Injuries stick, and the night shop sells the trade
The Steam description says each day in the arena adds wounds, and that potions can replace pain with a worse affliction. A Night I trainer screenshot prints four named afflictions. A separate Night IV merchant sells an instant heal for the whole party, plus gear and crowd items with coin prices on the cards.
What the store page says about wounds
The section “Survive Ghastly Wounds” is the studio’s own summary. It says you struggle on with a painful limp, get by with a missing left eye, or flail at hallucinations only you can see. It says there are potions to relieve the pain, and that the side effects can leave you with worse afflictions. It ends by raising surgery as a possible answer. The captured store page stops there. A surgery screen is not among the screenshots in this set, so this guide has no steps for it.
The next store section, “Struggle Forges Character,” says experience also forges a fighter: learn skills, win the crowd, save money, buy equipment and weapons, and unlock characters. Each run, it says, takes a different path. The screenshots below are that night half of the loop.
Four afflictions printed on Night I
| Card | Effect printed on the card |
|---|---|
| Recklessness I | Sometimes attack nearby enemies involuntarily |
| On Fire I | Sometimes catch fire when the crowd goes wild |
| Weak Shoulder I | Throw distance decreased |
| Grip Fatigue I | Often drop your shield when dodging |
The Weak Shoulder title is split by the card’s torn-paper graphic. The effect line under it is unambiguous. These four cards are one Night I screen at level 1. The full affliction list, and whether the roman numeral climbs past I, is outside this screenshot.
On Fire I is the clearest crowd trade on the injury screen: a wild crowd can set you alight. That sits next to the store line about winning the crowd so they have your back. Favor and harm are both printed.
A skill that needs a wild crowd
The screen is titled “Choose your skill” and marked Night I, with the trainer portrait behind it. The card in front is On a Roll. Its text reads: “Kills grant 4s of invulnerability if the crowd is going wild.” The duration is set in the game’s block capitals; it reads as 4s.
Behind that card, Turn the Tides is visible with the line “Blocked projectiles.” A warning on the same screen reads “Can't choose first skill.” The screenshot shows the warning and the dimmed card together. It does not spell out a longer unlock rule.
Potions in the store text, medicine on the merchant
The store copy talks about potions whose side effects can become afflictions, and it floats surgery as a response. The merchant screenshot shows a different, fully labeled item: Medicine, tagged Instant, priced at 75, with the line “All players heal 15hp.” No side effect is printed on that card. This guide keeps those as two separate sources. The store warns that relief can cost you. The shop card shows a clean party heal with a price.
| Item | Tag | Price | Text on the card |
|---|---|---|---|
| Pamphlets | Passive | 60 | Crowd throws clubs to the crowd favorite |
| Shop Discount | Passive | 150 | Future shop prices reduced by 40% |
| Wooden Club | Arena | 25 | A hefty club that smashes through shields. 3 durability |
| Deadly Obsidian Sword | Arena | 50 | Always crits. 8 durability |
| Medicine | Instant | 75 | All players heal 15hp |
| Swift Sandals | Equipment | 40 | Move 25% faster |
| Quilted Armor | Equipment | 40 | Take -25% damage |
| Shield Spikes | Equipment | 45 | Attackers take damage when blocked |
The merchant panel prints this sentence: “These weapons will be added to each arena for any gladiator to pick up after the battle starts.” Wooden Club and Deadly Obsidian Sword are the two cards tagged Arena. The purchase bar shows the coin total updating, and each gladiator has a hit-point readout. One captured purchase total is a single frame, so this page quotes the card prices and leaves that running total alone.
Shop Discount is the long purchase: 150 coins to cut later prices by 40%. Pamphlets is the crowd item, at 60, and it points clubs at whoever the crowd favorite is. That label also appears on the post-fight score screen described in the co-op guide.
GamesStarter review
The GamesStarter review goes further than the store paragraph and further than these screenshots. It describes wounds, psychological scars, and lingering injuries that change stats and that survive the end of a floor. It gives two offer-and-catch pairs: a drug that boosts melee speed with temporary hallucinations, and a large health pill with permanently reduced movement speed or visibility. It also describes fighters who arrive with harsh traits, including a nearsighted warrior whose outer vision is blacked out, and a battered fighter who collapses to small hits and deals heavy damage.
Those pairs are the reviewer’s account. They are more specific than “potions can leave you with worse afflictions,” and they are absent from the Night IV cards above. Medicine’s 15hp heal, on the official screenshot, prints no catch. Treat the review’s pills and the shop’s Medicine as different items until a studio source joins them.
What these sources leave open
- The full affliction list, beyond the limp, the missing eye, the hallucinations in the store text, and the four Night I cards.
- How surgery works. The store page names it and stops.
- Whether the review’s melee-speed drug and health pill appear under those names in the game.
- How many nights a run contains. The screenshots show Night I and Night IV, which is enough to show the counter moves.