XPELLIT Survivors

Game wiki

Wiki

Everything the free demo shows you, in one place: how a run works, every Xpell and its evolution, upgrades, talents, difficulties, enemies and achievements.

Names and numbers match the current demo build.

The basics

How a run works

You play as Samara in the Eternal Forest. Survive 10 minutes of creature waves, then face Mirelle, the final boss. Your Xpells (spells) attack on their own; you move, dodge, pick upgrades and use your ultimates.

Run flow

  • Choose your first Xpell: Waning Moons, Crimson Fireball or Shadow Slash.
  • Defeat creatures and collect their souls. Each level-up offers three cards: a new Xpell or an upgrade.
  • Take on the forest's events and missions (see the timeline).
  • The last minute is the Final Assault: more and tougher enemies.
  • When the 10 minutes end, Mirelle appears. Defeat her to finish the demo.

Good to know

  • Carry up to 4 Xpells and 6 different upgrades per run. Each levels up to 5 (a few upgrades stop earlier).
  • Each level-up has one free reroll. Click a card or press 1, 2 or 3 to choose; R rerolls (Y on a controller).
  • Elites drop chests: walk over one to open it. It holds 1, 3 or 5 rewards; pick one of three offered and the rest arrive on their own. Fortune makes bigger chests likelier.
  • Breaking scenery can drop healing, a freeze (enemies stop for 10 seconds, elites resist) or a screen clear.
  • Defeat 50 enemies without a hit and the forest gives you a power bubble.
  • The minimap (top right) shows elites, chests, power bubbles, Astral Seals and Estela.
  • Materials are kept for the Armor Forge, even if you fall.

What happens during a run

Times are approximate. If you fail an event, the run continues.

  1. 0:00

    The forest wakes

    Pick your first Xpell and move. A short card reminds you of the controls and goal.

  2. 1:30

    Gather three seals

    Follow Bonnie and stand on each of three Astral Seals for 3 seconds. Each gives a different boost, and finishing the mission rewards a chest. More seals keep appearing.

  3. 3:30

    Survive the circle

    A ring of fire closes in. Stay inside for 25 seconds; even a dash cannot get you out. If you leave, you have a few seconds to return. At 10 seconds, Samara unlocks her Black Hole ultimate.

  4. 4:10

    Materials mission

    Collect three nearby materials before time runs out. Follow the signs.

  5. 5:50

    Break the barrels

    Smash three marked barrels in 45 seconds. Barrels also heal a little.

  6. 7:00

    Rescue Estela

    Reach Estela in time, then protect her for 30 seconds. Her ultimate lights up 10 seconds in; afterwards you keep one charge.

  7. 9:00

    Final Assault

    The horde at its toughest. Use your ultimate and look for barrels to heal.

  8. 10:00

    Mirelle

    Time is up. Face the final boss with the build you made.

Controls

ActionKeyboard & mouseController
MoveW A S DLeft stick
AimMouseRight stick
DashSpaceA
Samara's ultimate (Black Hole)RY
Estela's ultimateQX
Choose a cardClick, or 1 / 2 / 3A
Reroll cardsRY
PauseEscStart
Stats and chatTabSelect
Zoom the cameraMouse wheel—
  • You have two dash charges and you are invulnerable while dashing.
  • Crimson Fireball and Shadow Slash follow your aim. With a controller, aim with the right stick; if you leave it alone, they target the nearest enemy.
  • You can change the controls in Settings.

Ultimates

Black Hole

R · Y

Samara's ultimate. Unlocks in the first fire circle, about 10 seconds in. A huge black hole drags enemies in and hits them with repeated pulses. Recharges in about 2 minutes; upgrades shorten that.

Estela's ultimate

Q · X

Rescue Estela and her ultimate is yours: it lights up 10 seconds into the defense, then you keep one charge to use whenever you want.

Xpells

10 Xpells, 10 evolutions

Xpells are your weapons and attack automatically; Crimson Fireball and Shadow Slash also follow your aim. Start with one of three and carry up to four.

How evolutions work

Raise an Xpell to level 5, its maximum. Its evolution card can then show up on level-ups: often, but not guaranteed, and a reroll can remove it. Luck makes it likelier.

No recipe and no second item needed. Each Xpell has its own evolution, and an evolved Xpell cannot level up further.

  • Waning Moons

    Starting Xpell

    AutomaticHomingBounce

    Spinning moons chase nearby enemies and bounce to another target when they take one down. Great for moving without aiming.

