Guides
Progression
Wildshift progression guide: evolutions, gear, energy, unlocks, difficulty, and all thirty story chapters.
Wildshift is a roguelite: a single run is one climb through a chapter, but your account grows between runs. This page is a map of that growth. Numbers and some details come from the current development build and may change before launch.
Creature evolution
Each playable creature has three forms. You enter a run in form 1. Evolution is driven by your in-run level: stage 2 at level 6, stage 3 at level 12. A safety net in the chapter boss room still forces final form.
Gear
You have six gear slots: Weapon, Armor, two Rings, Amulet, and Bracelet.
Weapon styles currently in the game:
- Magic Orb — Slower magic bolts, long range. Fly straight at where the foe was - dodgers can sidestep them.
- Quill Spines — Shotgun: 3 quick blasts of 3 short-range spikes, then a ~1s reload (faster with attack speed).
- Spinning Axe — Slow spinning throwing axe: flies straight, pierces every foe once (full damage), breaks on walls and pillars.
- Prism Laser — 0.3s charge, then a straight beam across the room: pierces every foe on the line, blocked by walls and pillars.
- Shuriken — Plain spinning throwing star at a medium rate. The baseline all-rounder.
Other armor, rings, amulets, and bracelets — including side-grades like Bark Plate or Hunter’s Band — have their own pages under Weapons & Gear.
Rarity tiers, from low to high: Common, Uncommon, Rare, Epic, Legendary, Mythic, Prismatic, God Tier.
Random sources (chests, daily, Endless / Trials boss rolls) never drop above Legendary. Story boss floors follow the gear ladder and can drop up to God Tier (Hard can reach Mythic, Nightmare can reach God Tier). Bonus lines on an item unlock at Rare, Epic, and Legendary. Exact stat numbers may change before launch.
Crafting unlocks at account level 8. It uses scrolls (weapon, armor, and accessory). Exact recipes may change before launch.
Chapters
There are 30 named story chapters, from Mossy Ruins to The Rift Core. On Easy, chapter N opens after you clear chapter N−1. The full list, with room counts and bosses, is on the Chapters wiki page.
Each chapter has a first-clear reward of gold, gems, keys, and scrolls. Numbers and some details come from the current development build and may change before launch.
Difficulty
Runs can be played on Easy, Hard, or Nightmare. Chapter N on a harder difficulty opens once chapter N+10 is cleared on the difficulty below (Hard 1 after Easy 11, Nightmare 1 after Hard 11). Chapters 21-30 have no N+10, so they gate on the last story chapter one difficulty down (Easy 30 / Hard 30), plus the previous chapter on the same difficulty. Story chapters on Easy unlock by clearing the previous chapter. Numbers and some details come from the current development build and may change before launch.
Currencies and energy
- Gold — collected in runs; spent on talents, shop purchases, and similar hub costs.
- Gems — a premium-style currency used for chest opens, energy refills, and some shop purchases.
- Keys — Keys are earned only (chapter first-clear rewards, daily login, and similar). They are not sold. Opening a chest spends a key first if you have one, otherwise it costs gems.
- Scrolls — used for crafting (weapon, armor, accessory).
- Energy — a run costs 5 energy. Energy regenerates 1 point every 12 minutes, up to 20. A rewarded ad grants +5, up to 4 times a day, and may exceed the cap up to 40. You can also refill +20 energy for 100 gems. Numbers and some details come from the current development build and may change before launch.
The daily login reward (once per local day, once the den is unlocked) is 300 gold, 40 gems, and 1 Golden key.
Shop
The Shop and Gear screens unlock at account level 3.
Chests in the shop: Golden Chest and Diamond Chest. If you have no key, a Golden Chest costs 60 gems (50 on a repeat buy in the same shop visit) and a Diamond Chest costs 300 gems (then 280, then 260). Numbers and some details come from the current development build and may change before launch.
Starters
You pick one of the three starters when you begin. Clearing chapter 2 or 4 also grants a free remaining starter (or 300 gems if you already own all three). Numbers and some details come from the current development build and may change before launch.
Talents
Talents are permanent account upgrades bought with gold. Each upgrade rolls one talent and raises it one level. The in-game text does not show numbers. Upgrade count is capped by your Easy chapter progress through the first ten chapters; after that, gold is the only limit.
- Vitality (common) — More max HP
- Power (common) — Hit harder
- Recover (common) — Hearts heal more
- Evade (common) — A small chance to dodge a hit
- Iron Hide (rare) — Take a little less damage
- Agile (rare) — Attack faster
- Inspire (rare) — Heal when you level up in a run
- Glory (rare) — Earn more account XP
- Enhance Gear (epic) — Your equipped gear gets stronger
- Time Reward (epic) — Your den gathers loot faster
- Creature Power (epic) — Your creature’s own HP and power grow
- Elemental Power (epic) — Element orbs, burns and element hits grow stronger
Other modes
- Endless Tower unlocks at account level 10. Endless Tower is a separate mode unlocked at account level 10. A boss waits every 10 floors and a mini-boss every 5. Theme rotation includes forest, ruins, graveyard, farm, alien, mountain, daycare (Toy Room), and lan (LAN Party). Milestone chests are awarded at certain floors. Exact scaling may change before launch.
- Boss Rush — Fight every Story boss you have already beaten, back to back, each in its own chapter arena. You heal and pick a level-up card between fights. Play is disabled until you have beaten at least one Story boss.
- Survival Arena — One arena with escalating mixed waves, card picks, and elite / mini-boss waves.
Details of trial rewards may change before launch.