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46 posts with this tag.

LegionBound Adventure Mode guide — map routing, camp building choices, when to loop vs fight the Endbringer, and the Tax Collector build for first runs.
· 10 min read

Deep Rock Galactic Rogue Core early access launched May 20 on Steam — 5 Reclaimer classes, Expenite economy, 3 enemy types, and Ghost Ship's EA scope.
· 3 min read

Deep Rock Galactic Rogue Core co-op guide — best team comps, Falconer revive mechanic, Spotter crit math, and Enhancement deck strategy for 4 players.
· 9 min read

Deep Rock Galactic Rogue Core beginner guide — which class to pick first, how Expenite upgrades work, and what to do in your first 5 runs. Updated May 2026.
· 8 min read

Gold Gold Adventure Gold: Can Can Can a Man's city-builder roguelite exits nine months of EA at $14.99, down 40%, with Godbeast raising in 1.0.
· 3 min read

LegionBound Endbringer guide — Adventure Mode's scaling final boss, when to confront it, the best counter-builds, and why timing changes everything.
· 9 min read

Die in the dungeon floor guide — what each floor demands, how floor 5 kills most runs, and what to have ready before each transition and the boss.
· 9 min read

LegionBound guide 2026 — 30 classes across 3 synergy loops, Ascension timing, Battle Mode vs Adventure Mode breakdown, skill tree, and Endbringer strategy.
· 14 min read

Far far west builds explained — all 3 archetypes with spell combos, Joker picks, and difficulty tiers. Includes co-op team comps for 2–4 players.
· 10 min read

Murim Survival endgame is Ascension mode — enemy density rises, stagger recovery speeds up, and most builds break. Here's what each archetype needs.
· 8 min read

Far Far West tips for beginners: how the Gamba Machine actually works, when to collect Joker cards, and what to commit to in your first ten runs.
· 8 min read

Deep Rock Galactic Rogue Core launches May 20 — every confirmed mechanic before EA. All 5 classes, the upgrade economy, and what Ghost Ship changed.
· 7 min read