    Evolves into

    Full Moon

    Bigger full moons that always bounce and explode.

  • Crimson Fireball

    Starting Xpell

    AimedExplosiveRanged

    Travels in a straight line toward the cursor and explodes on impact, also hitting nearby enemies. Levels add damage, blast size and side fireballs.

    Evolves into

    Crimson Supernova

    The orb becomes a fire supernova with huge explosions.

  • Shadow Slash

    Starting Xpell

    AimedMeleeSweep

    A close-range slash toward the cursor that sweeps a wide arc in front of Samara. It can grow to three slashes.

    Evolves into

    Slashstorm

    A cross of four longer, stronger slashes all around you.

  • Arcane Missile

    AutomaticHomingRanged

    A magic missile that curves out and chases the nearest enemy. Levels add up to four missiles, speed, damage and piercing.

    Evolves into

    Astral Salvo

    The lance turns into a salvo of arcane missiles.

  • Astral Swords

    AutomaticOrbitalDefensive

    Energy swords orbit Samara and damage everything they cross. Upgrades take you from one sword to five.

    Evolves into

    Sword Constellation

    More swords, bigger and faster, spin around you.

  • Fire Zone

    AutomaticAreaBurn

    A fire glyph always burns beneath Samara and scorches nearby enemies: each flame hits up to 3 at once, goes out, then recharges. Perfect for fighting surrounded.

    Evolves into

    Ember Seal

    The fire glyph grows and gets stronger every time you heal.

  • Shadow Whip

    AutomaticKnockback

    A dark whip lashes the nearest enemy and pushes it far away. Levels add damage, reach, lashes and knockback.

    Evolves into

    Abyss Lash

    Four huge whips in a cross that push everything away, and heal you on every hit.

  • Celestial Storm

    AutomaticNo aiming

    Lightning strikes down on enemies you can see on screen. Levels add more bolts, damage, area and speed.

    Evolves into

    Wrath of the Heavens

    More lightning, and every bolt bounces from enemy to enemy.

  • Fire Trail

    AutomaticMovement

    Moving leaves a trail of flames that burns enemies who step on it. Levels make it wider, longer-lasting and more frequent.

    Evolves into

    Phoenix Trail

    Bigger, taller flames that last longer, and fire columns fall from the sky onto the trail.

  • Energy Pillars

    AutomaticArea

    Energy columns erupt from Samara and sweep a quarter turn. Levels add directions until they form a four-armed cross.

    Evolves into

    Celestial Pillars

    Longer, stronger pillars of light.

Upgrades

Passive upgrades

Besides Xpells, level-ups offer passives that boost every Xpell or Samara herself. Each levels up to 5 unless noted; numbers are per level.

Rules

  • Up to 6 different passives per run.
  • Astral Echo, Void Needle and Refracted Orbit only appear from level 10 (character level).
  • "Compatible" upgrades only boost the Xpells listed on their card, which shows which of yours benefit.
  • If nothing is left to offer, you get a comfort card: Recovery (heals, a little damage), Restoration (heals, adds max health) or Rebirth (full heal, a little crit chance).

Offense

  • Fallen Power

    +10% damage for every Xpell.

  • Soul Flow

    −8% wait between casts, so your Xpells attack more often.

  • Fate's Gaze

    +7% critical hit chance.

  • Spiritual Judgment

    +25% critical hit damage.

  • Repulsion Pulse

    +15% knockback force.

Shape your Xpells

  • Expanding Horizon

    +12% area and size for compatible Xpells.

  • Ethereal Impulse

    +10% speed for projectiles and orbits.

  • Persistent Bond

    +10% duration for Waning Moons, Fire Trail and Energy Pillars.

  • Astral Echo

    +1 projectile or instance for compatible Xpells. Max 2 levels.

  • Void Needle

    +1 pierce for Crimson Fireball and Arcane Missile. Max 2 levels.

  • Refracted Orbit

    +1 bounce for Crimson Fireball and Arcane Missile. Max 2 levels.

Defense

  • Protective Halo

    Reduces the damage of every hit by 1.

  • Umbral Veil

    −5% damage taken.

  • Exile's Heart

    +20% maximum health, without healing what you lost.

  • Vital Grace

    Regenerates 0.2 health per second, all the time.

Movement & dash

  • Ethereal Step

    +10% movement speed.

