How Runs Work in Crimson Moon: Lives & Death
The loop in one paragraph
ProbablyMonsters’ July explainer puts it plainly: every run begins at Sanctus Clypeus, where you manage gear and shape your build; you enter one of Gildenarch’s Wards, “made up of multiple replayable missions featuring enemies, elite encounters, mini-bosses, secrets, valuable loot, and a powerful boss waiting at the end”; your build evolves through what you find; and when the run ends — by victory or by an empty life pool — “the cycle begins again. A new run. A new build.”
Starting a run
- War Table. Choose the mission and Ward. Choose one of six difficulty levels; it stays locked “until the run is completed and the final boss is defeated”. Each mission previews its enemies and approximate length.
- Loadout Station. Equip from your purified Armory, stock consumables, pick your Angel. Up to four saved loadouts. Locked once you deploy.
- The portal. Solo, or matchmake for two-player co-op here.
Inside a district
Districts are cut into sections by Nexus Gates — “living doorways” grown by the Hellgrowth that open only when a condition is met, typically clearing the area. Each gate you pass offers a choice of three Boons; you keep one until the mission ends or you die. The Let’s Nexus achievement (three gate objectives) had been earned by 60.7% of players after one day.
Two things happen at a gate that matter later: your Boon choice, and the fact that any gear you are carrying is now “gated” — it will come home even if you die afterwards.
Missions can branch (“diverging paths to your goal, each with their own objectives and dangers”), and a final encounter boss ends every mission.
The life pool
You do not have one life. Each run is “supported by a life pool, giving you opportunities to recover from death and continue pushing deeper”. Dying spends a life; the run ends only when the pool is empty. The pool grows with your character level — +1 Max Lives at levels 2, 5, 8 and 11 — and the Oathsworn Return Boon refunds one life when accepted.
The July post is also explicit about what does not happen: “You won’t return to recover lost loot or continue where you left off.” No corpse run, no bloodstain.
Completing a mission
Rewards on completion, per the support article: XP for levelling, the loot you had equipped or stored, Souls (upgrade currency at the Blacksmith) and Gold (consumables at the Merchant). Completing a mission does not close the district — replay it “at the same or increased difficulty to find more loot and look around for any secrets you might have missed”.
Finish every mission in a run and you can start a new run with the same or different objectives; the Victory achievement for a full run had been earned by 5.6% of players one day after launch.
Failing a mission
| You keep | You lose |
|---|---|
| Every XP point earned, including levels gained mid-run | The mission-completion XP bonus |
| A set number of Souls | A portion of Souls, plus all bonus Souls |
| Gear carried through a Nexus Gate, returned “in a weaker, purified form” | Gear not yet carried through a gate |
| Lore scrolls, which are permanent on pickup | Consumables acquired during the run |
After a failed run you are sent back to the Loadout Station, and you can change the difficulty at the War Table before the next one. The developers’ own advice: lower it to progress and upgrade, raise it “if you find runs too easy or are looking to upgrade faster”.
Permanent versus run-only
The support team draws a hard line, and it explains most confusion about the game:
- Permanent: purified gear, Blacksmith upgrades, unlocked equipment, character level, lore scrolls, Mereda’s Boon unlocks.
- Run-only: Boons chosen at gates, buffs from consumables, un-purified gear.
Trinkets are the exception that proves the rule — each grants a single Boon permanently, which is why they are the builds page’s recommended way to lock a core effect before the first gate.
Related
- Missions and Wards — every district and its completion rate.
- Loadout and purification — the hub half of the loop.
- Difficulty — the six tiers and what they change.
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