Use Rest for a reason
- 01
Name the card or function the next hand must contain: movement, a key, food, or a survival line.
- 02
Check whether the current Gloom increase crosses a damage threshold.
- 03
Compare that known cost with playing one imperfect card from the current hand.
- 04
Rest only when the new hand can change the route—not simply because the current hand looks untidy.
Three common Rest mistakes
| Mistake | Why it fails | Better decision |
|---|---|---|
| Fishing for a perfect hand | Repeated redraws convert impatience into Gloom | Accept a workable line and save the reset for a blocked route |
| Ignoring what the next room asks | A good hand in isolation can still be wrong for the path | Choose for the immediate obstacle and the boss beyond it |
| Treating health and Gloom separately | Gloom pressure can become direct damage | Budget both as one survival economy |
The redraw, Gloom increase, and damage consequence are visible in gameplay. Exact thresholds may change between the demo and Early Access.
Primary sources
Release and platform facts are checked against the official Steam listings. Mechanical guidance is bounded to official or timestamped gameplay footage reviewed on September 7, 2026.
