones, and planning your expansion around the cycle rather than against it is what separates efficient colonies from chaotic ones. What should you do when a storm warning appears? Stop building new things and start reinforcing what you have. The storm warning is the game giving you a free preparation window. Use it. Focus on the lower levels of your colony first, specifically the structures carrying the most weight. If those fail during a storm, everything above them fails too. Reinforce them before the weather hits, not after. Making a manual save right after the warning appears is also genuinely useful advice, not just a safety net habit. If the storm does more damage than your preparations could handle, you can reload and approach the reinforcement differently. According to the intoindiegames.com guide, having enough fuel lets you move the ship away from the storm entirely, avoiding damage altogether. That makes fuel management directly connected to storm survival. danger Do not start heavy new construction projects right before a storm. Adding structural load to a colony that is about to take wind and wave damage is how collapses happen during storms rather than after them. How do you keep fuel from running out? Fuel is more central to survival than it first appears. Moving the ship between areas costs 60 fuel, according to the intoindiegames.com guide, and you need fuel for explosives as well. The starting supply on the broken tanker map feels generous until it disappears faster than expected. The long-term solution is producing your own fuel rather than relying on what you find. This requires researching new buildings through the small lab first, which takes time. The practical implication is that fuel research should be a priority in your tech queue, not something you get to eventually. If you wait until your reserves are critically low, you may not have enough time to set up production before a storm forces a costly ship move. Research choices in general work best when they solve your current problems rather than set up future ones. Unlocking food production upgrades when your colony is growing, materials research when you are about to expand, and fuel production before your reserves drop below comfortable levels. The allwillfall.wiki notes the research tree includes rainwater collectors, smelters, communication towers, and other structures, so there is genuine depth to sequence properly. Prioritize fuel research early What small mistakes actually end runs? Not one big one. Several small ones arriving at the same time. A slight morale dip combines with a resource delay. The resource delay causes a construction slowdown. The construction slowdown means a support beam does not get placed before a storm. The storm hits a weakened structure. Suddenly a run that felt manageable is in freefall. The gamerblurb.com analysis of All Will Fall describes this pattern precisely: runs fail not from single catastrophic mistakes but from small inefficiencies stacking until multiple systems underperform simultaneously. The habits that prevent this are simple but require consistency. Check the stress overlay regularly. Watch faction morale trends rather than current values. Fix travel inefficiencies as soon as you notice production lagging. Do not defer problems because the colony feels stable enough right now. All Will Fall has 8 handcrafted story scenarios and over 100 hours of content according to the allwillfall.wiki, plus a sandbox mode and Steam Workshop support. The depth is there for players who want it. But none of it is accessible if your colony collapses in the first few hours because the fundamentals were not solid. For more guides covering the latest releases, browse more guides on GAMES.GG and find strategies for whatever you are playing next.]]></description>
            <link>https://games.gg/all-will-fall/guides/all-will-fall-physics guide/</link>
            <guid isPermaLink="true">https://games.gg/all-will-fall/guides/all-will-fall-physics guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 14:38:34 GMT</pubDate>
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            <title><![CDATA[All Will Fall Survival Guide: Stop Your Colony From Collapsing]]></title>
            <description><![CDATA[All Will Fall starts manageable, then hits you with everything at once. Structure stress, a morale dip, a missed tide window, slow production — none of these alone kills a run. The problem is they arrive together, quietly compounding until the whole colony feels out of your hands. After spending serious time with the game, the pattern becomes clear: stable runs are not the fastest or the biggest. They are the ones that never let small problems stack. What actually keeps a colony alive? The core answer, according to testing across multiple runs, is balance. Not balance in a vague sense, but specifically keeping structure , resources , morale , and Influence all functional at the same time. Lean too hard into one system and the others quietly fall behind. Push production without managing morale? Expect a strike at the worst possible moment. Rush vertical construction without a solid base? The physics system will remind you that weight needs support. This guide breaks down every major system so you know exactly where to focus and when. Why you should build wide before going tall Going vertical early is one of the most common ways a run falls apart. The game uses a real physics system where weight must be properly distributed. Weak foundations do not always look dangerous immediately — stress builds silently until a collapse hits without warning. Building outward first solves two problems. It distributes weight across a wider base, and it gives you room to plan future layers without creating structural bottlenecks. Once a structure starts feeling unstable, the cause almost always traces back to expanding upward before the foundation was ready. warning Never start a heavy vertical build right before a storm warning. Structural stress from new construction combined with storm damage is a fast way to lose buildings you cannot easily replace. Check the stress overlay regularly. It is one of the most useful tools in the game and easy to ignore when things feel fine. Does layout matter more than production numbers? Yes, significantly. Having enough buildings does not mean your colony runs efficiently. Colonists physically carry everything between locations, so the distance between production and storage directly controls how fast your economy actually moves. Production numbers can look healthy on paper while resources still arrive late because travel time is eating your output. Three layout rules that make a real difference: Place Fishing Piers close to food storage to keep supply trips short Keep water production adjacent to water storage so cycles stay consistent Position material production next to construction storage to speed up building projects Short routes mean colonists spend more time producing and less time walking. Over a full run, that gap compounds into a major efficiency difference. How does the tide cycle change your strategy? The tide is not background atmosphere. It actively controls what resources are available and where you can build. Low tide opens resource windows for a limited time. High tide brings trade ships and shifts which areas are accessible. Missing those windows slows progress more than it feels in the moment. The biggest gains come from reacting immediately when low tide hits — assign workers right away and collect what you can before the window closes. Hesitating even briefly can mean losing the entire opportunity. Tide timing also affects where you place permanent structures. Buildings placed in areas that flood regularly become a long-term problem that is annoying to fix after the fact. info Treat low tide as a timed event, not a passive bonus. Have your worker assignments ready before the window opens so you lose zero time reacting. Why morale problems hit harder than they look Each faction tracks its own happiness independently. When one faction drops too low, it can trigger a strike , which shuts down the buildings that faction operates. That work stoppage spreads fast, especially if the affected faction handles food or materials. The deceptive part is how suddenly it arrives. Everything feels stable, then nothing is getting done. Morale does not announce itself before it becomes a crisis. Keeping morale stable requires consistency, not recovery: Maintain food, water, shelter, and entertainment coverage at all times Build faction-specific buildings early so no group falls behind others Watch happiness trends rather than reacting only when a value hits a critical threshold Fixing a morale collapse takes far longer than steady maintenance ever would. What should you actually spend Influence on? Influence accumulates slowly and does not refill quickly. That makes every use a decision worth thinking about. The temptation early on is to spend it on small conveniences — and that feels fine until a major event arrives and you have nothing left. The best uses for Influence: Preventing serious damage during high-impact events Investing in faction leaders for long-term stability Unlocking permanent upgrades that compound over time Avoid spending it on resources you can recover through normal production. Influence saved feels pointless right up until the moment it saves an entire run. Influence Use Priority Reason Major event mitigation High Prevents cascading damage Faction leader upgrades High Long-term morale and output gains Permanent tech upgrades Medium Compounds over the full run Basic resource shortfalls Low Recoverable through production How do you prepare for storms in All Will Fall? Storms are one of the few moments the game signals danger in advance. That warning period is your preparation window. Once the storm arrives, you are reacting, not planning. According to the Into Indie Games walkthrough hub, the Broken Tanker area introduces constant storm threats, with the compass in the top right turning red as the signal to escape using your ship. Critically, if you do not have enough fuel when that moment comes, your structures take heavy damage and may collapse entirely. Before any storm: Reinforce weak structures, starting with lower levels carrying the most weight Stop new heavy construction that would add stress before impact Save manually so a bad outcome does not lock you into lost progress Confirm fuel reserves are sufficient if an escape is required danger Storm damage is permanent. There is no undo. Preparation before the warning window closes is the only reliable protection. Red compass means act now How should you approach the research tree? Unlocking new technology feels like progress, but research that outpaces your current capacity creates pressure without solving anything. The strongest research choices directly address what your colony is struggling with right now. Practical research priorities: Improve food production early so population growth stays supported Unlock materials that enable your next planned expansion Hold off on exploration tech until your base is stable enough to handle the additional complexity Research is a tool for fixing current problems, not a race to unlock future options. info The first area of All Will Fall functions as a tutorial that introduces core mechanics. Use it to experiment with research timing before the Broken Tanker area removes that safety net. The small problems that actually end runs Most colony failures do not come from one catastrophic mistake. They build from small issues that each seem manageable on their own. A minor stress point becomes a collapse. A slight morale dip becomes a strike. A small resource delay becomes a shortage that cascades into multiple systems. The game gives early warning signals, but only if you are watching. A slightly slower movement pace, a production number that is just a bit off, a faction happiness value trending downward — these are the moments to act, not later. Habits that catch problems before they compound: Check the stress overlay on a regular rotation, not just when something looks wrong Monitor faction happiness trends across sessions, not just current snapshot values Fix layout inefficiencies as soon as they appear rather than planning to address them later Stopping a problem at 10% is always easier than recovering from 90%. For more strategy guides across a wide range of games, browse more guides at GAMES.GG to keep building your knowledge.]]></description>
            <link>https://games.gg/all-will-fall/guides/all-will-fall-survival-guide/</link>
            <guid isPermaLink="true">https://games.gg/all-will-fall/guides/all-will-fall-survival-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 14:38:15 GMT</pubDate>
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            <title><![CDATA[All Will Fall Beginner's Guide: Survive Your First Colony]]></title>
            <description><![CDATA[All Will Fall is not a typical city builder. Structures obey real gravitational physics, workers move at a crawl, storms can wipe out hours of progress, and three separate factions each track their own happiness. Developed by All Parts Connected and published by tinyBuild, the game launched on Steam on April 3, 2026, and it has a reputation for punishing players who treat it like a casual colony sim. These tips are drawn from hands-on time with the game and will help you avoid the mistakes that end most first runs before they ever get going. Why does everything fall apart so fast in All Will Fall? The short answer: small problems compound. A slight delay in food delivery drops morale a little. Morale drops a little, workers slow down. Workers slow down, materials arrive late. Materials arrive late, a structure under stress never gets repaired. Then the storm hits and that structure collapses, taking two others with it. According to community testing documented across multiple guides, the runs that survive longest are not the ones that expand fastest. They are the ones where every system stays just functional enough that no single failure triggers a chain reaction. Keep that principle in mind for every decision you make. Check stress overlays often Build wide before you build tall The physics engine is the first thing that will surprise you. Weight needs a clear load path down to the ground, and when that path is weak or missing, stress accumulates silently until something snaps. The dangerous part is that an unstable structure can look completely fine for several minutes before it gives way. Build outward first. Establish a wide, stable base before stacking anything on top of it. Distributing weight across a broad horizontal footprint gives you far more margin for error than a tall, narrow tower. Once you have enough ground-level stability and space, you can start going vertical carefully, but keep checking the stress overlay as you add each new layer. warning Even structures that appear stable can be under hidden stress. Check the overlay regularly, not just when something looks wrong. Workers also need housing early. Get residential buildings down before you start prioritizing production, because a colony without shelter is a colony with collapsing morale. How does layout affect your colony's efficiency? Raw production numbers are misleading in All Will Fall. Colonists physically carry every resource from one building to another, so the distance between structures directly controls how fast your economy actually runs. A colony with ten fishing piers but food storage on the opposite end of the map will still run short on food. The fix is tight, logical groupings: Place Fishing Piers adjacent to food storage so carry trips stay short Keep water production next to water storage to maintain consistent supply cycles Position material production buildings close to construction storage Every extra tile a worker has to walk is lost time, and lost time means fewer resources delivered per cycle. Over a long run, a poorly laid-out colony will always underperform a well-organized one even if both have identical building counts. info Plan your layout on paper or in your head before placing the first building. Rearranging things later costs far more time than planning upfront. Tight layouts save worker travel time Understanding the tide cycle The tide is not just a visual effect. It actively gates what you can do and when. Low tide exposes resource deposits that are otherwise underwater. The window is short, so assign workers the moment low tide begins and pull as many resources as possible before it closes. Hesitating even briefly can mean losing the entire opportunity for that cycle. High tide brings trade ships to your colony, opening up trading opportunities and access to resources you might not be producing locally. The tide also determines where it is safe to build permanently. Structures placed in flood zones will need to be removed eventually, which wastes materials and time. Learn which areas flood regularly and treat them as off-limits for anything permanent. Tide State Key Opportunity Risk if Ignored Low tide Gather exposed resources quickly Miss the window, lose the resources High tide Trade ships arrive, new routes open Miss trading opportunities Flood zones Temporary access only Permanent structures get damaged How do you keep faction morale from crashing? All Will Fall tracks morale separately for each of its three factions: Workers , Sailors , and Engineers . Each has different needs, and ignoring any one of them long enough triggers strikes. When a faction goes on strike, those colonists stop working entirely. If that faction handles food production or materials, the rest of the colony starts degrading fast. The key is consistency rather than emergency fixes: Keep food, water, and shelter covered for all factions at all times Build faction-specific buildings early so no group falls behind from the start Watch morale trends rather than waiting for a full drop before reacting Once morale has tanked, recovering it takes significantly longer than maintaining it would have. Treat morale like a slow-burning fire: much easier to keep it from starting than to put it out. danger Low food and inadequate shelter are the two fastest ways to drop morale. Prioritize both before expanding production capacity. Monitor all three faction morale bars What should you spend Influence on? Influence accumulates slowly and does not refill quickly after spending. That makes it one of the most easily wasted resources in the game. Spending it on minor conveniences early in a run often means having nothing left when a serious storm event or faction crisis hits. Treat Influence as a safety net rather than a currency for upgrades: Reserve it for major storm events and crisis situations Spend on faction leaders and permanent upgrades that compound over time Avoid burning it on resources you can recover through normal production The moment Influence actually matters is usually a high-pressure situation. Having it available then is worth far more than whatever small benefit you got from spending it earlier. Fuel management: gathering it and making your own Fuel becomes a survival issue faster than most new players expect. After the tutorial, the Broken Tanker map starts you with a large fuel supply, but it drains quickly. Moving your ship to escape a storm costs 60 fuel, and explosives require fuel too. Run out at the wrong moment and the storm hits your structures directly. The long-term solution is fuel production. Research new buildings through the small lab to unlock your own fuel-making capability. It takes time to set up, but the source materials confirm you should have enough existing fuel to bridge the gap if you prioritize the research early. Do not treat fuel like a renewable resource until that production is actually running. info Make a manual save as soon as you see a storm warning. If the damage is worse than expected, you can reload and reinforce weak structures before it hits. Storm preparation checklist Storms are telegraphed. The compass in the top-right corner of the screen turns red when one is incoming, which gives you a preparation window. Use it. Before the storm arrives: Reinforce lower-level structures carrying the most weight, since those are the ones whose collapse causes cascading failures Avoid starting new builds that add stress to the colony right before impact Save manually so you have a fallback position Check your fuel reserves. If you have enough, you can move the ship out of the storm's path entirely and avoid structural damage altogether Storm damage is permanent until repaired. There is no undo after the fact, so preparation is the only reliable strategy. Research: solve today's problems first The research tree in All Will Fall includes options like rainwater collectors, smelters, communication towers, and more. The temptation is to unlock things that look interesting or powerful for later. That approach tends to backfire. Research works best when it directly addresses what your colony is struggling with right now. Unlocking something you cannot support yet adds pressure without solving anything. The strongest research order generally follows this logic: Stabilize food production first so population growth stays manageable Unlock materials that support your next planned expansion Hold off on exploration-focused research until your base colony is self-sustaining For more guides on survival games and colony builders, browse more guides at GAMES.GG to find strategies across dozens of titles.]]></description>