  • Fleeting Return

    −15% dash recharge time.

  • Dimensional Step

    +15% dash distance. Max 2 levels.

Growth & luck

  • Wandering Wisdom

    +10% experience.

  • Attraction Core

    A larger radius to collect souls and items.

  • Fortune's Favor

    The next elite that drops a chest drops 2. Also more luck: better chests, more barrels, bubbles and materials, plus 3% crit chance.

Ultimate

  • Apotheosis

    Strengthens every pulse of Samara's Black Hole.

  • Eternal Circle

    −12% ultimate recharge time.

  • Lingering Void

    +10% ultimate duration. Max 3 levels.

Chest rewards

Chest rewards come from this list. Small boosts can repeat.

  • Astral Power

    +3% damage for every Xpell.

  • Arcane Rhythm

    −2% cooldown for every Xpell.

  • Renewed Heart

    +5% maximum health and heals 15% of it.

  • Certain Fate

    +2 critical chance points and +5% critical damage.

  • Astral Shield

    +1 shield charge (max 3). Each charge blocks a whole hit.

  • Astral Plating

    +1 armor (max 5).

  • Astral Surge

    +1 dash charge (max 2).

  • Void Echo

    −5% ultimate cooldown (max 6).

  • Astral Dust, Iron Shards, Seal Fragment

    Crafting materials for the Armor Forge. A chest never offers more than one material.

Evolutions are not in chests: they come as a card when you level up.

Constellations

Talent constellation

Between runs, open Constellations in the Lobby and awaken stars. Talents are permanent and apply to every run. 3 branches, 4 stars each.

The rules

  • Each branch: a first star, then two stars where you choose one, then a final star that needs one of those two.
  • The two middle stars are mutually exclusive. To switch, refund the first.
  • So you can awaken at most 9 stars: 3 per branch. Refunding a star also removes those that depend on it.
  • Awakening a star costs one talent charge.

How to get talent charges

You start with 1 charge. The other 8 come from claiming these achievements:

  • Into the Eternal Forest
  • First Fall
  • Welcome to the Family
  • The Forest's Trials
  • Fourfold Spell
  • Written to Perfection
  • Twin Constellations
  • Five Hundred Falls

Radiance

Damage and your build

Start

First Link

+15% damage to your chosen starting Xpell, including its evolution.

Choose one

Second Reading

+2 extra rerolls per run.

Arcane Harmony

+10% damage to your other three Xpells while you have four equipped.

Final star

Resonance

Your first evolution raises every Xpell that has not evolved by one level (maximum 5).

Needs one of the two stars above

Impetus

Movement, seals and fortune

Start

Moving Attraction

After moving for 2 seconds, your pickup radius grows 50% for 1 second after you stop.

Choose one

Agile Tuning

Seals last 2 seconds instead of 3.

Wandering Fortune

The first three destructibles you break each grant a Fortune charge, up to 3.

Final star

Astral Harvest

The first seal you activate pulls in all existing experience, once per run.

Needs one of the two stars above

Guard

Staying alive

Start

Sustenance

Healing pickups restore 25% more health.

Choose one

Astral Shelter

Your first three seals each heal 10% of your max health.

Bastion

After standing still for 1 second, you take 15% less damage until you move.

Final star

Last Light

The first lethal hit leaves you at 20% health and triggers the usual protection, once per run.

Needs one of the two stars above

Armor Forge

Armor and materials

In the Lobby, spend materials at the Armor Forge to craft Samara's 8 armor pieces and upgrade them. Armor gives permanent bonuses to every run. Some slots unlock with materials too.

The 8 pieces

  • Veil of the Watcher

    More health and Defense.

  • Crimson Mantle

    More damage.

  • Arcane Cuirass

    More Defense and damage resistance.

  • Astral Greaves

    Faster dash recovery.

  • Forest Leggings

    Better mobility.

  • Astral Pendant

    Shorter ultimate cooldown.

  • Moon Ring

    Faster Xpell cooldowns.

  • Wayfarer's Belt

    More health.

Materials

  • Forest Fiber

    Common enemies, barrels and missions.

  • Iron Shard

    Elites, chests, missions and achievements.

  • Astral Dust

    Chests, elites, astral seals and missions.

  • Seal Fragment

    Rare: chests, astral seals and achievements.

