These are the priorities that follow from how the game is built, rather than from any one player's run. Where the game itself has committed to something — fifty-plus arts, twenty-plus enemies, exploration attributes, persistent unlocks — the advice follows directly.
Do not drift. The game gives you three ways to fight and fifty-plus arts to spend on; if you buy a little of everything you will end up with none of the multipliers that make a build work. Evasion is the safest start because a mis-read pattern costs you time instead of a run. Power-through is the fastest and the most punishing. Charge-up is the best answer to crowds, which the palace certainly has.
The official wording is that attributes come from "winning battles and exploring the palace", which means exploration is a designed income stream rather than a side activity. If you are skipping a room because it looks like a detour, you are leaving attributes on the floor — and attributes are the only currency in the game.
The publisher says bosses require pattern learning and dodge timing. Both halves matter, and the first half comes first. A run that dies to the same boss three times is not a stat problem; it is an information problem. Watch the pattern, count the recovery window, then decide whether to grind it out or commit to a charge.
Once you have chosen a route, put your attributes into the arts that multiply that route. A combo that clears ordinary enemies but cannot finish a boss is the classic build that stalls at the endgame. The progression page covers the long-term shape of this.
The game launched on November 4, 2026 and the community around it is still small. That is a good thing for a wiki: the pages people are searching for right now mostly do not exist yet. If you find something, get in touch.