            <link>https://games.gg/all-will-fall/guides/all-will-fall-beginners-guide/</link>
            <guid isPermaLink="true">https://games.gg/all-will-fall/guides/all-will-fall-beginners-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 14:35:09 GMT</pubDate>
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            <title><![CDATA[Silver Wolf Lv.999 Complete Build Guide for Honkai Star Rail 4.2]]></title>
            <description><![CDATA[Who is Silver Wolf Lv.999 in Honkai Star Rail? Silver Wolf Lv.999 is a 5-Star Imaginary character following the Path of Elation , set to debut in Honkai Star Rail version 4.2 as the first-phase limited 5-Star. Her banner runs from April 21 to May 13, 2026 (server time), according to the 4.2 anniversary livestream. She plays as a hyper-scaling Main DPS whose entire damage loop revolves around accumulating Punchline stacks, converting them into Hidden MMR , and unleashing a transformed combat state called Godmode Player . The kit is genuinely unlike anything currently in the game, and the speed-scaling angle makes her one of the more technically interesting characters the Elation path has produced. danger All kit details and material quantities referenced in this guide are based on beta data sourced from honeyhunterworld and community dataminers. Stats and abilities may change before or after official release. How does Silver Wolf Lv.999's kit work? The whole kit feeds into a single loop: generate Punchline, convert it to Hidden MMR, pop the Ultimate, then deal massive Elation damage during the Godmode Player state. Here is how each piece connects. Core ability breakdown Basic Attack: One Punch! Deals Imaginary damage to one enemy equal to 50% of her ATK at Level 1. This is her primary on-turn damage source outside of Godmode, and leveling it first is non-negotiable because the Enhanced Basic ATK scales directly off the same multiplier. Skill: Trigger Happy (AoE) Hits all enemies for 80% ATK (Imaginary) and generates 5 Punchline stacks. It is a Skill Point spender, so use it selectively to bank MMR without burning the team's resources. Talent: I Carry, We Win Every Punchline gained adds an equal amount of Hidden MMR at a 1:1 ratio. At 60 MMR the Ultimate becomes available, with overflow allowed up to 240 extra points. Each MMR point increases CRIT Rate by 0.15%, and once CRIT Rate hits 100%, excess MMR converts to CRIT DMG at roughly 0.003 per point. While in Godmode Player, she gains CC immunity, enhanced Basic ATK, and enhanced Elation Skill. Ultimate: God Mode: ON! Enters Godmode Player state, advances action by 100%, and deploys a Zone. While holding Certified Banger, each Skill Point an ally consumes inside the Zone has a chance to trigger Top Loot Box , dealing AoE Imaginary Elation damage and randomly activating one of three bonus effects. Elation Skill: Honkai-DMG Demo Deals multiple instances of Imaginary Elation damage to random enemies and resets the Top Loot Box trigger chance back to 100%. Top Loot Box effects explained Effect What it does Big Flipping Sword Deals True damage to the highest-HP enemy equal to 20% of total damage dealt Kaboom Eggsplosion Recovers 2 Skill Points for the team Funky-Munch Bean Grants 3 Punchline stacks The first trigger is guaranteed at 100% chance. Each subsequent trigger reduces to 20% of the previous chance, so you typically see two to three procs with Sparxie in the team and one without, according to Icy Veins' theorycraft analysis. Bonus Traces priority According to build data from Icy Veins, the priority order is: False Ending Speedrun > True Ending Unlocked > Secret Level Maxed . False Ending Speedrun (A2): At 160 SPD, grants 50% Elation bonus. Every additional SPD point above that adds 2% Elation, capped at 100 excess SPD for a maximum of 250% total. This is the most impactful trace and the reason SPD is her top stat. True Ending Unlocked (A4): When Aha Instants have 20 or 40 Punchline accounted for during an Elation Skill use, she gains extra Hidden MMR, cutting downtime between Godmode states. Secret Level Maxed (A6): Grants 20 Hidden MMR immediately upon entering Godmode Player, letting her deal more damage sooner in the state. info Silver Wolf Lv.999 also has a passive Support ability called McAwolfee 999. If an enemy inflicts a Crowd Control debuff on an ally, all allies gain Firewall, granting CC immunity for 1 turn. This triggers once per wave and works even if she is not actively in your current party, just by owning her. What is the best build for Silver Wolf Lv.999? Best Light Cones Light Cone Rarity Relative DPS Why it works Welcome to the Cosmic City 5-Star (Signature) ~116% SPD boost, DEF ignore on Elation DMG, Punchline on Ultimate use Mushy Shroomy's Adventures 5-Star ~100% Elation% and Elation Vulnerability debuff on enemies Today's Good Luck 4-Star (Battle Pass) ~99% (S5) / 96% (S1) CRIT Rate plus stacking Elation% when using Elation Skills The signature Welcome to the Cosmic City is clearly best-in-slot. At S1, it increases SPD by 18%, causes Elation damage to ignore 20% of enemy DEF, and grants 20 Punchline after using the Ultimate on herself. That last effect lets her re-enter Godmode Player faster, which is exactly what the loop needs. The DEF ignore pairs directly with the Ever-Glorious Magical Girl relic set for stacked penetration. For the signature Light Cone's ascension, data from Sportskeeda via dataminer Nivskisl lists the following materials: 385,000 Credits, 20 Whimsy Wax, 20 Dreamweave Steel, 14 Lucid Awl, 4 The Fluffy Hand-drawn Storyboards, 12 The Fluffy Serialization Memorial Issue, and 15 The Fluffy Collector's Edition. Best Relics 4-Piece: Ever-Glorious Magical Girl 2-piece: +16% CRIT DMG 4-piece: Elation DMG ignores 10% of enemy DEF, plus an additional 1% per 5 accumulated Punchline stacks, up to 10 stacks (10% extra). Total DEF ignore from the set alone reaches 20%, stacking with the signature Light Cone's 20% for significant penetration. Alternative: Diviner of Distant Reach (4-piece) Grants SPD and CRIT Rate when meeting SPD breakpoints. A solid second option if you lack Ever-Glorious Magical Girl pieces with good substats. Planar Ornament: Punklorde Stage Zero Grants 8% Elation and, when Elation reaches 40% and 80% for the first time in combat, adds 20% and 32% CRIT DMG respectively. Silver Wolf hits both thresholds easily through her A2 trace alone. Alternative Planar Ornament: Izumo Gensei and Takama Divine Realm Provides CRIT Rate at the cost of losing the ATK boost (which she does not need anyway). A reasonable fallback. Stat priorities and main stats Relic Slot Main Stat Body CRIT Rate Feet SPD Planar Sphere HP% or DEF% Link Rope HP% or DEF% Silver Wolf Lv.999 does not scale with ATK, so defensive stats on Sphere and Rope are correct. Her damage comes from Elation scaling, which is based on character level, Punchline/Certified Banger stacks, Merrymaking, and Elation%. The substat priority is: SPD > CRIT Rate = CRIT DMG . Recommended endgame stat targets (per Icy Veins): HP: 3400+ ATK: 1000+ DEF: 1200+ SPD: 160+ CRIT Rate: 95-100% CRIT DMG: 100-120%+ warning Do not stack ATK on Silver Wolf Lv.999. Her Elation damage does not scale with ATK, so every ATK substat is wasted investment compared to SPD or crit stats. Best relic set for SW Lv.999 What are the best teams for Silver Wolf Lv.999? Optimal Elation team Role Character Why Main DPS Silver Wolf Lv.999 Core damage dealer Sub-DPS Sparxie High Punchline generation, procs Top Loot Box frequently Support Yao Guang Additional Punchline, RES PEN, extends Certified Banger duration via A2 Sustain Huohuo Restores Energy for the team, enabling more Ultimates and more Punchline Sparxie is the key teammate here. According to Icy Veins' build commentary, ideally Sparxie takes her turn right before Aha acts so she does not waste any of Silver Wolf's Godmode Player uptime. The interaction between Sparxie's Skill Point consumption and Silver Wolf's Zone is what drives the Top Loot Box proc rate from one up to two or three per cycle. F2P-friendly option Role Character Main DPS Silver Wolf Lv.999 Support Elation Trailblazer (Lightning) Support Asta Sustain Permansor Terrae Asta is genuinely useful here, not just a filler pick. Her teamwide SPD buff directly increases Silver Wolf's Elation bonus through the A2 trace, and she can equip Dance! Dance! Dance! for extra actions. Elation Trailblazer handles Punchline generation and can duplicate Silver Wolf's Elation Skill. Understanding Aha and the Elation system Every Elation team is supported by Aha , a special entity that appears in the turn order and cannot be affected by action advance effects. Aha's SPD is calculated from a base of 80, adding 1/5 of your fastest Elation character's SPD, 1/10 of the second fastest, 1/20 of the third, and 1/40 of the fourth (as of version 4.2). Getting Aha to 133.34 SPD is achievable with just SPD Boots on all Elation characters and minimal substat investment. When Aha acts, it triggers an Aha Instant : all Elation characters use their Elation Skill simultaneously, with damage calculated from current Punchline stacks. Afterward, each character gains Certified Banger stacks for 2 turns (3 for Yao Guang due to her A2 trace). Certified Banger replaces Punchline for Elation damage calculations outside of Aha Instants. info Elation damage is not increased by DMG% buffs and does not scale with ATK%. It can critically strike and fully benefits from CRIT Rate and CRIT DMG. Plan your team buffs accordingly. What are Silver Wolf Lv.999's Eidolons worth? According to Icy Veins' calculations, stopping at E2 is the most efficient investment point . Eidolon Name DPS gain vs previous DPS gain vs E0 E1 Aether Editing +19.70% +19.70% E2 It's a Feature, Not a Bug +34.40% +60.88% E3 Max Lv. 15? Says Who? +2.99% +65.70% E4 I Came, I Saw, I One-Shot +13.16% +87.50% E5 Basic ATK Is the New Ultimate +6.20% +99.13% E6 Solo Maxxing +53.80% +206.25% E1 is a solid step: it increases enemy Vulnerability during Enhanced Basic ATK by 20% and retains 20% of Hidden MMR when leaving Godmode Player instead of clearing it entirely. E2 is the real spike, adding extra turns per Ultimate cycle without consuming Certified Banger duration. E3 is a minor multiplier increase. E6 is transformative but requires six total copies of a limited 5-Star, so treat it as a long-term goal rather than a priority. Silver Wolf Lv.999 ascension and trace materials Ascension materials (total) Material Quantity Whimsy Wax 15 Dreamweave Steel 15 Lucid Awl 15 Harbinger of Strife 65 Credits 308,000 Whimsy Wax, Dreamweave Steel, and Lucid Awl are tiered versions of the same material, farmable by defeating Imagenated creatures in Planarcadia. The Divergent/Simulated Universe, Embers Exchange store, and Assignments also drop these. Trace materials (total) Material Quantity The Fluffy Collector's Edition 139 The Fluffy Serialization Memorial Issue 69 (Eurogamer) / 72 (Game8) The Fluffy Hand-drawn Storyboards 18 (Eurogamer) / 15 (Game8) Lucid Awl 58 Dreamweave Steel 56 Whimsy Wax 41 Vanquished Flow's Reticence 12 Tracks of Destiny 8 Credits 3,000,000 The Fluffy material line drops from the Bud of Elation Crimson Calyx in World End's Tavern , consuming Trailblaze Power. Farm these alongside your other Elation characters since they share the same source. info The Fluffy Collector's Edition quantity (139) is the single largest grind in her trace upgrade. Start farming this immediately after pulling her so you are not bottlenecked weeks later. Silver Wolf Lv.999 banner details Silver Wolf Lv.999 is the featured 5-Star during the first half of version 4.2 . The banner also features rerun characters The Dahlia (Fire, Nihility), Castorice (Quantum, Remembrance), and Firefly (Fire, Destruction) as additional 5-Star options on their own warps. The 4-Star characters with boosted drop rates are Gallagher , Xueyi , and Hook , according to the official HoYoverse reveal covered by Sportskeeda. The signature Light Cone banner features Welcome to the Cosmic City (Elation path) alongside rerun LCs for The Dahlia, Castorice, and Firefly. Light Cone banner pity carries across all LC banners, so you can switch targets mid-pull session without losing your progress. For more character guides and the latest on Honkai Star Rail version 4.2, browse more guides at GAMES.GG .]]></description>
            <link>https://games.gg/honkai-star-rail/guides/silver-wolf-lv999-build-guide/</link>
            <guid isPermaLink="true">https://games.gg/honkai-star-rail/guides/silver-wolf-lv999-build-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 13:59:29 GMT</pubDate>
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            <title><![CDATA[Pure Fiction Stage 4 Guide: Virtual Made Manifest Version 4.1]]></title>
            <description><![CDATA[Pure Fiction: Virtual Made Manifest is live in Honkai: Star Rail Version 4.1 from March 30 through May 11, 2026, and Stage 4 is where the real test begins. The scoring target climbs to 60,000 points for full completion, and the enemy lineup across both halves requires very specific team planning. Here is everything you need to clear it cleanly. Buff selection for Stage 4 How does the Virtual Made Manifest buff system work? The core mechanic running through all of Stage 4 is the Grit Value system. Each time your allies use an Ultimate that hits enemy targets, every target hit generates 5 Grit Value for your team. Once Grit Value fills up, you enter Surging Grit , which is where the real damage multipliers kick in. Before Surging Grit activates, every enemy kill grants your team 1 stack of Resound through the Concordant Truce passive. When Surging Grit begins, all stored Resound stacks are consumed and each one deals a separate instance of damage to a random enemy. During Surging Grit, enemies take 50% increased damage, kills generate even more Resound stacks, and once Resound hits 10 or higher, every stack triggers another damage hit before resetting. The snowball potential here is significant. On top of that base system, each team in Stage 4 runs one of three individual buffs: Buff Effect Memory Recover 3 Skill Points on entering Surging Grit; enemies take 30% more DoT during Surging Grit Streets Abuzz Follow-Up ATK damage increases by 50% during Surging Grit; each Follow-Up ATK adds 1 Resound stack to all allies Commotion All allies gain 35% SPD during Surging Grit; consuming all Resound in one attack recovers 1 Skill Point info The Memory buff pairs directly with DoT teams like Hysilens, Kafka, and Black Swan since the 30% DoT bonus during Surging Grit stacks on top of your existing damage output. Stage 4 First Half: What enemies should you prioritize? The First Half runs Physical and Fire type weaknesses, so build your team around those elements. Wave 1: Everwinter Shadewalker, Lesser Sting, Furbo Journalist The Everwinter Shadewalker is the most dangerous enemy in this wave because it can delay units in the action order. Take it down first. If your Physical or Fire characters can break it early, that pushes its turn back significantly and reduces how often it acts. The Furbo Journalist drops Punchlines for Aha's Instant when defeated, so killing it quickly benefits your point accumulation across both halves. Do not let it linger. For the Lesser Sting , focus it down if your team has strong single-target or blast damage. Its death triggers an explosion that helps clear the wave faster. Wave 2: Ichor Memosprite Winged Serpent, Ichor Memosprite Pheasant The Winged Serpent carries a Whirl stack counter. If those stacks are not depleted before its next turn, it fires off Hemotort Vortex , which hits hard. Keep attacking it consistently to burn through the Whirl stacks before that window closes. As a side note, while the Winged Serpent is in its coiling state, each hit triggers a counterattack on your whole team, which actually generates extra energy for sustain units if you want to take advantage of it. Wave 3: Argenti, The Shield, Speartip This wave needs careful sequencing. The Shield unit gives Argenti a barrier that absorbs one damage instance when it acts. If your main carry fires their Ultimate into that barrier, the burst is completely wasted. Use a support or sub-DPS Ultimate to strip the barrier first, then follow up with your primary damage dealer. warning Never use your main DPS Ultimate while Argenti has the barrier active from The Shield. Strip it with a secondary offensive Ultimate first. Best teams for the First Half According to Game8's walkthrough team, the top recommended compositions for the First Half are: Sparxie DPS: Sparxie, Yao Guang, Sparkle, Permansor Terrae (Commotion buff) Firefly DPS: Firefly, The Dahlia, Fugue, Lingsha (Commotion buff) Hysilens DoT: Hysilens, Kafka, Black Swan, Permansor Terrae (Memory buff) F2P option: Herta, Trailblazer (Ice), Asta, Permansor Terrae (Commotion buff) Other solid picks for the First Half include Bronya , Himeko , Tingyun , Huohuo , Argenti , Gallagher , Yunli , and Phainon . Stage 4 Second Half: How do you handle Stellaron Hunter Sam? The Second Half uses Imaginary and Lightning type weaknesses. Build accordingly. Wave 1: Automaton Beetle, Dreamjolt Troupe's Mr. Domescreen, Furbo Journalist The Mr. Domescreen is the most important enemy to manage in this wave. In its default state, it drains your team's Energy. A single hit flips its channel and