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Sephiria Guide: Complete Strategy & Tips

Complete Sephiria guide covering builds, strategies, progression tips, and everything you need to master the game.

Researched and editorially reviewed. Updated .
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Sephiria is a top down action roguelite from TEAM HORAY, the studio behind Dungreed. You play a bunny climbing a demon filled tower to stop Bunnyville being wiped out on the Day of Destiny, and it left Early Access on 31 July 2026 after starting that run on 3 April 2025. A full climb covers six chapters, more than 60 enemy types and over 10 bosses, with six weapons carrying more than 50 upgrades each.

This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

Artifact and Tablet inventory grid

Artifacts and Tablets share one inventory grid, and Tablets read whatever sits next to them. Where a piece goes matters more than its rarity, which is why the community built placement solver tools for it.

Six weapons with over 50 upgrades each

Sword and Shield, Greatsword, Dagger, Katana, Crossbow and Staff each carry over 50 upgrades. Anvil nodes inside a run only evolve the weapon you are currently holding, so splitting upgrades across two weapons leaves both unfinished.

Destiny Inscription meta progression

Destiny Inscription is the permanent skill tree between runs, bought with Sapphires. You earn Sapphires when you die, scaled to how deep you reached and how many bosses you killed, and the same currency also buys items in the tower's Pocket Dimension.

One Miracle per run from the Root node

The Root node appears exactly once per run and grants a single Miracle out of 18. It never overlaps with a shop, has no fights and offers no alternative choice, so the run reshapes itself around whatever you get.

Costumes chosen before each run

You pick a costume before entering the tower and most of them change your starting stats, with some adding a starting item. There are 17 in total: 8 unlocked by default, 6 earned through specific tasks and 3 hidden.

For a deeper dive into how these systems interact, see our Sephiria combat guide.

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Builds Overview

BuildTierPlaystyleKey Stats
Ice element buildAVersatile approachBalanced stats
Critical strike buildAVersatile approachBalanced stats
Dash trigger buildAVersatile approachBalanced stats
Companion buildAVersatile approachBalanced stats
Physical melee buildAVersatile approachBalanced stats

For full build breakdowns with gear and stat priorities, see our Sephiria builds guide. For rankings, check the tier list.

Equipment Guide

EquipmentWhy It MattersBest For
Sword and ShieldThe most forgiving of the six, pairing a modest attack with a block.First runs and learning boss patterns
GreatswordSlow swings carrying the highest raw damage per hit in the base set.Single target damage against chapter bosses
DaggerFast and short ranged, built around critical scaling and stacking on hit effects.Critical rate and on hit artifact builds
KatanaA melee weapon with a higher skill ceiling than the Greatsword.Players who want combo depth and stance management
CrossbowThe ranged pick of the base six, trading damage for the ability to fight from outside a boss's reach.Safe damage against dense late chapter packs

Sword and Shield: The most forgiving of the six, pairing a modest attack with a block. It is the weapon most community build guides assume when they describe dash timing windows.

Greatsword: Slow swings carrying the highest raw damage per hit in the base set. Every miss costs real time, so it wants boss rooms more than crowded packs.

Dagger: Fast and short ranged, built around critical scaling and stacking on hit effects. It dies to the same mistakes a Greatsword survives.

Katana: A melee weapon with a higher skill ceiling than the Greatsword. Community weapon guides describe a stance swap bound to the special attack button, with the alternate stance spending MP on a wider reaching special.

Crossbow: The ranged pick of the base six, trading damage for the ability to fight from outside a boss's reach. Chapter 5 and 6 enemy density is where it earns its slot.

Full breakdowns in our Sephiria weapons guide.

Location Progression

LocationLevel RangeKey Rewards
BunnyvilleBetween every runDestiny Inscription nodes, costume selection, permanent upgrades
The tower's six chaptersChapters 1 to 6, one full climbArtifacts, Tablets, weapon evolutions, chapter bosses
The Root nodeOnce per runOne Miracle plus the randomized items that come with it
The Pocket DimensionMid runItems purchased with Sapphires
Anvil nodesAvailable in every chapterWeapon evolutions along a single upgrade line

Bunnyville: The hub village you are trying to save, and where every run begins and ends. Costume selection and the Destiny Inscription tree both live here.