Difficulty

Three difficulty levels

Only Easy is open at the start. Beat Mirelle to open Normal, then beat her on Normal to open Hard. Pick your level in the Lobby before each run; harder levels give more materials.

  • 1 / 3

    Easy

    Best for the story

    • Open from the start and selected by default.
    • Enemies hit softer, move a little slower and spawn less often.
    • More barrels, with more potions that heal more.
    • Mirelle is the standard fight.
  • 2 / 3

    Normal

    +25% materials

    • Unlocks when you defeat Mirelle on any difficulty. If you already beat her, it is yours.
    • Tougher enemies: more health, more damage, faster.
    • Mirelle gets more health and damage, and rests less between attacks.
    • +25% materials.
  • 3 / 3

    Hard

    +50% materials

    • Unlocks when you defeat Mirelle on Normal or Hard.
    • Much tougher enemies, and elites show up more often and in greater numbers.
    • Mirelle has far more health and damage, and rests far less between attacks.
    • +50% materials.

Enemies & boss

What lives in the forest

New creatures join the horde as the minutes pass, and every one has a habit you can learn.

  • Chasers

    Wolves and other fast melee creatures run straight at you, in packs. Keep moving.

  • Ranged

    Thorny sprouts and bats keep their distance and shoot. Close the gap or dodge.

  • Chargers

    Spiders, bees and caterpillars wind up, then lunge in a straight line. Sidestep or dash as they start. A spider that hits you snares you in a web for a second.

  • Exploders

    Spores and cursed fungi burst when close. Do not let them reach you.

Elites

  • Big, tough creatures. They mark red zones on the ground before striking: move out.
  • Every elite drops a chest: follow the golden beacon or the minimap.
  • Five kinds appear: an alpha wolf, a giant cobra, an ogre, a stone golem and a treant.
  • From about minute 8, elites show up as giants: bigger, tougher and faster. Bonnie warns you: use your ultimate.

The jester maid · Final boss

Mirelle

  • Mirelle appears when the 10 minutes end. The fight has three phases.
  • You fight her with the Xpells and upgrades you built.
  • Defeat her to finish the demo.

Tip: dash toward one of her orbs just before it hits and you send it back. Works on her charge too, and leaves her dizzy. Hard, but worth it.

Mirelle, the jester maid and final boss of XPELLIT Survivors

Achievements

Achievements

Claim each achievement in the Lobby to get its reward, usually forge materials.

Gives a talent charge

First steps

  • ★Into the Eternal Forest

    Begin your first expedition.

  • ★First Fall

    Defeat your first enemy in an expedition.

  • ★The Forest's Trials

    Complete two events in one expedition.

  • ★Fourfold Spell

    Equip four Xpells in one expedition.

  • ★Welcome to the Family

    Visit the XPELLIT community on Discord from the game.

Build mastery

  • ★Written to Perfection

    Raise an Xpell to rank 5.

  • ★Twin Constellations

    Evolve two Xpells in one expedition.

  • ★Five Hundred Falls

    Defeat 500 enemies in one expedition.

  • Four Perfect Spells

    Raise four Xpells to rank 5 in one expedition.

  • Unbound Power

    Reach level 40 in one expedition.

  • Full Armory

    Forge all 8 pieces of Samara's armor.

  • Complete Constellation

    Assign all 9 talent stars.

Across many expeditions

  • The Forest Remembers

    Defeat 5,000 enemies across all expeditions.

  • Ten New Forms

    Evolve 10 Xpells across all expeditions.

  • Answer Every Call

    Complete 15 events across all expeditions.

  • Elite Hunter

    Defeat 30 elite enemies across all expeditions.

  • Until the Last Second

    Survive all 10 minutes of the Eternal Forest three times.

  • Mirelle Falls Again

    Defeat Mirelle five times across all expeditions.

For the best

  • Master of the Night

    Defeat Mirelle on Hard difficulty three times.

  • Crimson Lightning

    Defeat Mirelle on Hard in under 2 minutes.

  • Absolute Perfection

    On Hard, complete all 5 missions of an expedition and defeat Mirelle.

  • Perfect Dance

    Survive all 10 minutes of the Eternal Forest without taking any damage.

    Exclusive song: "Sakura Dance"

  • Untouchable

    Defeat Mirelle on Hard without taking any damage.

    Exclusive song: "Triumphal Crescendo"

Ready for the Eternal Forest?

The demo is free on Steam. Tell us how your build went on Discord.

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