stops the drain, and it also restores Energy to one of your characters. Hit it once early and move on. Do not ignore it or you will find your Ultimates perpetually delayed. The Automaton Beetle's shield is a lower priority in this wave. Focus the Furbo Journalist for Punchlines, then manage Mr. Domescreen, and let the Beetle come last. Wave 2: Past Confined and Caged, Sableclaw Wolftrooper, Tide-Eroded Blade This wave is relatively straightforward compared to the others. No special mechanical adjustments are needed beyond your normal rotation. Clean execution is enough here. Wave 3: Stellaron Hunter Sam, Assistant Graffiti Rusher, Automaton Beetle Sam has very high HP, so the fastest path through this wave is clearing the smaller enemies first to reduce Sam's health more efficiently through the mechanic interactions. Watch the Automaton Beetle's position in the action order. Your support or sub-DPS should hold offensive Ultimates in reserve so your main DPS does not lose a key damage window to the Beetle's shield going up at the wrong moment. When Sam enters Secondary Combustion , spending a total of 5 Skill Points removes its enhanced state and applies additional vulnerability. That is your primary damage window, so plan your Skill Point economy around hitting that threshold cleanly. danger Plan your Skill Point usage carefully before Sam enters Secondary Combustion. Spending exactly 5 Skill Points during that phase removes the enhanced state and opens a vulnerability window for maximum damage. According to LDShop's analysis, the Second Half is the harder side for most players this cycle. Sam's mechanic requires waiting for the right window, and the Automaton Beetle's shield is a genuine DPS check that can waste burst turns if timed poorly. If you are deciding where to invest your stronger roster, put it in the Second Half. Best teams for the Second Half Game8 recommends the following compositions for the Second Half: Ashveil DPS: Ashveil, Sunday, Tribbie, Hyacine (Streets Abuzz buff) Aglaea DPS: Aglaea, Sunday, Cyrene, Hyacine (Commotion buff) Mydei DPS: Mydei, Cyrene, Tribbie, Hyacine (Commotion buff) F2P option: Serval, March 7th (Imaginary), Yukong, Lynx (Commotion buff) Other strong picks include Imbibitor Lunae , Sparkle , Acheron , Aventurine , Jade , Jiaoqiu , Rappa , and Cipher . What are the rewards for clearing Stage 4? Completing Stage 4 with all objectives nets the following rewards according to Game8: Reward Amount Lost Crystal x6 Lucent Afterglow x24 Traveler's Guide x6 Refined Aether x3 Credit 30,000 The full 60,000 point threshold unlocks all completion rewards. The stage runs through May 11, 2026, so there is time to refine your approach across multiple attempts. info The clear target is 30,000 points, but hitting 60,000 points is required to collect all completion rewards. Plan your team compositions around maximizing Grit Value generation and Resound stacks to push the score as high as possible. Stage 4 full completion rewards Quick reference: Type weaknesses by half Stage Recommended Types First Half Physical, Fire Second Half Imaginary, Lightning Matching your team's damage types to the enemy weaknesses directly affects how quickly you can break enemies and control the action order, which feeds directly into Grit Value generation and Resound stacking. For more endgame content strategies and character build guides, browse more guides on GAMES.GG to stay ahead of each new Pure Fiction cycle.]]></description>
            <link>https://games.gg/honkai-star-rail/guides/pure-fiction-stage-4-guide/</link>
            <guid isPermaLink="true">https://games.gg/honkai-star-rail/guides/pure-fiction-stage-4-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 13:58:13 GMT</pubDate>
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            <title><![CDATA[Honkai: Star Rail Simulated Universe Guide: Worlds to Divergent Universe]]></title>
            <description><![CDATA[What is the Simulated Universe in Honkai: Star Rail? The Simulated Universe is Honkai: Star Rail's signature roguelike challenge mode, built around Herta's research aboard the Herta Space Station. You clear a series of randomly generated domains, pick up Blessings tied to specific Paths, and fight your way to a boss at the end of each World. Lose at the boss and you start the whole run over. It sounds punishing, but once you understand how Blessings stack and which domains to prioritize, runs become far more consistent. The mode has expanded massively since launch, now including the Divergent Universe branch introduced in Version 2.3, which adds Equations , Weighted Curios , and a dedicated Planar Ornament Extraction system. How do you unlock the Simulated Universe? Access to the Simulated Universe comes in stages. The introductory adventure missions walk you through the basics before you get full access. Unlocking Simulated Universe (Part 1) According to Game8's mission guide, the Simulated Universe (Part 1) Adventure Mission requires two things: Reach Trailblaze Level 7 or above Complete the Long Wait for the Blade's Edge Trailblaze Mission If the mission still hasn't appeared after finishing Long Wait for the Blade's Edge, you may also need to complete Simulated Universe: Second Closed Beta first. That mission triggers automatically after you finish the First Closed Beta during the Trailblaze Mission: The Voyage Continues. Once both conditions are met, head to Herta's Office on the Herta Space Station and interact with the platform to enter. info The Second Closed Beta mission uses trial versions of the Trailblazer, March 7th, and Dan Heng, so you don't need your own built roster to complete it. What domains will you encounter in World 1? World 1 follows a fixed structure that teaches you the domain types you'll see in every subsequent World. Based on Game8's walkthrough, the room order is: Combat Domain — defeat enemies to earn random Blessings of Trailblaze Elite Domain — a stronger enemy than standard Combat rooms Respite Domain — heal, add party members, and upgrade collected Blessings Combat Domain — another standard fight Occurrence Domain — random events that can buff, debuff, or do nothing Respite Domain — heal before the final fight Boss Domain — the run-ending encounter; losing here resets the entire run After clearing the boss, you exit and claim your World 1 rewards. What rewards does Simulated Universe (Part 1) give? Reward Amount Trailblaze EXP 300 Stellar Jade 50 Adventure Log 4 Condensed Aether 4 Credits 20,000 danger These are one-time mission completion rewards. Weekly Simulated Universe clears grant separate Simulated Universe Points that feed into the weekly reward track. What is the Divergent Universe and how is it different? The Divergent Universe: The Human Comedy launched in Version 2.3 as a permanent branch of the Simulated Universe, developed in-lore by Screwllum . The most recent major update, Divergent Universe: Arcadian Chronicles , arrived in Version 4.1 and introduced Masks , Waypoint Passes , and new Grand Miracles as replacements for the previous Protean Hero system. The key differences from standard Simulated Universe Worlds: Arithmetic Mapping : Your characters, Light Cones, Traces, and Relics are automatically boosted to match your current Equilibrium Level if they fall below it. Underleveled characters still perform at the expected threshold. Free character switching : You can swap party members at any time without the roster restrictions that apply in the base Worlds. Equations : Stronger than individual Blessings, Equations activate only after you collect enough Blessings from a specified Path. Higher Star Level Equations require more Blessings. Weighted Curios : Character-specific or Path-specific Curios that are harder to find but significantly more powerful than standard Curios. Trial characters : As of Version 4.1, you can use trial versions of any character released at least two versions prior to the current patch. Cyclical Extrapolation resets weekly (every Monday at 04:00 server time), while Ordinary Extrapolation is permanent with five difficulty tiers plus an unlockable Threshold Protocol system after clearing Difficulty 5. How do you unlock the Divergent Universe? You need to clear Simulated Universe World 3 first. Game8 also recommends finishing the Trailblaze Mission Stranger in a Strange Land beforehand to get the full context for the story and mechanics. What rewards can you earn from the Divergent Universe? The Divergent Universe's main reward track is the Synchronicity Level system. Every 800 Synchronicity Points advances you one level, and the rewards cycle through materials like Stellar Jade , Relic Remains , Lost Crystal , Refined Aether , Tears of Dreams , and Traveler's Guide . The standout rewards at specific milestones, according to the Honkai: Star Rail Wiki and Game8: Synchronicity Level Notable Reward 5, 15, 20, 25, 35, 40, 45, 55, 60 Stellar Jade x120 each 8, 48 Tracks of Destiny x1 each 10 Laugh Out Loud (decoration) x1 30, 58 Self-Modeling Resin x1 each 50 Aha Working (Profile Picture) x1 Reaching Level 60 costs a total of 48,000 Synchronicity Points and nets 1,080 Stellar Jade, 2 Tracks of Destiny, and 2 Self-Modeling Resins across the full track, according to the Honkai: Star Rail Wiki. The Synchronicity Level cap expands periodically. If you hit the cap before an expansion, you stop earning Synchronicity Points until it increases. What is Planar Ornament Extraction? This is the Divergent Universe's most practical feature for gearing characters. After clearing a Divergent Universe stage, the game saves your run's Equations, Blessings, and Curios as a Save File. You can then use that Save File to immediately challenge specific bosses and earn targeted Planar Ornaments without grinding the full roguelike loop each time. Each extraction boss drops two specific Planar Ornament sets. A few examples from Game8's rewards table: Extraction Boss Planar Ornament Sets Untoppled Walls (Gepard) Space Sealing Station, Fleet of the Ageless Fruit of Evil (Abundant Ebon Deer) Rutilant Arena, Broken Keel Eternal Comedy (The Past, Present, and Eternal Show) Duran Dynasty of Running Wolves, Forge of the Kalpagni Lantern Gilded Recollection (Ichor Memosprite) Punklorde Stage Zero, City of Converging Stars warning If you lose a boss fight during Planar Ornament Extraction, you don't lose your Save File. You can retry without rebuilding your entire run from scratch. What are the best teams for Planar Ornament Extraction? Team recommendations vary by boss, since each Cyclical Extrapolation favors certain element types. Based on Game8's team data, here are reliable options across several bosses: Phainon (with Sunday, Cerydra, Permansor Terrae) performs well against Gilded Recollection and Moonlit Blood. Acheron (with Jiaoqiu, Pela, Aventurine or Gallagher) covers Unceasing Strife, Permafrost, Smelted Heart, Untoppled Walls, and Pouring Blades. The Herta (with Anaxa, Tribbie, Aventurine or Permansor Terrae) works across multiple bosses including Unceasing Strife and Famished Worker. For free-to-play options, every boss has an accessible F2P team. Unceasing Strife's F2P pick is Serval, Herta, Trailblazer (Ice), and Lynx. Moonlit Blood's F2P pick is Dan Heng, Asta, Trailblazer (Ice), and Natasha. info The Divergent Universe's Arithmetic Mapping system means your characters are scaled up to your Equilibrium Level inside the mode. F2P teams perform better here than they would in Forgotten Hall or Pure Fiction because the level floor is guaranteed. How does Daily Training connect to the Simulated Universe? Running the Simulated Universe counts toward Daily Training tasks in the Interastral Guide . According to Push Square's guide, Daily Training unlocks after reaching Belobog's Underworld and completing the Hide and Seek quest. Each task earns points toward five daily milestones that reward Trailblaze EXP and Stellar Jade . Completing a Simulated Universe run, clearing a Calyx, or leveling a Light Cone are all typical Daily Training objectives. You don't need to finish every task to hit the maximum reward for the day, though the specific requirements rotate daily. Running the Simulated Universe weekly for its point rewards and hitting Daily Training each day covers two of the most consistent Stellar Jade sources in the game. For more strategies and system breakdowns across Honkai: Star Rail and other games, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/honkai-star-rail/guides/honkai-star-rail-simulated-universe-guide/</link>
            <guid isPermaLink="true">https://games.gg/honkai-star-rail/guides/honkai-star-rail-simulated-universe-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 13:58:08 GMT</pubDate>
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            <title><![CDATA[Honkai Star Rail Memory of Chaos Version 4.1 Guide]]></title>
            <description><![CDATA[Memory of Chaos is the hardest recurring endgame content in Honkai: Star Rail, and it's also where the bulk of your free Stellar Jade comes from each cycle. The current 4.1 phase runs the Grand Finale Memory Turbulence from April 13 to May 25, 2026, so there's still time to clear all 12 stages and collect every reward before the reset. The core mechanic this phase rewards you for attacking often. Every time an ally uses an attack, they gain 1 Punchline point, which adds 1 Charge to Memory Turbulence, stacking up to 20 points total. At the start of each Cycle, Memory Turbulence deals True DMG to all enemies based on accumulated Charge. Build teams that attack frequently and you'll be working with the mode rather than against it. How do you unlock Memory of Chaos? You need to clear Forgotten Hall Memory Stage 15 first. That's the final level of the standard Forgotten Hall progression, and it gates access to all 12 Memory of Chaos stages. There's no shortcut here, so if you're still working through the earlier Memory stages, that's your priority. info Memory of Chaos resets on a Monday at 04:00 server time. The America server runs on UTC-5, Europe on UTC+1, and Asia on UTC+8. Plan your clears around these windows so you never miss a reward cycle. What are the rewards for clearing Memory of Chaos? Every stage you clear drops Lost Crystal x2 , Lucent Afterglow x8 , Traveler's Guide x2 , Refined Aether x1 , and Credit x10,000 . The bigger payouts come from collecting Insignias. Milestone Rewards Every 3 Insignias collected Stellar Jade x60 + Credit x20,000 21 to 30 Insignias total Up to Jade Feather x600 per Cycle Full completion (all stages) Stellar Jade x800 + Credit x220,000 The Jade Feathers earned from reaching 21 to 30 Insignias can be spent in the Priceless Jewels shop inside Forgotten Hall. Rewards reset each cycle, so consistent clears compound over time. danger Stellar Jade rewards reset with each Memory Turbulence phase. Missing a cycle means missing up to 800 Stellar Jade, which is nearly a full standard warp pull's worth of premium currency. Stage-by-stage element guide Each stage is split into two halves, and matching the right elements to each half's enemy weaknesses is the fastest way to clear. Below is the full breakdown for all 12 stages in Version 4.1, along with the recommended F2P teams from the Game8 walkthrough team. Stages 1 and 6: Quantum first, Imaginary and Physical second Both Stage 1 and Stage 6 share the same element split. Run a Quantum carry in the first half, then swap to Imaginary and Physical dealers for the second half. F2P Team (First Half): Xueyi, Trailblazer (Ice), Asta, Lynx F2P Team (Second Half): Dan Heng, March 7th (Imaginary), Yukong, Permansor Terrae Stages 2 and 7: Physical and Fire first, Wind and Ice second F2P Team (First Half): Trailblazer, Yukong, Asta, Permansor Terrae F2P Team (Second Half): Dan Heng, Asta, March 7th, Natasha Stages 3 and 8: Ice and Fire first, Fire second Both halves want Fire damage, with Ice added in the first half. F2P Team (First Half): Trailblazer (Fire), Herta, Asta, March 7th F2P Team (Second Half): Serval, Dan Heng, Yukong, Permansor Terrae Stages 4 and 9: Wind first, Imaginary and Lightning second F2P Team (First Half): Dan Heng, Xueyi, Asta, Permansor Terrae F2P Team (Second Half): Serval, March 7th (Imaginary), Yukong, Natasha Stages 5: Wind and Lightning first, Physical and Ice second F2P Team (First Half): Dan Heng, Serval, Trailblazer (Ice), Lynx F2P Team (Second Half): March 7th, Herta, Asta, Permansor Terrae Stage 10: Imaginary and Ice first, Physical and Fire second F2P Team (First Half): Herta, Serval, Yukong, Lynx F2P Team (Second Half): Trailblazer, March 7th (Imaginary), Asta, Permansor Terrae Stage 11: Physical and Fire first, Wind, Lightning, and Fire second Stage 11's second half accepts three elements, giving you more flexibility. F2P Team (First Half): Trailblazer, March 7th (Imaginary), Yukong, Permansor Terrae F2P Team (Second Half): Dan Heng, Serval, Asta, Natasha Stage 12: Lightning and Ice first, Physical and Imaginary second F2P Team (First Half): Herta, Serval, Asta, Lynx F2P Team (Second Half): Trailblazer, March 7th (Imaginary), Yukong, Permansor Terrae Full element weakness reference table Stage First Half Elements Second Half Elements 1 Quantum Imaginary, Physical 2 Physical, Fire Wind, Ice 3 Ice, Fire Fire 4 Wind Imaginary, Lightning 5 Wind, Lightning Physical, Ice 6 Quantum Imaginary, Physical 7 Physical, Fire Wind, Ice 8 Ice, Fire Fire 9 Wind Imaginary, Lightning 10 Imaginary, Ice Physical, Fire 11 Physical, Fire Wind, Lightning, Fire 12 Lightning, Ice Physical, Imaginary warning Stages 1 through 9 follow a repeating three-stage pattern in pairs. If you notice your teams worked for Stages 1 to 3, those same compositions will carry you through Stages 6 to 8 as well. Build your rosters once and reuse them. How to get the most out of Grand Finale Memory Turbulence The current Turbulence rewards attack frequency directly. Characters who generate multiple hits per action, like Herta with her follow-up triggers or Serval with her lightning chain, build Charge faster than single-hit dealers. Asta appears across multiple F2P recommendations not just for her fire damage, but because her Skill hits multiple enemies and contributes Punchline points quickly. With a cap of 20 Charge points, you want to reach that ceiling before the first Cycle ends if possible. Teams with follow-up attacks or multi-hit skills will consistently hit max Charge and deal True DMG to every enemy at the Cycle start, effectively giving you a free damage tick that scales with how aggressively you attacked. info Permansor Terrae appears in F2P team recommendations across nearly every stage. If you haven't built this character yet, prioritizing them will pay off across the entire 12-stage run. For more Honkai: Star Rail strategies and endgame content, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/honkai-star-rail/guides/honkai-star-rail-memory-of-chaos-version-41-guide/</link>
            <guid isPermaLink="true">https://games.gg/honkai-star-rail/guides/honkai-star-rail-memory-of-chaos-version-41-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 13:55:54 GMT</pubDate>
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            <title><![CDATA[Honkai Star Rail Relic Farming Guide: Sets, Stats, and Sources]]></title>