The tower's six chapters: Each floor opens in a starting room, offers three nodes to choose between, and finishes in a boss room. Difficulty climbs chapter by chapter, with more than 10 bosses spread across the six.

The Root node: A unique node that appears once per run and grants one Miracle out of 18. It carries no fights, no shop and no alternative options.

The Pocket Dimension: An in run area where Sapphires work as spendable currency rather than only as meta progression. Buying here trades permanent progress for immediate power.

Anvil nodes: Upgrade stations that evolve whichever weapon you are currently carrying. Reaching one with the wrong weapon equipped wastes the node entirely.

See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.

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Tips That Actually Matter

  1. Every floor after the first has a fixed store in its starting room. Sell whatever does not fit your grid there instead of carrying dead artifacts into a boss room.
  2. The starting room also holds a Training Doll. Use it to check what your grid actually does, because tablet adjacency changes real numbers more than the item tooltips suggest.
  3. Sapphires are awarded on death and scale with how deep you got and how many bosses you killed. A deliberate deep run that ends in chapter 4 pays better than a cautious one that ends in chapter 2.
  4. Anvil nodes only upgrade the weapon in your hands. Decide your weapon in chapter 1 and resist trying a second one halfway up.
  5. Tablets are the multiplier and artifacts are the base. A common artifact placed next to the right tablet routinely beats a rare artifact sitting alone in a corner of the grid.
  6. The Root node appears once and only once, so there is nothing to save it for. Take the Miracle when you reach it and build the rest of the run around what it hands you.
  7. Costumes change your starting stats and some give a starting item. Read that screen properly, because the choice is locked for the whole run.
  8. Co-op lets you trade items between players. Hand duplicate artifacts to whoever's grid can actually fit them rather than selling them off.
  9. Destiny Inscription unlocks are path gated. You have to upgrade a node at least once before the next one on the line opens, so plan a route rather than buying whatever looks strongest.
  10. Sephiria left Early Access on 31 July 2026 and patched quickly afterwards. Guides written against the 0.7 alpha quote different numbers, so check which version a build was written for.

Common Mistakes to Avoid

  • Spreading Anvil upgrades across several weapons. Late chapter packs punish a half built upgrade line far harder than a supposedly wrong weapon choice.
  • Treating the inventory as a bag rather than a grid. Placement decides what your Tablets read, so an unsorted grid throws away most of your damage.
  • Chasing rarity. Commons with correct tablet placement outscale rares that do not fit the layout you are building.
  • Skipping the fixed store to save time. It is the only reliable place to sell, restock and reorganize before a boss room.
  • Hoarding Sapphires for one expensive Destiny Inscription node. The tree is path gated, so the cheap early nodes are prerequisites you have to buy regardless.

Frequently Asked Questions

How many weapons does Sephiria have?

Six: Sword and Shield, Greatsword, Dagger, Katana, Crossbow and Staff. Each carries over 50 upgrades, and Anvil nodes only improve the one you are holding at the time.

Is this the same team as Dungreed?

Yes. TEAM HORAY developed and published both. Sephiria swaps Dungreed's side scrolling for a top down view and adds the artifact and tablet inventory grid on top.

Does Sephiria have co-op?

Online co-op supports up to 4 players. You can trade items and revive downed teammates, which makes a dedicated support build genuinely useful in the later chapters.

What do Sapphires do?

They are earned on death in proportion to how far you climbed and how many bosses you beat, and they buy Destiny Inscription nodes between runs. They also work as currency inside the Pocket Dimension during a run.

How long is a full run?

A complete climb covers six chapters, each built from a starting room, a choice of three nodes and a boss room, with more than 10 bosses across the game. Expect to lose plenty of runs before chapter 6.

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