Last 8 seconds. Includes overkill.
Greentown is overrun. Hold out for fifteen minutes, or take down the Dragon.
0

Choose a map and make your build.

Drive, walk and explore the SankoQuest world. Race in Need for Sanko.
0 coinsRight-click a skill (or hold it) to undo a rank. Refunds give the full price back.
Choose a NEW skill to banish for this run. No replacement.
The fight is paused. Spend GP earned this run; purchases reduce your final GP reward.
Run GP: 0
Menus stop your controls, but the shared run continues. Upgrade choices pause the world for both players.
Week-0 ranked uses Jump and the original evolution recipes. Casual and ranked from week 1 use Tumble and the current recipes.
Older notes without a translation stay in English.
What happened, and what were you doing? Your settings, map and game version are sent with it.
Your coins, skills, gear, cleared maps, quests and settings live in this browser. Copy the code here, then paste it in the game on your other computer or phone.
Keep a progress code somewhere safe before clearing browser data or removing the app.
On the other device: paste a code here.
Cosmetic companions follow your path. They do not change combat or rewards.
Choose a companion
Drag the model to rotate
Your selection applies to this visit only.
Move with WASD, arrow keys, the left stick, or drag on the screen. Attacks are automatic.
Controller menus: D-pad or left stick moves, A selects, B goes back and Start pauses. LB, RB, X and Y use belt slots 1–4.
Tumble with Space, controller A, or the Tumble button. Cross reachable low fences; buildings stay solid.
Pause with Esc or the pause button. After a touch-screen reward, drag to resume safely.
Clear maps to unlock adventurers and areas. Clearing a map unlocks its Hard and Endless options.
Skills and equipped gear carry between casual runs and increase enemy toughness. Tutorial Island uses Alex and its own starting loadout.
In casual Endless, once no normal upgrades or evolutions remain, each XP level gives a random 1% damage, maximum health or area bonus. Bonuses add together for this run.
Rainstorms and snowstorms can cloud distant views and the minimap for 20 seconds. Your position and nearby ground stay clear. Storm time pauses with combat.
Start with room for 4 weapons and 4 passives; skills can add slots. Weapons reach level 6; passives reach level 5.
Common, Uncommon, Rare and Epic upgrades each give one level with different stat gains. Maxed items cannot roll again.
Reroll redraws choices. Skip gives a coin. Up to three banishes remove offered NEW weapons or passives for this run, without a replacement.
Food stacks in matching belt slots. Tap a slot or use 1–4 to eat one. If every slot is full, food without an existing stack is eaten immediately.
Gold Bars grant an upgrade choice without raising your XP level. Bosses drop them, Luck may add an extra, and Fortune shrines can award one. Reward caskets roll gear instead.
Wandering merchants in solo casual sell gear for GP earned during that run. Buying reduces the final GP reward; shopping pauses the fight.
Permanent gear and run-only passives are separate. Winged Boots can be both: their speed bonuses stack.
Caskets can contain upgrades, duplicates or weaker items. Wear changes your current loadout; High alch converts the roll to coins. Settings can auto-alch non-upgrades.
Reinforce gear up to +3 for +25% of its bonuses per rank. Smithing unlocks the next metal piece and copies its reinforcement level.
Refund all in Gear resets reinforcements, keeps collected pieces and Smithing unlocks, and shows the coins back before confirmation. New purchases refund recorded costs. Older metal ranks use one Bronze refund value per Smithing family.
Weapon levels and weapon metals are independent. Casket metals improve a weapon you carry for this run; they do not add another weapon or permanent gear.
Bronze Arrow is the default arrow and adds no stat bonus. Higher arrows improve bow damage and/or pierce. Check the comparison before wearing or alching.
Reach a weapon's maximum level and own one of its listed passives at any level. An evolution can then appear at a level-up.
Current casual evolution recipes
Gold nodes can appear during casual Adventure. Stand in the circle for 3.5 seconds to mine 24 coins, then collect them.
Stand inside a shrine's circle to charge it. The nearby bar shows its progress. Stepping out drains charge; finishing grants the shrine's reward.
In casual runs, winter enemies join from 6:00 onward. Their first arrival starts Snowdrift Hollow.
Quests and achievements use lifetime stats. Finish a run to record progress; each quest pays once.
Progress saves on this device. Use Move progress to keep a backup or play on another device.
For cloud saves, connect your wallet, enable cloud saving and choose which progress to keep if asked. Finished runs sync while cloud saving is on; check the save status.
Ranked starts equal: no permanent skills, gear or holder perks. Check this week's map, fee and prize estimates in the Ranked panel before paying. New entries use Standard difficulty only.
Week 0 keeps its original enemies, Jump, evolutions and casket pool. Casual and ranked from week 1 use Tumble, alternate evolution routes and amulets.
Week 0 ranks survival time, then kills. From week 1, runs of at least 3:00 rank by kills per minute, then kills. Ties use the earlier finish, then entry.
Pauses, reward choices, reloads and time away count against the visible pause allowance. Reloading does not reset it. Read the current warning in Ranked.
Week-0 ranked evolution recipes
Ranked is competitive play. Bathroom breaks are fine: you have 30 minutes of total pause allowance per run. Every continuous pause starts with 30 free seconds. Quick upgrade and casket choices do not drain the allowance. Longer time away counts; connection delays may count. Already-started legacy runs keep their original rules. Reloading does not reset it. Exceeding the allowance disqualifies the run.
Week-0 ranked uses Jump and the original evolution recipes. Casual and ranked from week 1 use Tumble and the current recipes.
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Two players, shared XP and enemies, your own upgrades and loot. Casual only; co-op scores do not enter solo boards.
Invite code:
Keep the host's game open. A guest disconnect pauses the shared run briefly; failed recovery ends the run without saving unfinished rewards.
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