            <description><![CDATA[Relics are the backbone of character optimization in Honkai Star Rail. A well-rolled relic set can push a character from serviceable to genuinely dominant in endgame content like the Forgotten Hall and Apocalyptic Shadow. The problem is the system has a lot of moving parts: two relic categories, dozens of sets, six gear slots, and a sub-stat lottery that will test your patience. This guide breaks down everything you need to know to farm smarter. What are relics in Honkai Star Rail? Relics function as the game's equipment system. Each character has six slots, and filling them with the right pieces from the right sets provides passive stat bonuses that scale with your build. According to the game8.co relic guide, relics are split into two distinct categories: Cavern Relics and Planar Ornaments . Cavern Relics occupy four slots: Head, Hands, Body, and Feet. Each Cavern Relic set comes with both a 2-piece and a 4-piece bonus, so you can run a full set for the stronger effect or mix two different 2-piece bonuses depending on what your character needs. Planar Ornaments fill the Planar Sphere and Link Rope slots. These sets only provide a 2-piece bonus, and the Planar Sphere is the exclusive source of elemental damage boost main stats. You cannot get Fire DMG Boost or Quantum DMG Boost from any other slot. Cavern Relic slot overview How do relic stats work? Main stats vs. sub-stats Every relic has one main stat that scales up as you level the piece, and up to four sub-stats that are added or upgraded at random when you enhance it. The main stat is fixed by slot, so you always know what you're targeting before you even pick up a piece. Here's a quick reference for which main stats appear on each slot: Slot Possible Main Stats Head HP (Flat) Hands ATK (Flat) Body HP%, ATK%, DEF%, CRIT Rate%, CRIT DMG%, Outgoing Healing Boost%, Effect Hit Rate% Feet HP%, ATK%, DEF%, Speed (Flat) Planar Sphere HP%, ATK%, DEF%, Physical/Fire/Ice/Wind/Lightning/Quantum/Imaginary DMG Boost% Link Rope HP%, ATK%, DEF%, Break Effect%, Energy Regen Rate% Sub-stats are drawn from a shared pool that includes HP (flat and percent), ATK (flat and percent), DEF (flat and percent), Speed (flat), Break Effect%, Effect RES%, Effect Hit Rate%, CRIT Rate%, and CRIT DMG%. When you enhance a relic, one of the existing sub-stats gets boosted at random, or a new sub-stat slot unlocks if you haven't hit four yet. info Use the Enhancement Cap toggle in the relic menu. It auto-levels your relic to each node threshold so you can preview which sub-stats appear before committing full resources. Relic tier and enhancement limits Not every relic can be leveled the same amount. The enhancement ceiling scales with rarity: Rarity Max Enhancement Level 2-Star +6 3-Star +9 4-Star +12 5-Star +15 For endgame builds, you want 5-star relics at +15. That's the only tier that hits the stat ceiling and gives you the most sub-stat upgrade chances. Enhancing lower-tier relics is useful early on, but treat them as temporary. Where to farm relics Caverns of Corrosion The primary farming spot for Cavern Relics is the Caverns of Corrosion , which unlocks after progressing through the Jarilo-VI storyline. There are 6 difficulty tiers tied to your Equilibrium Level. Higher Equilibrium Levels increase your odds of pulling 5-star relics, so pushing your Equilibrium Level before grinding seriously is worth the effort. Each Cavern of Corrosion run drops relics for the Head, Hands, Body, and Feet slots. Different caverns drop different relic sets, so check which cavern carries your target set before spending Trailblaze Power. warning Farming the wrong cavern because you didn't check the drop table is one of the most common resource-wasting mistakes. Verify your target set's source before queuing. Simulated Universe Planar Ornaments come exclusively from the Simulated Universe , located in Herta's Office on the Herta Space Station. You unlock relic drops after reaching World 3. After defeating an Elite Enemy inside a run, you can interact with the Immersion Rewards node, which costs either 1 Immersifier or 40 Trailblaze Power to claim. Different Simulated Universe worlds drop different Planar Ornament sets, so the same principle applies: know your target set and farm the right world. Simulated Universe ornament reward Other sources Relics aren't only obtainable through grinding. According to the game8.co guide, several additional sources exist: Operation Briefing tasks (Interastral Peace Guide) reward relics for completing objectives World Shops in each area sell a full 4-piece relic set using that world's currency Treasure Chests scattered across exploration areas sometimes contain relics Trailblaze Missions (main story quests) occasionally reward relics Trailblaze Level milestones grant reward packages from Pom-Pom that can include relics World Shops are especially useful early on. Buying a complete 4-piece set gives you a guaranteed starting point for a build while you farm for better-rolled pieces. How to enhance relics Enhancing relics requires either feeding lower-tier relics as fodder or using dedicated upgrade materials: Lost Lightdusts , Lost Gold Fragments , and Lost Crystals . These materials drop from the Forgotten Hall and from salvaging relics you don't need. The Salvage function in your inventory converts unwanted relics into these upgrade materials, so don't just delete bad pieces outright. info Salvaging low-quality relics into upgrade materials is more efficient than using them as direct fodder in most cases, especially once you have a steady supply from regular farming. For a broader look at character optimization strategies and more Honkai Star Rail content, browse more guides on GAMES.GG . All current relic sets at a glance Notable Cavern Relic sets With over 25 Cavern Relic sets available as of version 4.1, here are some of the most relevant for current endgame builds, based on the game8.co relic database: Set Name 2-Piece Bonus 4-Piece Bonus Highlight Iron Cavalry Against the Scourge Break Effect +16% Ignores up to 25% DEF on Break/Super Break DMG at 250% Break Effect Pioneer Diver of Dead Waters DMG to debuffed enemies +12% Up to 12% CRIT DMG vs. enemies with 3+ debuffs, doubled for 1 turn after inflicting debuff The Ashblazing Grand Duke Follow-up ATK DMG +20% ATK +6% per follow-up hit, stacks up to 8 times Scholar Lost in Erudition CRIT Rate +8% Ultimate and Skill DMG +20%; next Skill after Ultimate gets +25% DMG Prisoner in Deep Confinement ATK +12% Ignores 6% DEF per DoT on target, up to 3 DoTs Hunter of Glacial Forest Ice DMG +10% CRIT DMG +25% for 2 turns after using Ultimate Messenger Traversing Hackerspace SPD +6% All allies SPD +12% for 1 turn when wearer uses Ultimate on an ally Notable Planar Ornament sets Set Name 2-Piece Effect Rutilant Arena CRIT Rate +8%; Basic ATK and Skill DMG +20% when CRIT Rate reaches 70%+ Inert Salsotto CRIT Rate +8%; Ultimate and follow-up ATK DMG +15% when CRIT Rate reaches 50%+ Firmament Frontline Glamoth ATK +12%; 12-18% more DMG depending on SPD threshold (135 or 160) Broken Keel Effect RES +10%; all allies CRIT DMG +10% when wearer's Effect RES hits 30%+ Space Sealing Station ATK +12%; ATK +12% more when SPD reaches 120+ Duran, Dynasty of Running Wolves Follow-up ATK DMG +5% per Merit stack (up to 5); CRIT DMG +25% at 5 stacks Talia: Kingdom of Banditry Break Effect +16%; additional +20% Break Effect when SPD reaches 145+ info Version 4.1 added two new Planar Ornament sets: Punklorde Stage Zero and City of Converging Stars . Punklorde Stage Zero grants up to +32% CRIT DMG as Elation reaches 80% in battle. City of Converging Stars boosts ATK by 24% for 2 turns after a Follow-Up ATK, then permanently increases all allies' CRIT DMG by 12% per enemy defeated. Planar Ornament set selection What's the best way to target specific sub-stats? There's no way to directly control which sub-stats appear on a relic. The system is random. What you can control is how efficiently you evaluate pieces and when to stop investing in a bad one. A few practical rules after testing relic rolls across multiple characters: Stop enhancing at +9 or +12 if the sub-stats that appeared are completely off-build. Continuing to +15 on a piece with four useless sub-stats wastes enhancement materials. Head and Hands main stats are always fixed (flat HP and flat ATK respectively), so sub-stat quality matters more on those two slots than anywhere else. Body and Feet are your biggest priority targets because the main stat pool is widest and a wrong main stat (like DEF% on a DPS character's Feet) is a hard disqualifier regardless of sub-stats. Use the Relic Scorer tool referenced in the game8.co guide to evaluate whether a piece is worth continuing to invest in before spending more materials. Relic farming in Honkai Star Rail is a long game. The goal isn't perfect relics immediately; it's building a pipeline of decent pieces that you gradually replace as better rolls appear. Spending Trailblaze Power consistently on your target cavern or Simulated Universe world is more efficient than hoarding it for a single session.]]></description>
            <link>https://games.gg/honkai-star-rail/guides/honkai-star-rail-relic-farming-guide/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 13:55:49 GMT</pubDate>
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            <title><![CDATA[The Dahlia Build Guide: Best Teams, Relics, and Light Cones]]></title>
            <description><![CDATA[The Dahlia (also known as Constance) is a 5-star Fire/Nihility support who fundamentally changes how Break teams function in Honkai: Star Rail. Her kit lets allies deal Super Break DMG even before enemies are Weakness Broken, and her Dance Partner mechanic turns every hit into a chain of additional damage. She's the kind of support that makes Firefly feel complete and gives Break-focused players a reason to revisit the entire archetype. Is The Dahlia worth pulling? The short answer: yes, especially if you run Firefly or any Break-focused DPS. According to Game8's build documentation, The Dahlia can replace Ruan Mei in a full premium Break team, which then frees Ruan Mei to slot into other lineups like Kafka's DoT team. That kind of roster flexibility is genuinely valuable at endgame. Her banner, Dance in Flame , runs as part of the Indelible Coterie banner in Version 4.2 Phase 1, starting April 21, 2026 (UTC-5) and ending May 13, 2026. info The 4-star rate-up characters on The Dahlia's banner are Gallagher, Xueyi, and Hook. Both Gallagher and Xueyi slot directly into her recommended teams, so pulling on this banner has solid secondary value. What does The Dahlia actually do? Her kit revolves around three interconnected systems: The Gloomy Zone (Skill): The Dahlia deploys a Zone lasting 3 turns that increases all allies' Weakness Break Efficiency by 50% and converts Toughness Reduction dealt to non-Weakness-Broken enemies into Super Break DMG. This is the core of her support identity. Dance Partner (Talent): On entering combat, The Dahlia regenerates 35 Energy and pairs herself with a teammate (prioritizing the ally with the highest Break Effect if no partner is assigned). When the Dance Partner attacks an enemy, The Dahlia fires a Follow-up ATK dealing 5 instances of Fire DMG, each at 15% ATK. Each instance that hits a Weakness Broken target also converts Toughness Reduction into Super Break DMG at 100% multiplier. Wilt (Ultimate): Inflicts the Wilt state on all enemies for 4 turns, reducing their DEF by 8% and implanting a Weakness matching the Dance Partner's element. The Dahlia also boosts ally SPD by 30% for 2 turns whenever a weakness is implanted, with Fire allies additionally recovering Energy equal to 10% of their max. The Technique is worth using before combat: it creates a dimension that prevents enemies from attacking, and entering combat through it immediately activates the Gloomy Zone and converts the initial Toughness Reduction into Super Break DMG at 60%. Gloomy Zone active in battle Best build for The Dahlia Relics and ornaments The recommended relic set is Iron Cavalry Against the Scourge (x4) , which boosts The Dahlia's personal damage output alongside the Break Effect stat. If she already has enough Break Effect, Thief of Shooting Meteor (x4) is a solid alternative that improves energy regeneration from Weakness Breaks. For the Planar Ornament, Forge of the Kalpagni Lantern is the top choice. It provides both a SPD bonus and a Break Effect bonus, and The Dahlia can reliably trigger it by implanting Fire weakness to non-Fire-weakness enemies through her Ultimate. The secondary ornament option is Talia: Kingdom of Banditry , which pushes Break Effect higher if you're not hitting the 250% target. Stat targets Stat Target Value Break Effect 150% minimum, 250% ideal SPD (with Talia) 145 or above SPD (without Talia) Go before your DPS Effect Hit Rate (with Resolution) 68% minimum Main stats by slot Body: HP%, DEF%, or Effect Hit Rate Feet: SPD Sphere: HP% or DEF% Rope: Break Effect or Energy Regeneration Rate Sub-stat priority: Break Effect, SPD, then HP%/DEF%, then Effect Hit Rate. info The 250% Break Effect threshold activates the full bonus from Iron Cavalry Against the Scourge. If you can't reach it, 150% is still the floor for consistent performance. Light cones Light Cone Rating Why it works Never Forget Her Flame Best Her signature. Boosts Break Effect, increases Break DMG for her and one teammate, and restores Skill Points when she implants a weakness. Long Road Leads Home Great Provides Break Effect and amplifies Break DMG received by enemies when an ally triggers Weakness Break. Resolution Shines As Pearls of Sweat Good 4-star option that reduces enemy DEF. Requires 68% Effect Hit Rate to guarantee the debuff. Before the Tutorial Mission Starts Good Free 4-star that provides Effect Hit Rate and restores energy when attacking enemies under DEF shred. The signature cone is strong but not mandatory. Long Road Leads Home performs well and is accessible to players who already own it. Signature light cone comparison What are the best teams for The Dahlia? Premium Super Break team Slot Character Role DPS Firefly Main Break DPS Support The Dahlia Super Break enabler Support Fugue Break support Sustain Lingsha Healing This is the top-end lineup. Firefly handles the primary damage, Fugue provides additional Break support (with her Talent's Toughness meter counting toward Himeko's charge if you swap her in), and Lingsha sustains the team. The Dahlia's Gloomy Zone keeps Super Break DMG flowing even before enemies are fully broken. Free-to-play team Slot Character Role DPS Xueyi Break DPS Support The Dahlia Super Break enabler Support Asta Speed/ATK buff Sustain Gallagher Healing + Break DMG amp Xueyi's kit scales on Break Effect and her Follow-up attacks require Toughness reduction, making her a natural fit. Gallagher's Besotted debuff from his Ultimate increases Break DMG dealt to enemies, and his healing scales on Break Effect, so he gains extra value in this comp. DPS alternatives Boothill performs better against Elite enemies Rappa pulls ahead in fights with more than 3 enemies March 7th (Imaginary) is a free option; use her Skill on Gallagher or Lingsha to generate more Toughness DMG with her Enhanced Basic ATK Himeko benefits from Fugue's extra Toughness meter counting toward her charge Support and sustain swaps Replace Fugue with Ruan Mei for team-wide DMG and SPD buffs if you don't have Fugue Huohuo works as a sustain replacement for AoE healing and energy restoration across all allies warning Running Firefly without The Dahlia or another dedicated Break support significantly reduces her output. If you're pulling Firefly specifically to use her in a Break team, The Dahlia is effectively a paired pull. Trace priority Max the Ultimate and Talent first. The Ultimate provides the DEF reduction and weakness implanting that powers the whole team, and the Talent directly increases the Break DMG multipliers for both The Dahlia and her Dance Partner. All three Bonus Abilities are highest priority: Outgrow the Old, Espouse the New: SPD boost when weaknesses are implanted, plus extra Fire Toughness Reduction and energy for Fire allies Lament, Lost Soul: Recovers 1 Skill Point per 2 Follow-up ATK uses Yet Another Funeral: Increases other characters' Break Effect by an amount equal to 24% of The Dahlia's Break Effect plus 50% when entering combat or when she receives healing The Skill can be upgraded for damage but isn't urgent. The Basic ATK is last priority. Eidolons: which ones matter? Eidolon Rating Effect E1 Amazing Extends the Super Break DMG multiplier from Talent to all allies (not just Dance Partner), with Dance Partner getting an additional 40% boost. Also adds Toughness Reduction equal to 25% of an enemy's max Toughness after Dance Partner attacks. E2 Amazing (best stopping point for spenders) Reduces all enemies' All-Type RES by 20% while The Dahlia is on the field, and applies Wilt immediately when any enemy enters the field. E4 Good Increases Follow-up ATK instances by 5 and causes enemies to take 12% more damage for 2 turns after it triggers. E6 Great Grants Dance Partners a 150% Break Effect buff and advances all Dance Partners' next action by 20% when Follow-up ATK is used. E0 is fully functional. E1 and E2 are the meaningful power spikes, with E2 being the recommended stopping point for anyone willing to spend for constellations. Ascension and trace materials Full ascension requires 65x Radiant Prominence , 15 each of Tatters of Thought, Fragments of Impression, and Shards of Desires, plus 308,000 Credits. Trace materials add significantly to that: 139x Heaven Incinerator, 72x Starfire Essence, 12x Vanquished Flow's Reticence, 8x Tracks of Destiny, and 3,000,000 Credits total across all nodes. Plan your farming before the banner ends. The Radiant Prominence and Vanquished Flow's Reticence are the bottlenecks worth stockpiling early. For more Honkai: Star Rail character guides and team-building resources, browse the latest guides at GAMES.GG .]]></description>
            <link>https://games.gg/honkai-star-rail/guides/hsr-the-dahlia-build-guide/</link>
            <guid isPermaLink="true">https://games.gg/honkai-star-rail/guides/hsr-the-dahlia-build-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 13:55:40 GMT</pubDate>
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            <title><![CDATA[Evanescia Build Guide: Best Light Cones, Relics & Teams]]></title>
