Fell & Sell, without the launch-day guesswork.
Dungeon risk, shop pricing, decoration stacking, crafting decisions and bug fixes — separated into what is confirmed, what changed, and what still needs proof.
Guides built around real player pain
Short-answer questions are merged into the FAQ. A page exists only when the intent is big enough to deserve one.
Fell & Sell Beginner Guide: Your First Safe Profit Loop
A current-build route from the first dungeon trip to your first reliable sales cycle, with the launch-week traps that cost new players the most time.
Fell & Sell Decoration Bonuses: Stacking, Comfort & Prestige
What is confirmed about decoration stacking, the demo-era max-bonus change, Comfort, Prestige, and why old stacking advice can now be wrong.
Fell & Sell Shop Pricing & Profit Guide
How supply, demand, Prestige and decoration bonuses fit together — plus a practical way to test prices without inventing a fake universal formula.
Fell & Sell Crafting Guide: What to Craft, Keep or Sell
A current-build crafting strategy for deciding when materials should become gear, shop stock, decorations, or saved inputs.
Fell & Sell Dungeon Guide: Navigation, Risk & When to Leave
How to navigate procedurally generated floors without a mini-map, use opened doors as route memory, and decide when a haul is worth banking.
Fell & Sell Quest Board Guide: Rewards, Bugs & Current Fixes
What the Quest Board does, why it is worth checking after expeditions, and which empty-board/reward-loss bugs were fixed after launch.
Fell & Sell Current Version & Patch Notes Tracker
The launch-week version history, what changed in 1.0.1 and 1.0.2, and the public-branch build this site uses as its guide baseline.
Fell & Sell Bugs & Fixes: Current Patch, IL2CPP, Saves, Dungeon Stuck
A launch-week troubleshooting hub that separates already-patched bugs from issues still being reported by players.
Fell & Sell Item Prices: Current Observed-Data Tracker
A versioned, evidence-first tracker for Fell & Sell item prices: confirmed pricing inputs now, exact item rows only after current-build observations.
Fell & Sell Recipes: Verified Recipe-Data Tracker
What is currently verified about Fell & Sell crafting recipes, rarity, and unlock evidence — with exact ingredients held at VERIFY until current-build rows are captured.
Fell & Sell Materials: Current Source Tracker
A strict current-build tracker for Fell & Sell materials and ingredient sources. It records what is confirmed, and leaves named-source questions at VERIFY rather than guessing.
Fell & Sell Weapons: Verified Categories, Not a Tier List
The weapon categories current official achievement evidence confirms in Fell & Sell, plus the stats and build questions that still require verification.
Fell & Sell Sword in the Stone / Bloodstone Greatsword: What Is Verified
The current evidence around the sword-in-the-stone encounter, what is known about Bloodstone items, and why the exact pull requirement is still unverified.
Fell & Sell Achievements: The 97-Achievement Progression Roadmap
How the 97 Steam achievements reveal the game’s real progression tracks: crafting, trading, weapons, dungeon floors, Prestige, Comfort and boss milestones.
Fell & Sell Demo Rewards & Full-Game Differences
What the demo proved, what changed before release, and the special furniture reward fixed in Ver. 1.0.1.
Fell & Sell FAQ: Multiplayer, Controller, Map, Demo, Platforms
Short current-build answers to the Fell & Sell questions that do not deserve thin standalone pages.
What this site refuses to fake
Supply, demand, Prestige and decorations are confirmed. Their exact math is not.
Recipe tables stay in VERIFY until current-build ingredients can be sourced row by row.
The encounter is real. The exact Bloodstone Greatsword pull condition is still unverified.