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Crimson Moon beginner's guide

What kind of game this is, what it quietly leaves out, and the eight things worth knowing before your first hunt.

The fallen city of Gildenarch seen from above, a fortress in the foreground and spires receding into smoke.

Crimson Moon is a roguelite with Souls-like combat, not a Souls campaign. You run the fallen city of Gildenarch in missions of roughly 15 to 45 minutes, get permanently stronger between attempts, and there is no corpse run — each run gives you a pool of lives, and when it empties the run is over and you do not go back for what you lost. Almost every preview called it a co-op Souls-like and stopped there; the developers call it a roguelite, and that is the half that decides how you should play it.

Genre
Roguelite, Souls-like combat
Mission length
15–45 minutes
Corpse run
None
Co-op
2 players, shared lives
Character classes
None
Dual wielding
Not in, not planned

Eight things that change how you play

Not controls — expectations. Each of these catches someone arriving from a different genre.

Eight things a new Crimson Moon player should know before their first run.
#WhatWhy it matters
1It is a roguelite, not a campaignYou run the same fallen city repeatedly and get permanently stronger between attempts. If you expected one long connected world, this is the thing to adjust first.
2There is no corpse runA run gives you a pool of lives. When it empties the run ends and you do not go back for what you dropped — the single most famous Souls mechanic is simply absent.
3Two currencies, two jobsSouls are temporary and run-focused. Gold is permanent and upgrades your collection. Spending Gold like Souls is the common early mistake.
4You carry two weapon setsA one-handed weapon with a shield and a two-handed weapon, swapped mid-combat. Weapon Arts come from whichever you are holding, so a loadout is a combination of Arts.
5Weapon Arts cost manaThey are on a cooldown and they consume mana, so a mana flask is part of your damage, not just your safety net.
6Stamina is deliberately generousThe developers say they are more forgiving than most Souls games on purpose — they want you chaining attacks rather than waiting. Dodging, jumping and blocking still cost.
7Difficulty is the progressionGear rarity is capped per difficulty tier. Legendary equipment means climbing tiers, so difficulty is not a comfort setting — it is the endgame.
8Levels are handcrafted, contents are notThe spaces are designed rather than generated. What changes between runs is the loot, the objectives and the enemies inside them.
A Nephilim fighting several burning enemies in a ruined hall.
Souls-like in its parts - stamina, dodges, parries - but paced faster than one, and deliberately more generous with stamina.

What a run actually looks like

Hub, ward, boss, home. The loop is short and it repeats.

You start at Sanctus Clypeus, the stronghold of the Knights of the Crimson Moon, and choose where to go at the War Table. A ward is a chain of missions rather than one long level, with regular enemies, elite encounters, hidden secrets and a much larger boss at the end.

Loot drops constantly — from chests, from elites and bosses, and from secret areas. Picking it up is only half the system: Purifying it back at the hub is what adds it permanently to your collection, where it becomes available in your loadout at the start of any future run. That is why a run that ends badly is not a wasted run.

The full structure — three missions, a World Boss, and what Abraxas Stones change about the ending — is in how runs work.

How the combat reads

Souls-like in its parts, faster in its pacing.

Light and heavy attack chains, charge attacks, sprint and dodge-roll attacks, active blocking and timing-based parries. Stamina exists and matters, but the developers say they are deliberately more generous than most Souls games — you are meant to chain attacks rather than stand and wait.

Weapon Arts are where it opens up. Each weapon carries its own special ability — a thrown weapon you recall, a whirlwind, homing projectiles — on a cooldown, and using one costs mana. That is the rhythm of a fight: basic melee chains with Arts woven in, and a mana flask that is part of your damage rather than just a safety net.

Break an elite’s guard and finish it. A broken guard opens an execution — your Nephilim tears the enemy’s own weapon out of its hands and kills it with that. It is worth watching for; it is also free damage.