            <description><![CDATA[Evanescia is Honkai: Star Rail's newest 5-Star Physical character following the Path of Elation, and she plays unlike anything currently in the roster. Her damage comes from three systems firing simultaneously: direct Physical hits from Skill and Ultimate, bonus Elation DMG layered on top through Certified Banger stacks, and a summoned Fox Teacher that fires free AoE Physical Elation attacks every time her Energy hits 240. The longer a fight runs, the harder she hits. What makes Evanescia's kit tick? Before touching Light Cones or Relics, you need to understand the two resources that drive everything Evanescia does. Certified Banger and Energy are bidirectional. Gaining Energy also gains equal Certified Banger (capped at 100 per instance), and gaining Certified Banger restores the same amount of Energy. This creates a self-reinforcing loop: more Energy means more Banger, which means stronger Elation DMG on her Skill and Ultimate, which means faster kills, which feeds back into more Energy generation. Fox Teacher is the payoff. At 240 accumulated Energy, Fox Teacher fires automatically, dealing Physical Elation DMG to all enemies (31.25% at max Talent level according to LDShop's kit analysis) and restoring 10 Energy to reset the counter. No turn cost. In a well-built team, Fox Teacher triggers multiple times per rotation. Her Talent is what ties it together: Evanescia gains Elation equal to 25% of her CRIT DMG. That means CRIT DMG does double duty, scaling both her crit damage and her Elation stat simultaneously. Every point of CRIT DMG you stack is amplifying more of her kit than it would on any other character. info Evanescia's A2 Trace passively grants +30% CRIT Rate, so you need significantly less from Relic substats than most DPS characters. Prioritize CRIT DMG substats and let the Trace handle the Rate side of the equation. What are Evanescia's best Light Cones? Light Cone Rarity Key Stats Why It Works Until the Flowers Bloom Again (Signature) 5-Star CRIT DMG +60%, ERR +10% Best-in-slot. ERR accelerates Fox Teacher triggers; CRIT DMG scales Elation via Talent. Elation Skill debuff stacks with Trace vulnerability. Today's Good Luck (S5) 4-Star CRIT Rate +20%, Elation +40% (2 stacks) Excellent 4-star alternative at S5. Deals only slightly less damage than the signature per Icy Veins testing. Dazzled by a Flowery World 5-Star CRIT DMG +48%, SP limit +1 per Elation ally Strong in multi-Elation teams. Each Skill Point consumed lets Elation DMG ignore 5-9% enemy DEF (up to 4 stacks). Especially effective with 3+ Elation teammates. Mushy Shroomy's Adventures (S5) 4-Star Elation +20%, Elation DMG taken +10% for 2 turns Boosts Evanescia's Elation stat directly and debuffs enemies when she uses her Elation Skill, amplifying both her own and teammates' Elation damage. Tomorrow, Together (S5) 4-Star CRIT DMG +24%, team Elation +12% for 1 turn after Ultimate Solid budget option. Post-Ultimate team Elation buff provides value in Elation-focused compositions. The signature's Energy Regeneration Rate scaling is a mechanical advantage no alternative fully replicates. If you plan to pull Evanescia seriously, budgeting for Until the Flowers Bloom Again is worth considering. That said, Today's Good Luck at S5 is genuinely close in output according to community testing documented by Icy Veins, making it the best free-to-play-friendly option. Light Cone selection for Evanescia What are the best Relics for Evanescia? Relic sets Ever-Glorious Magical Girl is her best-in-slot 4-piece set, and it's not particularly close. The 2-piece grants CRIT DMG +16%, and the 4-piece makes Evanescia's Elation DMG (and her memosprites') ignore 10% of enemy DEF. Every 5 accumulated Punchline stacks allies gain adds another 1% DEF ignore, up to 10 stacks. Since Evanescia generates Punchline through her Skill, this scales naturally with her rotation. According to Icy Veins, this set is farmed from Cavern of Corrosion: Path of Possession in Graphia Academy, Planarcadia. Wavestrider Captain is the alternative. Same 2-piece CRIT DMG +16% bonus, but the 4-piece works differently: when Evanescia uses her Ultimate with 2 stacks of "Help" (gained when allies target her with abilities), she gets ATK +48% for 1 turn. It pairs well with buff-heavy supports but requires the right teammates to proc consistently. For Planar Ornaments, Punklorde Stage Zero is the clear pick. The 2-piece grants Elation +8%, and when Elation reaches 40% or 80% for the first time in combat, CRIT DMG increases by 20% and 32% respectively. This directly feeds back into her Talent's CRIT DMG-to-Elation conversion, creating a compounding effect. Sigonia, the Unclaimed Desolation is a secondary option, providing CRIT Rate +4% with CRIT DMG stacking per defeated enemy (up to +40% at 10 stacks). It performs decently in AoE content like Pure Fiction where enemies die frequently. Stat priorities Slot Primary Stat Body CRIT Rate (preferred) or CRIT DMG Feet SPD (preferred) or ATK Planar Sphere ATK% Link Rope Energy Regeneration Rate For substats, the priority order per Icy Veins is: CRIT Rate > CRIT DMG > SPD > ATK . Target endgame stats (sourced from Icy Veins): 3000+ HP, 1000+ DEF, 1900-2000+ ATK, 150+ SPD, 245 CRIT DMG, 60 CRIT Rate. warning Evanescia's Elation DMG does not benefit from generic DMG Bonus stats. Only CRIT, ATK, Physical DMG Bonus, DEF Ignore, and RES PEN amplify it. Avoid wasting Relic slots on Wind or Fire DMG Bonus pieces. Best-in-slot relic set Trace priority: what should you level first? According to Icy Veins, the skill priority for Evanescia is: Talent > Ultimate > Skill > Basic ATK . For Major Traces, the order is: Watch All Revels > Weigh All Truths > Best All Blooms . Here is the reasoning behind that order: Talent governs the CRIT DMG-to-Elation conversion rate, Certified Banger conversion efficiency, and Fox Teacher's damage multiplier. Leveling it amplifies every other system in her kit. Ultimate delivers her highest single-instance multiplier (240% AoE plus 5 random bounce hits at 160% each per the gamsgo.com kit breakdown) and is the primary Certified Banger payoff window. Elation Skill provides AoE Physical Elation DMG and +10 Certified Banger per cast. In multi-wave content, high-level Elation Skill meaningfully contributes to both wave clear and resource cycling. Skill handles Blast damage to primary and adjacent targets plus +5 Punchline per cast. The multiplier increase from leveling is lower than Ultimate or Elation Skill, so it sits fourth. Basic ATK is a filler for SP-tight turns only. Keep it at level 1. What are Evanescia's best team compositions? Evanescia functions as the main carry in Elation-focused teams. Her ceiling is tied to how many Elation characters surround her, since those teammates generate Elation Skills during Aha Instant windows (triggered by Yao Guang's Ultimate), compounding everyone's damage. Recommended team 1: Mono-Elation core Evanescia / Yao Guang / Trailblazer (Elation) / Huohuo This is the developer-confirmed pre-set composition. Yao Guang deploys an Elation Field that boosts the entire team's Elation stat and triggers Aha Instants via her Ultimate, during which every Elation character fires their Elation Skill in sequence. The Elation Trailblazer (a 5-Star Lightning/Elation character debuting in Version 4.2, free through the main story Trailblaze Mission) acts as a team-wide Punchline generator and buffer. Huohuo provides team-wide Energy regeneration, which feeds directly into Evanescia's Energy/Banger loop, plus healing and an ATK buff. Recommended team 2: Action advance variant Evanescia / Sunday / Trailblazer (Elation) / Huohuo Swapping Yao Guang for Sunday trades Aha Instant chain frequency for raw action advance and CRIT DMG support. Sunday doubles Evanescia's action frequency, helping her max out Certified Banger faster. This team sacrifices some Elation Skill chain damage but gains rotation stability. Recommended team 3: Sub-DPS variant Evanescia / Yao Guang / Tribbie / Huohuo Tribbie brings high-frequency follow-up attacks and Toughness Reduction, breaking enemy Toughness quickly while contributing additional team damage. Yao Guang still anchors the Elation Field. This composition works well in content where Toughness breaking matters. info Yao Guang appears close to mandatory in competitive Evanescia teams. Her Elation Field and Aha Instant triggers are too deeply integrated into Evanescia's resource loop to easily replace without a meaningful damage loss. Eidolon breakdown: what is worth pulling? Evanescia functions fully at E0. Her core mechanics (Certified Banger loop, Fox Teacher, bounce scaling) all work without any Eidolons. The Eidolons add meaningful power but are not required to clear current endgame content. Eidolon Effect Summary Value E1 Extra Certified Banger from all action types; improved rotation consistency High. Smooths multi-wave fights significantly. E2 Large CRIT DMG boost; significantly increased Certified Banger gain Major damage increase. The strongest non-E6 upgrade. E3 Ultimate Lv. +2, Basic ATK Lv. +1, Elation Skill Lv. +1 Incremental. E4 DMG ignores 15% of enemy DEF Solid personal DPS boost. E5 Skill Lv. +2, Talent Lv. +2 Incremental. E6 Elation DMG +25%, expanded Banger absorption, repeatable 120 Energy regen; team-wide amplification Whale capstone. Transforms her into both a top DPS and a team amplifier. E1 is the first meaningful upgrade, improving consistency across longer fights. E2 is the biggest power spike before E6. E6 turns her into a full team engine, but it requires significant investment and is aimed at players pushing limit clears. Pre-farm materials: what should you stockpile now? According to the ascension material data from LDShop and gamsgo.com, here is what you need to gather: Invasive Clot (Physical Boss Drop): 65 total, farmed from Stagnant Shadow: Shape of Deepsheaf in Dragonbone City, Styxia. Whimsy Wax / Dreamweave Steel / Lucid Awl (Planarcadia enemy drops): 56 / 71 / 73 respectively. The Fluffy Hand-drawn Storyboards / Serialization Memorial Issue / Collector's Edition (Elation Path Trace materials): 18 / 69 / 139 respectively, farmed from Crimson Calyx in Planarcadia. Tracks of Destiny : 8 total. Vanquished Flow's Reticence : 12 total. Credits : approximately 3.8 million total. The Fluffy Collector's Edition line is used for both Trace upgrades and Light Cone ascension, so the total volume needed is roughly double what you would expect for a standard character. Prioritize the Crimson Calyx runs after your weekly boss farming. For a broader look at how to approach character investment across the full roster, browse more guides on GAMES.GG to find build resources for other Honkai: Star Rail characters. Should you pull for Evanescia? Pull if you own Yao Guang and want the Physical Elation carry she was designed to enable. The Mono-Elation core of Evanescia, Yao Guang, and the free Elation Trailblazer from the 4.2 story is one of the strongest team compositions available once Version 4.2 launches. Pull if you enjoy team-synergy gameplay where every action feeds into a shared damage loop. Evanescia rewards players who understand her resource economy and build around it. Skip if you do not own Yao Guang and are not willing to pull for her. Running Evanescia without an Elation Field noticeably reduces her ceiling, though she can still function with non-Elation supports like Sunday according to beta testing documented by gamsgo.com. Skip if you prefer self-contained hypercarries who do not depend on specific team compositions. Evanescia is a team engine, not a solo nuker. info Budget approximately 28,800 Stellar Jade (160 pulls) for a worst-case scenario guarantee (losing the 50/50 then hitting hard pity). Average cost is lower, but planning for the worst protects against bad luck streaks. Evanescia Ultimate in action]]></description>
            <link>https://games.gg/honkai-star-rail/guides/hsr-evanescia-build-guide/</link>
            <guid isPermaLink="true">https://games.gg/honkai-star-rail/guides/hsr-evanescia-build-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 13:54:55 GMT</pubDate>
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            <title><![CDATA[Honkai: Star Rail Character Tier List Guide for Version 4.2]]></title>
            <description><![CDATA[The Honkai: Star Rail character roster has grown to over 90 playable characters as of version 4.2, and picking the right ones for your team makes a real difference in endgame content. This guide breaks down the current community consensus tier list, explains what separates the top performers from the rest, and helps you figure out who to pull for next. info The community rankings referenced in this guide are aggregated from 768 submitted tier lists on TierMaker as of April 17, 2026. Individual results may vary depending on team composition and content type. What makes a character S tier in Honkai: Star Rail? S tier in Honkai: Star Rail is not just about raw damage numbers. The characters sitting at the top of community rankings earn their spots through a combination of team flexibility, consistent output across different content types, and the ability to enable other strong units. Based on aggregated community data from 768 submitted tier lists, the current S tier is notably large, reflecting how the game's power creep has pushed several characters into genuinely top-level territory. S tier character rankings The top S tier characters, according to community voting, include The Herta , Phainon , Anaxa , Cipher , Robin , Acheron , Ruan Mei , Castorice , Kafka , Sunday , Aventurine , Hyacine , Fugue , Aglaea , Firefly , Mydei , Feixiao , Black Swan , Jingliu , Sparkle , Tribbie , Jing Yuan , Bronya , Himeko , Topaz and Numby , Lingsha , Blade , Silver Wolf , Boothill , and Seele . That is a long list, but the key observation here is that supports and sustains appear right alongside damage dealers. Robin , Ruan Mei , Sunday , and Aventurine are all S tier despite not being primary damage sources. That tells you something important about how the game rewards team-building over individual character strength. S tier breakdown: who actually tops the rankings? Among S tier characters, community consensus places The Herta , Phainon , and Anaxa at the very top. These are the newest and most powerful additions to the roster, reflecting the game's ongoing power scaling through versions 4.1 and 4.2. Acheron remains one of the most respected damage dealers in the game, consistently appearing near the top of community rankings despite being an older 5-star. Her sustained relevance is a product of strong kit design rather than recency. Firefly and Lingsha represent the break-focused archetype that dominated the meta for several versions. Both remain S tier, though the arrival of newer units has given players more viable alternatives. Robin and Ruan Mei are arguably the most universally useful supports in the game. Both can slot into almost any team composition and immediately improve performance. If you are deciding between pulling a new damage dealer or one of these two, the supports often provide more long-term value. info If you are a newer player, prioritizing S tier supports like Robin or Ruan Mei over damage dealers will improve your account strength faster. A strong support makes every future damage dealer you pull better. Robin's team buff abilities How does A tier compare to S tier? A tier characters are genuinely strong and fully capable of clearing endgame content. The gap between A tier and S tier is smaller than the tier labels suggest. Based on community data, A tier includes Jade , Jiaoqiu , Dan Heng Imbibitor Lunae , Cerydra , Hysilens , Argenti , Dr. Ratio , Rappa , Luocha , Fu Xuan , Serval , Huohuo , Welt , Gallagher , March 7th (both versions), Hanya , Tingyun , Yukong , Yunli , Asta , Clara , Dan Heng , Natasha , Gepard , Qingque , Guinaifen , Moze , Herta , Xueyi , Sushang , Yanqing , Bailu , Sampo , Pela , and Luka . Several A tier picks deserve special mention. Luocha and Fu Xuan are sustain options that remain competitive despite being older 5-stars. Gallagher is a free-to-obtain 4-star who punches well above his rarity in sustain roles. Pela is one of the best 4-star supports in the game and appears in competitive teams even at high investment levels. warning Do not skip building A tier 4-stars early in the game. Characters like Pela, Tingyun, and Asta are available from the standard banner and will carry you through mid-game content while you save for premium pulls. Tier Representative Characters Primary Role S The Herta, Phainon, Acheron, Robin, Ruan Mei, Firefly DPS, Support, Sustain A Dr. Ratio, Fu Xuan, Gallagher, Pela, Luocha DPS, Support, Sustain B Misha, Lynx, Arlan, Hook DPS, Sustain C Qingque (lower builds), Yanqing DPS What belongs in B tier and below? B tier includes Misha , Lynx , Arlan , Hook , and a few newer additions. These characters are not bad, but they require more specific team building or face harder competition for team slots from stronger options in the same role. Lynx is worth noting as a free 4-star healer who fills a niche in teams that need Quantum Weakness coverage on the sustain slot. She is not the strongest healer available, but she gets the job done in the right context. C tier and below represents characters that struggle to compete in the current meta, often due to kit limitations or having been outpaced by newer releases. This does not mean they are unplayable, especially for players who enjoy specific characters, but the investment required to make them work in endgame content is higher. Team building lineup screen How should you use this tier list? Tier lists are a starting point, not a rulebook. A few things worth keeping in mind: Eidolons and light cones matter. A C tier character at high eidolons can outperform an S tier character at E0 in specific scenarios. Content type changes the rankings. Pure Fiction favors AoE damage dealers. Memory of Chaos rewards single-target burst. A character's tier can shift depending on which mode you are optimizing for. Team synergy beats individual tier. A well-built A tier team with proper sustain and support will outperform a collection of S tier characters thrown together without thought. Free characters are underrated. Gallagher, Pela, and Tingyun are all A tier and obtainable without spending premium currency. danger Tier lists based on community voting reflect general consensus but cannot account for your specific roster. A character you already have built at high investment is almost always better than a theoretically stronger character you do not own. Acheron's ultimate in combat What's coming in version 4.3 and beyond? Based on community tier list templates that include upcoming characters, the roster continues to expand with characters including Cyrene , The Dahlia , Sparxie , Yao Guang , Ashveil , Evanescia , and Mortenax Blade appearing in leak-based tier list templates. Community rankings from the 4.3+ leaks template have already placed several of these characters in preliminary tiers, though these rankings will shift significantly once the characters are fully released and tested. For players planning their pulls, the S tier is already competitive enough that skipping a banner to save for a future character you are excited about is a completely valid strategy. For more character guides and build recommendations, browse more guides on GAMES.GG to stay current with every new HSR release.]]></description>
            <link>https://games.gg/honkai-star-rail/guides/honkai-star-rail-character-tier-list-42/</link>
            <guid isPermaLink="true">https://games.gg/honkai-star-rail/guides/honkai-star-rail-character-tier-list-42/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Nuwel]]></dc:creator>
            <pubDate>Fri, 17 Apr 2026 13:52:37 GMT</pubDate>
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            <title><![CDATA[ESO Tamriel Tomes Complete Guide: Earn Rewards Every Season]]></title>
