Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
On a more strategic note, in all modes it is recommended to immediately adjust the path to revive a dead player as soon as possible - the death of a player does mark the end of a singleplayer run so the cost of death should remain very high in multiplayer as well. The consequence of a person dying is a sacrifice of a possibly better route, a rest site, and usually 3-4 rooms of reward. I've also had multiple games where I've managed to recover from that loss of material and come back stronger in the late game, thanks to good allies that revived me as soon as it was possible.
If you have any further suggestions you can write them here or in the discord, where we have a dedicated idea spot!