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
Read the Gloom or hazard cost displayed by the current camp before committing to another hand.
- 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 | The displayed camp cost can turn extra time into health loss | Read the current room cost before taking another hand |
Use the displayed cost in the room you are standing in. This page keeps the Rest/Gloom advice decision-based until exact Early Access 0.6.39 costs are verified from current play.
Primary sources
Release and platform facts are checked against the official Steam listings. Mechanical guidance is bounded to official or timestamped current-Demo footage inspected on September 8, 2026.