            <description><![CDATA[What is the Tamriel Tomes system in ESO? Tamriel Tomes is Elder Scrolls Online's seasonal reward system that replaced the old Endeavors and Daily Login Rewards in a single, consolidated track. Every Season, a new Tome arrives packed with collectibles, currencies, consumables, and crafting materials — and every ESO player gets access to the free tier automatically. No purchase required to start earning. According to the official ZeniMax guide, the system is designed around giving players more variety and choice regardless of how they spend their time in Tamriel. Tamriel Tomes reward pages How do Tome Points work? Tome Points are the currency that drives everything in this system. You earn them by completing challenges, and they serve two functions at once: they automatically unlock new pages in your Tome as your total accumulates, and you can spend them on specific rewards within any unlocked page. The key thing most players miss is that you do not need to spend points on one page to move forward. Page unlocks happen passively as your total grows, so you can save points and cherry-pick whichever reward you actually want. Challenges come in two forms: Weekly Challenges : Five new challenges become available each week. They persist throughout the Season, with a maximum of 12 active at any one time. You also get five free rerolls per week (up to 12 banked at once) if a challenge does not suit your playstyle. Seasonal Challenges : Larger, longer objectives that run for part or all of the Season. Some are introduced mid-Season or during specific events. info You never have to complete a Weekly Challenge within the same week it appears. They stay active until the Season ends or until the 12-challenge cap is hit, so there is no penalty for playing at your own pace. Challenges cover a wide range of ESO activities: slaying Daedra, capturing keeps in Cyrodiil, harvesting resources, opening treasure chests, and more, according to the official Tamriel Tomes guide. What rewards can you earn from Tamriel Tomes? The reward pool each Season includes a broad mix across three categories, as confirmed by ZeniMax: Reward Type Examples Items Furnishings, research scrolls, gear upgrade kits, trait research boxes Currencies Gold Coast Bazaar Trade Bars, Seals (formerly Seals of Endeavor) Collectibles Armor sets, weapon styles, skill styles, cosmetics Trade Bars deserve special attention here. Tamriel Tomes is described by ZeniMax as a major source of this currency, which you spend in the Gold Coast Bazaar store. The Bazaar carries a rotating mix of returning and new rewards, accessible through the Crown Store menu tabs. Gold Coast Bazaar Trade Bars Free vs. Premium vs. Premium + Bonuses: which tier is right for you? There are three ways to engage with each Season's Tome: Free Tamriel Tome : Automatically active for every player at Season start. Gives access to all free-tier rewards. Premium Tamriel Tome (paid): Unlocks the premium reward track. Critically, purchasing this also lets you continue progressing and claiming that Tome's rewards after the Season ends. Premium + Bonuses Tamriel Tome (paid): Everything in Premium, plus two Caches of Tome Points (2,000 points each) delivered immediately, plus a unique bonus collectible. danger Both paid tiers are only purchasable during the active Season. Once the Season ends, you cannot buy in. If you already purchased either paid version before the Season closes, you can still claim rewards afterward. One practical note from ZeniMax: if your ESO account is linked directly through the Elder Scrolls Online store rather than through a third-party platform like PlayStation, you need a saved payment method and billing address on file before completing the in-game purchase. How does ESO Plus affect Tamriel Tomes? ESO Plus membership stacks meaningful bonuses on top of whatever tier you choose: 10% more Tome Points earned from every challenge One Cache of Tome Points (2,000 points) per month of membership One Premium Tome Token per month of membership (12 tokens total grant a free Premium + Bonuses Tome) All Caches and Tokens are delivered upfront. Buy six months of ESO Plus and you immediately receive six Caches and six Tokens, according to the official guide. That front-loaded delivery is genuinely useful if you want to push through early pages fast. ESO Plus Tome Points bonuses What's changing with Update 50 and Season transitions? ZeniMax Online Studios published a detailed developer blog in April 2026 responding to early player confusion around the system, and several quality-of-life changes are landing with Update 50 (targeting a June 8th release, as reported by Massively Overpowered). How does the Season rollover work? The 2,000 Tome Points rollover cap between Seasons was a major source of confusion. Here is how it works now and what is changing: Currently, any points above the 2,000 rollover cap are lost at Season's end. With Update 50, excess points above the cap will instead be automatically converted to gold after the end-of-Season auto-claimer finishes. The exact conversion ratio was still being determined at the time of the developer blog. The auto-claimer is a system that activates when a Season ends and claims rewards on your behalf if you have not done so manually. ZeniMax confirmed it will prioritize high-value collectibles and currencies over consumables, and it works in reverse order starting from the highest unlocked page, skipping item bundles like Crown Poisons and Supply Packs. Players could preview this system on the Public Test Server starting April 13th. warning If you have unspent Tome Points sitting above the 2,000 rollover cap right now, ZeniMax offered a one-time refund window from April 2nd through April 30th. Contact Customer Support during that window to convert excess points into Caches of Tome Points in 2,000-point increments, letting you carry that progress forward without losing it. What new features does Update 50 add to Tamriel Tomes? Beyond the rollover fix, Update 50 brings several quality-of-life additions confirmed by ZeniMax: Paid Weekly Challenge rerolls : After exhausting your five free weekly rerolls, you can pay gold to reroll again. The cost starts at 500 gold and caps at 10,000 gold. Repeatable Weekly Challenges : Once you hit the bonus pages tier at 20,000 Tome Points, Weekly Challenges become repeatable twice as often, effectively doubling the points available for players who want to push further. UI improvements : Batch-claiming completed challenges and refined reward tooltips are both coming. Bug fixes targeting Sanctum Ophidia, Imperial City, and zone-specific kill count challenges are rolling out in an April 20th incremental patch. The Daily Login Seasonal Challenge bug is still under investigation, with a fix targeted for Update 50 itself. What is ZeniMax still monitoring? According to the developer blog, the team is actively gathering feedback on a few specific questions about the Tamriel Tomes experience: Whether there is enough variety in Weekly Challenges Which challenges players avoid or frequently reroll Whether the overall pace of earning Tome Points feels rewarding These are live questions with no final answers yet, so the system may continue to shift as Season Zero data comes in. If you have strong opinions on challenge variety or point pacing, this is the time to share them on the official ESO forums. Tips for getting the most out of Tamriel Tomes After going through the full system mechanics, a few practical takeaways stand out: Do not spend Tome Points on low-value consumables early. Page unlocks are automatic, so save your spending for collectibles and currencies that actually matter to you. If you play ESO Plus, buy in bulk. Six months upfront gives you six Caches and six Tokens immediately, which is a real head start on bonus pages. Bank your free weekly rerolls. You can hold up to 12 at once, so do not burn them all in week one if you have a run of bad challenges. Check the bonus pages threshold. Hitting 20,000 Tome Points unlocks repeatable Weekly Challenges, which meaningfully accelerates your points per week from that point forward. For more ESO guides and the latest updates on what is coming in Update 50, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/the-elder-scrolls-online/guides/eso-tamriel-tomes-complete-guide/</link>
            <guid isPermaLink="true">https://games.gg/the-elder-scrolls-online/guides/eso-tamriel-tomes-complete-guide/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Mostafa Salem]]></dc:creator>
            <pubDate>Thu, 16 Apr 2026 21:14:24 GMT</pubDate>
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            <title><![CDATA[Destiny 2 Guide: Action Item God Rolls and How to Get It]]></title>
            <description><![CDATA[Action Item arrived in Destiny 2 alongside the April 2026 Iron Banner in the Renegades era, and it earns its place in your vault. Stasis trace rifles are rare enough that any new addition to the archetype is worth paying attention to, and this one brings a perk pool that actually rewards leaning into the icy element rather than ignoring it. Here's what you need to know about its best rolls and where to get them. What makes Action Item worth farming? Trace rifles as a category don't vary wildly in how they play. What sets Action Item apart is that it sits in the Kinetic slot while running Stasis , which is a combination that opens up build options most energy-slot traces can't touch. According to perk data from light.gg, it rolls perks like Crystalline Corpsebloom , Headstone , and Rimestealer — all of which feed directly into Stasis loops involving frozen targets and Stasis crystals. The weapon also carries the Nail, Meet Hammer origin trait, shared with Arms Week weapons. That's a useful signal for future availability beyond the current Iron Banner window. info Action Item launched alongside Micromort and Reghusk's Pledge as part of the April 2026 Iron Banner return. All three weapons dropped with the special PvP mode's comeback in Renegades. Action Item perk overview Action Item PvE god rolls What are the best barrel and magazine options? For barrels, the top choices are Fluted Barrel , Arrowhead Brake , and Smallbore . Each covers different handling and stability needs, and none of them dramatically change the build direction. On the magazine side, go for Enhanced Battery , Light Battery , or Tactical Battery depending on whether you want more ammo reserves or faster reload. These columns are the least impactful part of the roll, so don't obsess over them. The perks in columns three and four are where Action Item either becomes a build piece or a dismantle. Which third-column perk should you chase? Rimestealer is the top pick. It activates whenever you defeat a frozen enemy or break a Stasis crystal, granting stacks of Frost Armor for extra survivability. You don't even need a full Stasis build to benefit from it, since any setup that can freeze targets or place crystals will trigger it. Pairing it with Graviton Spike opens up an alternate loadout if you want more flexibility. Demolitionist is the second-best option and arguably the most flexible. Free grenade energy on kills is useful in almost any build, and it works even if you're not running Stasis. The trade-off is that you lose the Stasis identity that makes Action Item stand out in the first place. Still, as Destructoid notes, Action Item is one of the few Kinetic-slot trace rifles that can roll Demolitionist at all, which makes a multi-perk roll with it worth holding onto. Rewind Rounds rounds out the honorable mentions. It reduces reload downtime and pairs well with Killing Tally in column four, though trace rifles reload fast enough that it's rarely a necessity. info At tier five, Action Item can roll three perk options in both columns three and four. That significantly improves your odds of landing at least one of the Stasis-focused perks you're after. Which fourth-column perk is the best? Crystalline Corpsebloom is the standout. It creates Stasis crystals and freezes enemies, which directly feeds Rimestealer for consistent Frost Armor stacks. The loop is simple: shoot, freeze, shatter, gain survivability. Headstone is a strong alternative in the same Stasis lane, generating Stasis crystals on precision kills and doing similar work with less setup. If you're skipping Stasis entirely, Detonator Beam is the trace-specific damage perk that causes explosions on prolonged fire. Elemental Honing works if you're mixing elements in your loadout, and Killing Tally rewards sustained combat without reloading or stowing, especially when paired with Rewind Rounds . The Stasis path is still the recommended one. Stripping that out of Action Item leaves you with a fine trace rifle, but nothing you couldn't get elsewhere. warning Killing Tally requires you to avoid reloading or stowing between kills to keep its stacks. On a trace rifle with a smaller magazine, that can be harder to maintain than it sounds in a busy encounter. How to get Action Item in Destiny 2 Right now, Action Item drops from Iron Banner Engrams , the event store , and the Iron Banner event track during the first Iron Banner of Renegades. If you miss the current window, the weapon's Nail, Meet Hammer origin trait links it to Arms Week weapons, making a future Call to Arms appearance likely, according to Destructoid's reporting on the weapon. Devrim Kay is expected to carry it when Call to Arms returns, so bookmark that event if you're reading this after the current Iron Banner has ended. Building around Action Item The most direct build path pairs Action Item with any Stasis subclass that can reliably freeze targets. Rimestealer into Crystalline Corpsebloom gives you a self-sustaining loop: freeze with the fourth-column perk, kill the frozen target to proc the third-column perk, repeat. Frost Armor stacks keep you alive in higher-difficulty content without needing a dedicated defensive exotic. For players who want to run Action Item off-element, the Demolitionist plus Detonator Beam combination turns it into a grenade-feeding, explosion-generating workhorse. It's less specialized but more broadly useful across different content types. For more Destiny 2 weapon guides and build breakdowns, browse the latest guides on GAMES.GG .]]></description>
            <link>https://games.gg/destiny-2/guides/destiny-2-action-item-god-rolls-and-how-to-get-it/</link>
            <guid isPermaLink="true">https://games.gg/destiny-2/guides/destiny-2-action-item-god-rolls-and-how-to-get-it/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Thu, 16 Apr 2026 21:05:43 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: How to Complete Eyes Wide With Fear Quest]]></title>
            <description><![CDATA[The Eyes Wide With Fear quest hands you a diary fragment and a vague promise that treasure is buried "nearby." No coordinates, no X on the map, just the cryptic notes of someone who clearly did not survive the experience. The good news is the quest follows a consistent structure across every playthrough, even with Windrose's procedural generation shuffling island layouts around. Follow the steps below and you will have the Madman's Chest in your inventory without the usual twenty minutes of pressing dig on random patches of ground. How do you start the Eyes Wide With Fear quest? The quest breaks into two distinct stages. The first sends you to uncover a survivor's story, which gives you a chest with a clue inside. According to Destructoid's coverage of the quest, this initial chest contains Diary Fragments that push the quest forward. Your journal updates with a new objective once you read them, and from there the real hunt begins. The second stage is finding the Madman's Chest itself, which is buried underground on the same island where you found the survivor's remains. The quest marker updates and points you toward the dig site. Because the island layout shifts with each new game, the exact position relative to the world map will differ, but the chest's position relative to the island's points of interest stays consistent, as confirmed by community documentation at boostmatch.gg. Diary fragment in journal Where exactly is the Madman's Chest? Once your quest marker updates after reading the Diary Fragments, open your Journal (hotkey J ) and note the blue map marker. Head to that location. When you arrive, you will find scattered skeleton remains in the area. The chest is not sitting on top of the ground. According to Destructoid, the chest sits in an area between several large trees. The boostmatch.gg guide adds a useful visual tell: sparkles appear in the ground near a buried chest before you commit to digging. Walk slowly through the center of the skeleton cluster and watch the ground texture. When you see the sparkle effect, you are standing on the right spot. If you are not seeing the dig prompt activate, your Shovel is likely in the wrong mode. Press Z or X to cycle it into Dig mode . Weapon mode just swings at air. info The skeleton remains form a rough cluster. The dig target is the center of that cluster, not the edges. If the prompt is not appearing, walk inward toward the densest concentration of bones. Sparkle marks the dig spot How to Complete Eyes Wide With Fear Quest Find the first chest on the island and loot the Diary Fragments inside. Open your Journal ( J ) and read the fragments. The blue quest marker updates. Equip your Shovel and switch it to Dig mode with Z or X . Travel to the marked location and look for scattered skeleton remains. Move to the center of the skeleton cluster and watch for ground sparkles. Activate the dig prompt when it appears. The old chest surfaces. Do not loot immediately. Read the next section first. What happens when you open the chest? Here is what neither quest description warns you about: opening the surfaced chest triggers an immediate Drowned enemy ambush . Multiple enemies spawn at once. This is a designed encounter, not a bug, and the Drowned here hit harder than early-game enemies suggest is reasonable. Kill every Drowned before you attempt to loot the chest. Trying to grab items mid-combat is how you end up dying next to the reward you just spent real effort finding. warning Bring at least 3-4 Healing Potions before heading to this quest. The boostmatch.gg guide specifically recommends Great Healing Potions if you have them available. The Drowned ambush scales harder than tutorial enemies implied. Also worth doing before you set out: upgrade your Copper Axe and Pickaxe if you are early in the game. The combat here punishes players who skipped gear progression. What are the quest rewards? The two sources list slightly different reward values, which likely reflects different game versions or difficulty settings. Here is what both report: Source Guinea Other Rewards boostmatch.gg 5x Guinea 4x Silver Ingot Destructoid 10x Guinea 1x Tumbaga Ingot, 1x List of Essentials, 100 XP The Silver Ingots and Tumbaga Ingot are both genuinely useful crafting materials at this stage of the game. The XP reward of 100 noted by Destructoid also contributes to progression. Expect some variation depending on your current game version. Do you need a Shovel before starting this quest? Yes. The Madman's Chest is underground and requires a Shovel to surface. According to the FAQ section in the boostmatch.gg guide, crafting a Shovel requires 3x Copper Ingot and 10x Wood at your Workbench. You will need a Pickaxe , Kiln , and Furnace built first before you can produce the Copper Ingots needed. Do not head to the quest marker without the Shovel already in your inventory. There is nothing to interact with at the site until you can dig. info Build your Smelting Furnace and smelt the Copper Ingots before leaving your base. Backtracking to craft the Shovel mid-quest wastes time and leaves you exposed on the island longer than necessary. For more Windrose walkthroughs and quest guides across every major game, browse more guides at GAMES.GG .]]></description>
            <link>https://games.gg/windrose/guides/windrose-how-to-complete-eyes-wide-with-fear-quest/</link>
