Guides

Fell & Sell Walkthrough

From Grandma's cabin through Shallow, Overgrown, and Darkest — without dumping the bag.

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Walkthrough

Fell & Sell is not a chapter-select campaign. You inherit a roadside cabin, open a shop, and the dungeon behind the counter is the supply chain. This walkthrough is the order of systems, not a room-by-room map: the generator still rebuilds floors, and 1.0.2 had to stop it sealing the only exit. Play on the latest Steam build. After 27 August 2026 that includes the gamepad drop — see Controller if you are on a pad or Deck.

Keyboard habits (hold Tab, RMB prices, FOV 40) are on Controls. If you still have a July demo file, read Demo vs Full Release before you assume the Shallow layout is the whole game.

Hour one — cabin, bench, first bag

The story hook is Grandma’s inheritance: an empty shop that sells nothing until you put stock on tables. Craft a workbench and a broken sword if the tutorial asks. Do not treat floor one as a prestige run. Clear what you can, grab what fits, and walk it to the bank. Death deletes the unbanked haul. That rule never relaxes in later biomes; it only gets more expensive.

Place at least one table, tag a modest price, open the doors, and talk to the customer to pick up coin. The game does not vacuum gold off the counter. Comfort furniture later changes neighborhood traffic (Demo 2.0); on hour one, a table that exists beats a pretty empty room. Details: How to Sell Items and Customers.

Check the Quest Board after the first return. Launch week had an empty-board bug and rewards that vanished on load; the 27 August patch closed both. If the board is still blank, you are not on that build.

Shallow Dungeon — skeletons and the first boss gate

Shallow is the demo layer, expanded with extra special rooms and skeleton variants. It is still the right farm while your weapon is junk. Bank between floors until a death would not empty the shop tomorrow. The Combat page covers shields with no durability tax, stamina, and the teleporter-versus-perk choice at the end of a floor.

Each zone ends in a closed boss arena. The door shuts. You fight. The chest is the stake. Beating that boss is how the studio described stepping into the next biome on 29 July 2026. Do not spend the boss chest on a greedy extra floor if the bag is already a week’s rent. Boss patterns: Bosses. Enemy roster: Enemies.

Cell rooms that stayed locked after a clear were a launch bug. The gamepad patch says gates should open once the enemies are dead. If you are trapped in a locked cell on an old build, update.

Living Forest — the other supply line

You are not required to live only in the cellar. The forest sits beside the shop: goblin raids, thunderstorms, psychedelic mushroom season. It restocks mats the dungeon is stingy with and is a legitimate early gold path when Shallow feels dry. Treat weather as a run modifier, not flavour. Full notes: Forest Foraging.

Overgrown — goblins after the first gate

Nature takes the stone. Skeletons here lost a turf war to goblins. Shorter enemies, worse clutter, more reasons to lower FOV or use a shield. Bank before you take the Shallow boss if this is your first time through the gate. Shop prestige and a real weapon matter more than a heroic attempt on empty shelves.

Altars start to define the run: Tiny for dodging, Midas to melt overweight junk into gold, manic and depressed combat states. Build around the shrine you actually found, not the one a streamer got. Altar Builds and Altars.

Darkest — necromancers and the loot ceiling

Little light. Soul rivers. Armored undead and necromancers who summon. This is the studio’s stated loot ceiling, not a seasonal event. If combat already felt thin in Shallow, Darkest will not magically become a character-action game — the shop still pays the bills. Gear up from Weapons and Armor, craft from Crafting Recipes, and keep decoration buffs that carry into the dungeon (Decoration Buffs).

Auto pickup from the 27 August patch helps when the floor is cluttered. It still does not bank. The 1.0.2 overload swap drops extra weapons instead of eating them. Leave when the bag is precious, not when the next chest “might” be legendary.

Shop between gates

Every successful extract is a restock, not a victory screen. Raise prices only as Comfort and prestige catch up. Expand the hut when the counter is the bottleneck, not because a video said to rush the next shop model. Shop Upgrades, Furniture, Pricing Guide.

Steam tracks 97 achievements. Kill ranks and axe titles are the easy early set; deep biome feats wait until you can survive Darkest on purpose. Overview: Achievements.

Systems index: Guides Hub. Biome names and art: Dungeon Biomes. Money after you have stock: How to Make Money. Whether the launch build is worth the tag: Review.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Is there a numbered chapter list in Fell & Sell?

No. Progress is cabin, shop loop, Shallow, zone boss, Overgrown, another boss, Darkest, with the Living Forest as a parallel forage map. Floors inside a biome still generate.

When should I fight the first biome boss?

When a death in that arena would not empty the shop. Bank first. The 29 July post is explicit: beating the zone boss is how you enter the next biome.

Do I have to finish the forest to reach Darkest?

No. The forest is a second supply ground. Goblins also live in Overgrown underground. Use the forest when Shallow mats are thin or you want weather events, not as a missing story gate.

My cell door will not open after a fight.

That was a launch bug. The 27 August Gamepad Support patch says cell gates should unlock after the room is clear. Update Steam before you abandon the save.