Like Fortnite and many other battle royales, there’s a circle that slowly shrinks till you fight the Day 1 and Day 2 bosses and repulse the night each time to explore the map again. If you lose any of your runes outside the circle on Day 1, you can always get them back after defeating the Day 1 boss. The game lets you revive teammates by hitting them, and each time they fall in combat, it gets longer (and harder) to revive them. This, paired with the Nightfarers that have close and ranged combat abilities, makes you think about party composition before picking a Nightfarer. Ranged Nightfarers are squishy but excellent at dealing consistent damage and reviving teammates from a distance. However, I’ve lost many runs because of the difficult targeting system. The larger bosses often have more than three spots to target, and if your teammate is getting stomped like a grape, it’s very difficult to lock on them from range to revive them because the boss is in the way. Frustrating but part of the charm, I guess.
The loot system is fast and loose. You find weapons, pop them in your inventory, and their passive abilities are yours, no matter what you’re holding. It strips away the deep RPG fiddling of the main game for something that works in its high-speed context. Relics, permanent upgrades you purchase back at the Roundtable Hold, add a lovely sense of progression between runs, making each failure feel like a step forward.