            <guid isPermaLink="true">https://games.gg/windrose/guides/windrose-how-to-complete-eyes-wide-with-fear-quest/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Thu, 16 Apr 2026 21:04:16 GMT</pubDate>
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            <title><![CDATA[Pragmata Best PC Settings for Optimization]]></title>
            <description><![CDATA[Pragmata is Capcom's first new IP in years, and it runs on the RE Engine, which means it's already well-optimized out of the box. Even so, there's real headroom to push performance further, especially on mid-range hardware. After testing settings across different GPU tiers, here's exactly what to change and why each setting matters. What are the best Pragmata settings for performance? Below are the recommended settings from Destructoid's testing. These target the best quality-to-performance ratio across a range of hardware. Setting Recommended Value Notes Frame Rate Variable Uncaps for smoother performance Ray Tracing Off On only for RTX 4070 or higher Image Quality 100% Keep native unless using DLSS Dynamic Resolution Off Avoid blurring at native res Hair Quality Medium High if CPU allows Texture Quality High (2GB) For GPUs with 8GB VRAM or less Texture Filtering High Low cost, noticeable quality gain Mesh Quality Medium/High Balance based on GPU Shadow Quality Medium Strong FPS recovery setting Shadow Cache On Reduces shadow recalculation cost Contact Shadows Off (CPU-limited) Any on capable machines Effects Quality Medium/High Video Quality Full HD Anti-Aliasing FXAA+TAA Solid balance of sharpness and cost Ambient Occlusion SSAO Off for a solid FPS boost on weak GPUs Volumetric Lighting Low High cost, low visual payoff Bloom Off Subsurface Scattering Off (CPU-limited) On otherwise Motion Blur Preference Off recommended Lens Flare Preference Off recommended Lens Distortion Preference Off recommended Depth of Field Preference Off recommended Pragmata graphics settings screen Which settings have the biggest FPS impact? Not every toggle is equal. Some settings drain performance without meaningfully improving what you see. Here's where to focus your attention first. Ray Tracing Ray Tracing is the single biggest performance cost in Pragmata. According to Destructoid's analysis, it should stay off unless you're running an RTX 4070 or higher. On cards below that threshold, the FPS drop isn't worth the visual improvement. Path Tracing goes even further, and Destructoid specifically notes it's only practical on RTX 4090 or 5090 hardware, where DLSS can offset the cost. Ambient Occlusion Dropping Ambient Occlusion from SSAO to Off can give a meaningful FPS boost on less capable machines. The visual difference is subtle in motion, making this one of the better performance-per-setting trades available. Volumetric Lighting Set Volumetric Lighting to Low. It's one of the more expensive effects in the RE Engine and the quality difference at Low versus High is hard to notice during active gameplay. Shadow Quality Shadow Quality at Medium with Shadow Cache enabled is the recommended baseline. Shadow Cache reduces the GPU cost of recalculating shadows each frame, so keeping it on is essentially free performance. warning Turning off Ambient Occlusion entirely removes subtle depth cues from surfaces and corners. It's worth the trade on weak hardware, but on capable machines the SSAO setting looks noticeably better. Should you use DLSS or Frame Generation in Pragmata? DLSS on Quality mode can help sustain higher visual settings without a proportional FPS cost. That said, Destructoid's recommendation leans toward native resolution when hardware permits, since upscaling introduces softness that's visible on sharp character detail like Diana's face. Frame Generation adds frames at the cost of input lag. If you're playing a responsive action game and input latency matters to you, skip it. If you're on a mid-range GPU and want smoother motion in cutscene-heavy sections, it's a reasonable option. info Subsurface Scattering specifically improves skin rendering on characters like Diana. On capable hardware it's worth leaving on, since faces look noticeably flatter without it. Settings that are purely personal preference Several options in Pragmata's menu have no meaningful performance impact and come down entirely to what you prefer visually. Motion Blur : Off is the default recommendation for most players, but some prefer it for cinematic feel Lens Flare : Purely aesthetic, no real FPS cost either way Lens Distortion : Same situation as Lens Flare Depth of Field : Can add cinematic depth to cutscenes but may feel distracting during gameplay None of these will move your frame counter in any meaningful direction, so set them based on how you want the game to look. For more guides covering Capcom's latest and other major releases, browse more guides at GAMES.GG .]]></description>
            <link>https://games.gg/pragmata/guides/pragmata-best-pc-settings/</link>
            <guid isPermaLink="true">https://games.gg/pragmata/guides/pragmata-best-pc-settings/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Thu, 16 Apr 2026 21:02:07 GMT</pubDate>
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            <title><![CDATA[Tomodachi Life Living the Dream Guide: How to Get Warm Fuzzies]]></title>
            <description><![CDATA[Warm Fuzzies are one of the most important currencies in Tomodachi Life Living the Dream , and they work differently from everything else you collect on your island. You can't grind them from a shop or farm them in a specific location. They come from genuinely taking care of your Miis, which makes them feel earned in a way most in-game currencies don't. What are Warm Fuzzies in Tomodachi Life Living the Dream? Warm Fuzzies are a special currency in Tomodachi Life Living the Dream that you earn exclusively through caring for your Miis. According to Destructoid's coverage of the game, this currency cannot be purchased or found around the island. It is tied directly to Mii happiness, which means the amount you collect depends entirely on how attentive you are to your villagers. The unpredictable timing of when Warm Fuzzies are granted is part of what makes them feel genuinely rewarding when they do appear. info Warm Fuzzies are separate from other currencies in the game. You cannot buy them or find them through exploration, only through active Mii care. How to collect Warm Fuzzies in Tomodachi Life Living the Dream? There are four reliable activities that generate Warm Fuzzies. Focusing on all of them consistently will keep your supply growing steadily. Earning Warm Fuzzies from Miis Solve Ponderings When a yellow thought bubble with a dark scribble appears above a Mii's head, that is a Pondering. Tap it to find out what the Mii is thinking about and what they need. Resolving the problem earns you Warm Fuzzies directly. Ponderings pop up at random, so checking in on your Miis frequently is the best way to catch them before they disappear. Rub your Miis' heads Head rubs are a simple, consistent way to boost happiness. Move your cursor around a Mii's head or draw a circle using the touch screen. When sparkles appear around their head, the rub is working. This is one of the most immediate actions you can take to push happiness upward and trigger Warm Fuzzy rewards. Level up your Miis Each time a Mii levels up, you receive a significant amount of Warm Fuzzies. Leveling happens naturally as you feed them, help them build friendships, and attend to their daily needs. There is no shortcut here. Consistent care over time is what drives levels, and the Warm Fuzzy payout when a Mii levels up makes the effort worthwhile. Increase Mii happiness generally Giving Miis clothes they enjoy, feeding them their favorite foods, and solving their problems all push happiness higher. This goal connects to every other activity on this list. The more you do to keep your Miis content, the more frequently Warm Fuzzies will appear. info Happiness increases from multiple sources stack. Combining head rubs, Pondering solutions, and feeding in the same session accelerates your Warm Fuzzy income faster than doing any single activity alone. Activity Warm Fuzzies Earned Frequency Solve a Pondering Yes Random, watch for thought bubbles Head rub Yes Anytime, no cooldown mentioned Mii levels up Considerable amount Tied to long-term care General happiness increase Yes Ongoing, tied to all care activities How to use Warm Fuzzies in Tomodachi Life Living the Dream? Once you have a stockpile of Warm Fuzzies, head to the Wishing Fountain . This is one of the unlockable shops and facilities on your island, and it is the only place where Warm Fuzzies can be spent. From the Wishing Fountain, you can pick up Little Quirks , Travel Tickets , new buildings, island customizations, and various Goods. These items are some of the best ways to make your Miis feel distinct from one another. Little Quirks in particular add personality layers that go beyond what you set at character creation. Pairing Wishing Fountain unlocks with a carefully chosen personality for each Mii gives you the most control over how your island develops. Building your Warm Fuzzies routine The most efficient approach is treating Warm Fuzzy collection as a daily habit rather than a focused grind session. Log in regularly, check every Mii for Ponderings, hand out head rubs while you are visiting each apartment, keep everyone fed, and the currency will accumulate naturally. Trying to rush it in a single long session is less effective because Pondering appearances and happiness triggers are spread out over time. For more guides covering everything from island management to Mii customization, browse the latest guides at GAMES.GG to keep your island thriving.]]></description>
            <link>https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-living-the-dream-how-to-get-warm-fuzzies/</link>
            <guid isPermaLink="true">https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-living-the-dream-how-to-get-warm-fuzzies/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Thu, 16 Apr 2026 20:59:42 GMT</pubDate>
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            <title><![CDATA[Windrose Guide: All Crafting Stations & How to Unlock Them]]></title>
            <description><![CDATA[Windrose leans hard into its pirate fantasy, but there's a full crafting system running underneath all the naval combat and exploration. Six primary crafting stations handle everything from weapons and armor to potions and jewelry, and each one connects to a network of add-on upgrades that unlock higher-tier recipes. Skipping upgrades early is fine, but mid-game and late-game recipes will eventually force your hand. Here's every station, what it builds, and exactly what you need to upgrade it. What does each crafting station do? Before getting into upgrade costs, here's a quick rundown of what each station actually produces. Knowing the purpose of each one helps you prioritize which to upgrade first based on your playstyle. Crafting Station Primary Purpose Crafting Cost Workbench Tools and general items 5x Wood Cooking Fire Food and cooking 3x Wood, 3x Stone Armor and Clothing Workshop Armor sets 5x Wood, 10x Coarse Fabric Weaponsmith Workshop Weapons and weapon upgrades 10x Wood, 5x Copper Ingot Alchemy Table Potions and elixirs 5x Wood, 2x Clay Pot Jewelry Table Jewelry crafting and upgrades 10x Wood, 5x Foothills Iron Ingot, 3x Silver Ingot The Refining Stations sit in a separate category. They don't produce gear directly, but they process raw materials into usable crafting components, which makes them foundational to everything else. How do upgrades work in Windrose? Each crafting station accepts a set of add-ons that physically expand its functionality. You craft each add-on separately using specific materials, then place it at the same Bonfire as the base station. According to Destructoid's coverage, recipes for these add-ons unlock gradually through quests (both main and side) and exploration, so there's no need to rush them at the start. info Don't stress about upgrading everything at once. You'll naturally acquire add-on recipes as you progress through quests. The game will signal when you need a higher-tier station by gating advanced recipes behind specific add-ons. Windrose Guide: All Crafting Stations & How to Unlock Them Workbench upgrades The Workbench starts with just 5x Wood and handles the broadest range of basic tools and items. Its two confirmed upgrades are: Sawhorse: 20x Wood, 10x Copper Toolbox: 10x Wood, 20x Nails, 5x Foothills Iron Ingot Destructoid's table also lists a Tool Shelf as a third add-on for the Workbench. The exact material cost for the Tool Shelf wasn't specified in available sources. Cooking Fire upgrades The Cooking Fire (3x Wood, 3x Stone) handles all food preparation. Keeping this upgraded matters for sustaining yourself and allies during longer expeditions. Its upgrades are: Cutting Table: 10x Wood, 2x Copper Ingot Cookware Shelf: 10x Hardwood, 2x Ironware Destructoid also lists a Supplies Rack as a third Cooking Fire add-on, though specific material costs weren't documented in the available sources. Armor and Clothing Workshop upgrades The Armor and Clothing Workshop (5x Wood, 10x Coarse Fabric) is your main source for defensive gear. It has one confirmed upgrade with full material details: Shoemaker's Bench: 30x Hardwood, 20x Tanned Leather, 15x Linen Fabric Destructoid additionally lists a Material Rack and Try-on Mannequin as add-ons for this station. Full material requirements for those two weren't available in the documented sources. warning The Armor and Clothing Workshop requires Tanned Leather for its Shoemaker's Bench upgrade. Make sure you have a Tanning Rack (a Refining Station) built before you start farming materials for this upgrade. Weaponsmith Workshop upgrades The Weaponsmith Workshop (10x Wood, 5x Copper Ingot) handles both crafting and upgrading weapons. Its confirmed upgrades are: Shipwright's Workshop: 15x Wood, 10x Coarse Fabric, 5x Copper Ingot Anvil Station: 10x Wood, 1x Anvil Destructoid lists Bellows and Water Barrel as additional add-ons for this station. The Shipwright's Workshop add-on is notably useful for ship-related crafting, which fits directly into Windrose's naval gameplay loop. Alchemy Table upgrades The Alchemy Table (5x Wood, 2x Clay Pot) produces potions and elixirs. Its confirmed upgrades with full material costs are: Stove and Pot: 5x Stone, 5x Clay, 1x Copper Pot Reagent Table: 5x Hardwood, 2x Rum Bottle, 2x Silver Ingot, 2x Sulfur, 1x Ironware Destructoid also lists a Distiller as a third add-on. The Reagent Table requires Silver Ingot , which you'll need to farm separately. Jewelry Table upgrades The Jewelry Table (10x Wood, 5x Foothills Iron Ingot, 3x Silver Ingot) handles jewelry crafting and upgrades. According to Deltia's Gaming, this station has no additional upgrades in the base documentation. Destructoid, however, lists a Jeweller's Bench and Jewelry Cabinet as add-ons for this station. This is a minor conflict between the two sources. Based on Destructoid's more detailed table (which appears to be the more recently published source from April 16, 2026), the Jewelry Table does have at least two add-ons. Full material costs for those weren't documented in either source. What are the Refining Stations? Refining Stations are standalone structures that process raw materials into crafting components. None of them have upgrades, but they're prerequisites for everything else. Here are all five: Charcoal Kiln: 25x Wood, 20x Clay Smelting Furnace: 15x Clay, 30x Stone Spinning Wheel: 10x Wood, 5x Rope Tanning Rack: 10x Wood, 5x Rope Millstones: 15x Wood, 1x Millstone Parts The Smelting Furnace is the one to prioritize first. Most upgrade recipes across every station call for metal ingots, and you can't smelt those without it. The Tanning Rack comes second if you're pushing toward the Armor Workshop's Shoemaker's Bench. info The Spinning Wheel and Tanning Rack both cost exactly the same materials (10x Wood, 5x Rope). Build both at the same time to save yourself a second resource run. For more Windrose content and guides across other games, browse the latest guides at GAMES.GG .]]></description>
            <link>https://games.gg/windrose/guides/windrose-all-crafting-stations-and-how-to-unlock-them/</link>
            <guid isPermaLink="true">https://games.gg/windrose/guides/windrose-all-crafting-stations-and-how-to-unlock-them/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Thu, 16 Apr 2026 20:58:03 GMT</pubDate>
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            <title><![CDATA[ESO Update 50 PvP Veterancy Guide: Ranks, Rewards, and Perks]]></title>