Enemies are separated by district rather than mixed everywhere: one ward is vampires, another Hellgrowth abominations, another armoured infernal demons. Most have only one or two signature moves, so the first few runs in a new ward are about learning telegraphs, after which you can dodge or counter almost everything.

When to spend your Angel

A power spike you choose the moment for — and the one point our sources disagree on.

Killing things fills a divine charge meter. When it is full you can trigger Angel Ascension on demand: temporary superior strength, boosted stats, fast health regeneration and extended reach. Aegis is melee-focused; Sunder brings ranged options. You pick which one you are taking at the Loadout Station before a mission, so it is a build decision rather than just a meter.

Do not spend it on trash. Save it for a boss entering a lethal second phase, or a high-health elite you need to burst down, or the moment you are cornered.

Our sources disagree on one detail. A hands-on preview describes a brief window of invincibility during the transformation; a summary of the developers’ own Q&A quotes them saying you are “pretty sturdy” and take very minimal damage but can still die in Angel form, especially if you trigger it on low health and play recklessly. Treat it as very tough rather than untouchable — the developer’s answer is the one to plan around.

An armoured undead brute with a spiked mace, shown as a character render beside its silhouette.
Most enemies carry one or two signature moves. The first runs in a new ward are about learning telegraphs, not out-fighting them.

Who is at the hub, and what they do for you

Four people at Sanctus Clypeus actually change how you play.

The four characters at Sanctus Clypeus who affect your build and progression.
WhoWhat they do
GallantFounder of the order and your mentor. Hands out bounty quests.
MaraThe historian. Bring her ancient Lore Scrolls and she rewards you with Boons that can then appear during a run.
LahiTreasure hunter. Stocks trinkets, throwables and consumables.
GajovA vampire blacksmith who raises the rarity of your Purified gear.

Lore Scrolls are worth picking up for that reason: returning them is what unlocks additional Boons into the pool that can then be offered during a run. They are not flavour text.

A blacksmith working at a forge in a red-lit vaulted room.
Gajov, the vampire blacksmith, raises the rarity of gear you have Purified.

Playing co-op

Two players, and it does not make the game easier.

The whole game is playable solo or with one other person online. Bringing a partner scales the enemy count and the difficulty up to compensate, and you share a pool of lives — so a partner who dies repeatedly is spending your run as well as theirs.

There is no direct trading, but you can drop items on the ground for your partner to pick up, and chests can produce multiple drops so you are not fighting over one sword. Co-op is also where build crafting gets deeper: coordinated loadouts and complementary Boons are a real thing rather than a nicety.

Common beginner questions

Is Crimson Moon a Souls-like or a roguelite?

Both, and the roguelite half is the one that decides how you play. The combat is Souls-like — stamina, light and heavy attacks, dodging, blocking and parries — but the structure is run-based with permanent progression between attempts. The developers use the word roguelite themselves; most previews only said co-op Souls-like.

Is there a corpse run in Crimson Moon?

No. Crimson Moon has no corpse run. Each run gives you a pool of lives, and dying draws from that pool rather than ending the run immediately — but when the pool empties the run is over and you do not go back to reclaim what you lost. That run is simply finished.

What is the difference between Souls and Gold?

Souls are the temporary currency, spent inside and around a single run on consumables, temporary gear upgrades and extra Boons. Gold is the permanent one, used to upgrade the gear in your collection so future runs start stronger. If you are hoarding one, hoard Gold.

Do you lose your gear when a run ends badly?

Not the gear you brought home. Equipment you return to Sanctus Clypeus is Purified and added permanently to your collection, so a run that ends badly can still leave you richer. What you lose is the run-only progress: temporary Boons and anything not carried back.

Can you dual wield in Crimson Moon?

No, and it is not planned. Weapons are one-handed or two-handed, and a loadout carries both a one-handed weapon with a shield and a two-handed weapon, swapped during combat.

How many players is Crimson Moon co-op?

Two. The whole game is playable solo or with one other person online. Bringing a partner does not make it easier — the enemy count and difficulty scale up to compensate — and you share a life pool.