            <description><![CDATA[ESO's PvP players finally have a progression track worth grinding For years, Alliance War rank in Elder Scrolls Online told you how much time someone had spent in Cyrodiil, but it never gave you much reason to keep pushing. Update 50, launching June 8th, changes that with Veterancy : a free, account-wide PvP progression system that runs parallel to the new Season Zero structure. It tracks your Alliance Points and XP earned across Cyrodiil, Imperial City, and Battlegrounds, and pays you back with exclusive cosmetics, titles, crafting materials, and the new Vengeance perks . According to ZeniMax's Brian Wheeler, Project Design Director for Combat and PvP, the goal is to give the competitive community a visible progression path that reflects real battlefield time. Veterancy rank progression screen What is ESO Veterancy and how does it work? Veterancy is a seasonal PvP progression system arriving with Update 50 in Season Zero. Every character on your account contributes to the same track, so there is no need to choose a main PvP character or worry about splitting progress across alts. Here is how progression works, according to ESO-Hub's breakdown of the system: Alliance Points are the primary source of Veterancy rank points. Based on PTS testing reported by community members on the official forums, 1 AP equals 1 Rank Point. XP earned in PvP zones also contributes, but at a reduced rate. Community testing puts XP conversion at roughly 0.16 Rank Points per XP point. XP scrolls and AP scrolls both affect their respective sources, so active scroll usage can accelerate your progress. Dueling and Tales of Tribute do not count toward Veterancy progression. Each Veterancy season runs approximately six months, aligned to roughly six Cyrodiil campaign cycles. info Progress is front-loaded by design. ZeniMax built the early ranks to move quickly, so even casual PvP players will see rewards in the first few sessions. To find the Veterancy tab in-game, navigate to your Campaign selection or Scoring UI and look for the dedicated Veterancy section. From there you can scroll through all 100 ranks and preview every reward before you commit time to chasing it. Veterancy tab in Alliance menu What rewards does Veterancy give you? The reward pool is substantial and covers both cosmetic and functional items. According to ESO-Hub's official Veterancy database page, rewards include: Reward Category Type Notes Outfit styles Weapon and armor visuals Exclusive to Veterancy, cannot be obtained elsewhere Skill styles Ability visual overrides Exclusive to Veterancy Titles Seasonal and permanent See title rules below Vengeance perks Combat bonuses Stop at rank 33 Tel Var Stones Currency Auto-applied on rank-up Transmute Crystals Crafting currency Auto-applied on rank-up Trade Bars Currency Auto-applied on rank-up PvP Merit Marks PvP currency Auto-applied on rank-up Crafting Satchels Scaled crafting materials Contains materials for all 7 crafting disciplines XP scrolls Progression boost Claimable reward Gold Currency Auto-applied on rank-up Some rewards apply automatically when you rank up, while others like cosmetics and consumables require manual claiming from the Veterancy screen. What happens to titles at rank 50 and beyond? Titles are split into two categories based on permanence: Below rank 50: Titles are temporary and tied to the current season. They expire when the season ends. Rank 50 and rank 100: Each unlocks a permanent title that carries over between seasons regardless of your next season's rank. Season-exclusive titles: Some titles are tied to a specific season and will not return. In Season 1, "Brutalist" and "Sovereign" fall into this category. Titles like "Striker" return every season. Post-rank 100: A repeatable reward activates for players who continue grinding past the cap. danger If you care about permanent titles, rank 50 is the first hard milestone to target. Everything below that resets when the season ends. Exclusive Veterancy outfit styles How do Vengeance perks work? Vengeance perks are the mechanical rewards built into the Veterancy track, but they function differently from the cosmetic and currency rewards. According to ESO-Hub's system documentation, Vengeance perks are front-loaded into the early ranks and stop entirely at rank 33 . They are tied specifically to participation in the Vengeance Campaign rather than general PvP grinding across all zones. The design intent is to reward players who engage with the dedicated Vengeance Campaign content, not just anyone farming AP in a random campaign. This means if Vengeance perks matter to your build or playstyle, the Vengeance Campaign is where you want to be spending your time, at least through the first 33 ranks. warning Do not expect Vengeance perks to keep scaling past rank 33. The system is intentionally front-loaded, so the functional combat benefits arrive early and the later ranks are primarily cosmetic and currency rewards. What does the new Veterancy rank icon do? Update 50 also replaces the Champion Point icon on PvP target frames with a new Veterancy rank icon. Per ESO-Hub's documentation of the system, when you target another player in Cyrodiil, Imperial City, or Battlegrounds, you see their Veterancy rank instead of their CP level. Their lifetime Alliance Rank still appears on the right side of the target display. This is a meaningful change for how players read opponents in open-world PvP. A high Veterancy rank signals genuine battlefield time in the current season, not just accumulated CP from years of PvE play. Current UI issues flagged during PTS testing Update 50 entered the Public Test Server on April 13, 2026, and the official ZeniMax feedback thread surfaced several UI concerns worth knowing about before live launch. These details come directly from the official ESO forums feedback thread for PvP Veterancy: The Veterancy page does not display current or required point numbers on screen. Progress is only visible by hovering over the Veterancy tab in the Alliance War menu, which shows progress to the next rank only. There is no way to see the total Rank Points required for future ranks, making long-term planning difficult. The progress bar on the Veterancy page is small relative to the rank emblems, which take up most of the visual space. Rank-up notifications can fail to open the Veterancy page when clicked, sometimes requiring a second click. Veterancy rank is not visible on the Character screen or Alliance War screen outside of the dedicated tab. ZeniMax has acknowledged these as active feedback points. The system is still in PTS iteration, so some of these issues may be resolved before the June 8th live launch. info Community tester PeacefulAnarchy confirmed through PTS testing that AP scrolls affect AP-based Rank Point gain, and XP scrolls affect XP-based Rank Point gain. If you are planning a rank push at launch, stock up on both. How does Veterancy fit into Update 50's broader changes? Veterancy is one piece of a much larger Update 50 package. The same update introduces Challenge Difficulty for overland content (with four tiers ranging from Adventurer to Vestige, the hardest offering 600% increased damage taken and 200% more gold), Class Mastery Passives for players who commit fully to their native class skill lines, and a complete Werewolf skill line refresh including the new Fury mechanic and reworked abilities like Gnash and Claw Fury. All major systems are free for base game owners, according to Hack the Minotaur's Update 50 overview. For PvP players specifically, Veterancy is the headline addition, but the broader combat refresh affects PvP balance as well. Class Mastery passives are only active when you are not subclassing, which creates a real tradeoff for dedicated PvP builds between class identity and flexibility. For more guides covering ESO and other games, browse the latest content at GAMES.GG .]]></description>
            <link>https://games.gg/the-elder-scrolls-online/guides/eso-update-50-pvp-veterancy-guide/</link>
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            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Mostafa Salem]]></dc:creator>
            <pubDate>Thu, 16 Apr 2026 20:57:32 GMT</pubDate>
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            <title><![CDATA[Tomodachi Life: Living the Dream Guide: How to Unlock All Shop & Facility]]></title>
            <description><![CDATA[Your island starts small, but every new resident and solved problem chips away at the requirements locking the next building. Tomodachi Life: Living the Dream has 14 confirmed shops and facilities, each tied to specific milestones rather than a single progression bar. Knowing exactly what triggers each one means you stop waiting and start building. All Shops and Facilities & How to Unlock Them The MiiWheel Ferris Wheel is the only one with unlock conditions still listed as TBA across both sources, so treat the rest of this table as complete. Shop / Facility What it does How to unlock Fresh Kingdom Feed your Miis to satisfy hunger and level them up Get 1 Mii resident, resolve 1 Pondering Wishing Fountain Exchange Warm Fuzzies to level up the island and unlock Goods and Little Quirks Level up 1 Mii, resolve 1 Pondering Where & Wear Buy outfits and clothing for your Miis Reach 3 Mii residents T&C Reno Renovate and redecorate Mii houses with furniture Reach 4 Mii residents, have 2 Miis become friends Quik Build Place decorations around the island exterior Reach 5 Mii residents News Station Reports on events happening across your island Reach 7 Mii residents Palette House Create custom items to gift your Miis Reach 7 Mii residents Marketplace Purchase food, clothing, and mystery items Reach 8 Mii residents Tomoria Café Bring Miis together to dine and socialize Reach 8 Mii residents Foto-Tomo Photo studio for snapping pictures with your Miis Achieve 10 friendships between different residents My Treasures Display and sell treasures made at the Palette House Create a Palette House item, then spend a Wishing Fountain wish Rite Price Sell unwanted treasures for extra currency Receive several treasures from Miis during minigames (triggers randomly) Mii House Home for each resident Automatically added every time you create a new Mii MiiWheel Ferris Wheel Amusement park for Mii interactions TBA info The Marketplace and Tomoria Café both require 8 Mii residents, so they can unlock around the same time. Prioritize whichever function you need first. How to unlock new buildings faster The two sources agree on the core strategy: grow your population and keep residents happy. Here is what that looks like in practice. All island facilities at a glance Add Mii residents consistently Most buildings are gated behind resident counts, with thresholds at 3, 4, 5, 7, 7, 8, and 8 Miis. The fastest path through the early game is simply adding residents as quickly as possible. Use the Add Resident button in the Mii menu on the lower left of the screen to bring new characters to your island. Resolve Mii Ponderings Ponderings are the thought bubbles that appear above a Mii's head when they have a problem or request. Resolving them is required for both Fresh Kingdom and the Wishing Fountain , the two earliest buildings in the game. Ponderings vary from wanting a new resident to requesting interaction with specific buildings or other Miis. Check on your residents regularly and act on these requests promptly. Build friendships between Miis T&C Reno requires 2 Miis to be friends, and Foto-Tomo requires 10 total friendships across your island. Friendships grow through regular interaction, so make a habit of having Miis spend time together. This pays off across multiple unlock conditions simultaneously. Use the Wishing Fountain to expand the island The Wishing Fountain is the only building with an upgrade mechanic. Delivering Warm Fuzzies to it levels up the island, which expands your capacity for more Miis and opens up additional content. According to Game8's documentation, additional items in most other shops unlock through Wishing Fountain wishes rather than shop upgrades. Most buildings are fully functional the moment they open, so the Fountain is your main progression lever beyond raw resident count. warning Do not ignore the Wishing Fountain early. It directly feeds into unlocking My Treasures , which requires spending a wish after creating a Palette House item. Do any shops have upgrades? Almost none. According to Game8's walkthrough team, the vast majority of shops and facilities provide their full functionality the moment they are built. The Wishing Fountain is the sole exception, requiring Warm Fuzzies to upgrade both Mii Wishes and the island itself. If you are waiting for a shop to get better over time, stop waiting. What you see when it opens is what you get. info Since Rite Price unlocks randomly after receiving a few treasures from minigames, play minigames with your Miis regularly. You cannot force this trigger, but staying active with minigames is the fastest way to hit it. What should you prioritize first? Fresh Kingdom and the Wishing Fountain share the same unlock condition (1 resident, 1 resolved Pondering) and should be your first targets. Fresh Kingdom keeps your Miis fed and leveled, while the Wishing Fountain is your long-term progression engine. From there, focus on hitting 3 residents for Where & Wear, then 4 residents plus 2 friendships for T&C Reno. The resident count milestones at 7 and 8 deliver the most buildings per threshold, so push toward those as efficiently as you can. For more guides on getting the most out of your island, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-living-the-dream-how-to-unlock-all-shop-and-facility/</link>
            <guid isPermaLink="true">https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-living-the-dream-how-to-unlock-all-shop-and-facility/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Thu, 16 Apr 2026 20:55:10 GMT</pubDate>
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            <title><![CDATA[Tomodachi Life Living the Dream All Personalities]]></title>
            <description><![CDATA[Personality is the single most consequential choice you make when creating a Mii in Tomodachi Life: Living the Dream . It shapes how they talk, how they spend their time in their room, what decorations they gravitate toward, even the color of their house. Get it wrong and your carefully crafted Mii will feel completely off. Get it right and the island starts to feel genuinely alive. Here's everything you need to know to hit the exact personality you want, every time. How does the personality system work? When creating or editing a Mii, you adjust five sliders : Movement (Slow to Quick), Speech (Polite to Honest), Energy (Flat to Varied), Thinking/Attitude (Serious to Chill), and Overall (Normal to Quirky). Each slider has 8 positions, assigned point values from 0 to 7 left to right. The game then adds together your Speech + Movement score and your Thinking + Energy score separately. Those two totals determine which of the 16 personalities your Mii receives. According to Game8's community testing, the Overall slider has no effect on personality at all — it only influences speaking style and conversation content. You can set it wherever you like without worrying about it. Personalities are grouped into four broad categories: Considerate (Easy-Going), Outgoing (Energetic), Reserved , and Ambitious (Confident). Each group contains 4 distinct types, for 16 total. Some personality names differ slightly between regions — for example, what North America calls Sweetie , other regions call Softie . The gameplay effect is identical either way. The four personality categories Complete personality chart The table below shows every personality, its category, the required Speech + Movement total, and the required Thinking + Energy total. The specific example values in the rightmost columns come from Destructoid's documented slider settings and can be used as a reliable starting point. Personality (Alt. Name) Category Speech + Movement Thinking + Energy Example Slider Values Sweetie (Softie) Considerate 0–3 12–14 Movement 2, Speech 1, Energy 7, Thinking 7 Cheerleader (Optimist) Considerate 4–7 12–14 Movement 8, Speech 1, Energy 6, Thinking 7 Buddy (Carer) Considerate 0–3 8–11 Movement 1, Speech 2, Energy 6, Thinking 6 Daydreamer (Dreamer) Considerate 4–7 8–11 Movement 5, Speech 4, Energy 5, Thinking 5 Charmer Outgoing 8–11 12–14 Movement 3, Speech 7, Energy 7, Thinking 7 Go-Getter (Adventurer) Outgoing 12–14 12–14 Movement 8, Speech 6, Energy 7, Thinking 6 Merrymaker (Bubbly) Outgoing 8–11 8–11 Movement 6, Speech 6, Energy 6, Thinking 6 Dynamo (Hot-Blooded) Outgoing 12–14 8–11 Movement 8, Speech 8, Energy 1, Thinking 8 Strategist (Patient) Reserved 0–3 4–7 Movement 1, Speech 1, Energy 8, Thinking 1 Perfectionist Reserved 4–7 4–7 Movement 4, Speech 4, Energy 5, Thinking 4 Observer (Introvert) Reserved 0–3 0–3 Movement 1, Speech 1, Energy 1, Thinking 4 Thinker Reserved 4–7 0–3 Movement 6, Speech 3, Energy 1, Thinking 1 Achiever (Busy Bee) Ambitious 8–11 4–7 Movement 1, Speech 8, Energy 7, Thinking 2 Visionary (Leader) Ambitious 12–14 4–7 Movement 8, Speech 8, Energy 8, Thinking 1 Rogue (Individualist) Ambitious 8–11 0–3 Movement 4, Speech 8, Energy 1, Thinking 2 Maverick (Headstrong) Ambitious 12–14 0–3 Movement 8, Speech 6, Energy 2, Thinking 2 danger Slider positions are numbered 1–8 in the Destructoid breakdown. Position 1 is the leftmost box (minimum value, 0 points) and position 8 is the rightmost (maximum value, 7 points). When adding up totals, count from 0, not 1. What makes each personality category different? Considerate personalities The four Considerate types (Sweetie, Cheerleader, Buddy, Daydreamer) all share a gentle, supportive quality. They prioritize others, avoid conflict, and tend toward warmer, more emotional dialogue. The Sweetie leans empathetic and sentimental. The Cheerleader is the upbeat one who lifts everyone's mood. The Buddy is the reliable friend who quietly keeps the peace. The Daydreamer drifts through island life at their own pace, idealistic and unhurried. If you're building a Mii based on someone calm or nurturing, Considerate is the obvious fit. The differences between the four come down to energy level and how outwardly they express that warmth. Outgoing personalities Charmer , Go-Getter , Merrymaker , and Dynamo all sit in the high Speech + Movement range. These Miis are louder, more expressive, and quicker to draw attention. The Charmer has a magnetic, stylish quality. The Go-Getter is impulsive and playful. The Merrymaker turns awkward moments into fun ones. The Dynamo is the hot-headed one who charges ahead and sweeps others along. According to Game8, even within this group the personalities feel distinct — a Charmer has a radiant, polished energy while a Dynamo is more like a bull in a china shop. Same category, very different vibes. Reserved personalities The four Reserved types sit at the lower end of both score pairs. The Observer (lowest scores across the board) barely shows outward emotion but has a lot going on internally. The Thinker is composed and analytical. The Strategist is steady and conflict-averse. The Perfectionist values order and consistently does things by the book. These personalities produce quieter, more introspective Miis. They're a good fit for characters you want to feel mysterious or self-contained. info Personality also determines house color. Each type has a motif color you can check in the in-game personality list. If you care about island aesthetics, that's worth factoring into your choices. Ambitious personalities Achiever , Visionary , Rogue , and Maverick all share high Speech scores and low Thinking + Energy totals (Serious end of the scale). These Miis are driven, direct, and self-assured. The Achiever is productive and goal-focused. The Visionary takes charge and inspires others. The Rogue goes it alone and doesn't care what anyone thinks. The Maverick is the bold self-starter who executes first and asks questions never. Can you change a Mii's personality later? Yes, and the process is straightforward. Open the menu with X , select the Residents tab (second option), choose the Mii you want to edit, then scroll to the personality section near the bottom left of their character page. Adjust the sliders to match your target personality's values and confirm with + . That said, Game8 notes that changing a personality alters behavior and dialogue in ways that can affect that Mii's existing relationships with others on the island. It's worth keeping an eye on the social balance before making sweeping changes to established residents. For brand-new Miis, change freely. warning Personality changes affect how a Mii interacts with every other resident. If a Mii has built strong relationships under one personality, switching to something radically different may disrupt those dynamics. What do personalities actually affect? Beyond the obvious differences in how Miis speak, personality touches more systems than most players expect. According to Game8, personality influences: Everyday behavior in their room and around the island Reactions when angry or upset Preferences for decorations and clothing Dialogue patterns and conversation topics House color (each personality type has a distinct motif color) Miis within the same category still behave differently from each other. A Charmer and a Dynamo are both Outgoing, but their day-to-day presence on the island feels nothing alike. The category is a broad signal; the specific type is what actually defines the character. For more Nintendo Switch 2 guides and walkthroughs, browse more guides on GAMES.GG .]]></description>
            <link>https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-living-the-dream-all-personalities/</link>
            <guid isPermaLink="true">https://games.gg/tomodachi-life-living-the-dream/guides/tomodachi-life-living-the-dream-all-personalities/</guid>
            <category><![CDATA[Guides]]></category>
            <dc:creator><![CDATA[Larc]]></dc:creator>
            <pubDate>Thu, 16 Apr 2026 20:51:22 GMT</pubDate>
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