Heroes

Three playable heroes with distinct identities. Every hero obeys the one rule: their traits and upgrades change the effect of each step-caused attack — never how many attacks exist. Their weapons are shoes: thrown, swung or kicked.

The roster

Portraits show the game’s cosmetic outfits — the battle scene always renders the equipped outfit, while the selected gameplay hero decides the combat identity. The two never alias.

Wanderer, shown in the default Trailblazer outfit.

Wanderer

Steady power · available from the start

Steady Stride — no special trait; instead the biggest flat damage growth from upgrades and levels.

Recruit
Start
Damage per level
+2
Upgrades
5 boots-of-stride tiers
Trail Ranger, shown in the Ranger outfit.

Trail Ranger

Spike damage · recruit at best area ≥ 2

Focus Strike — every 5th step attack of the current streak deals 3× damage, upgradeable to 5×.

Recruit
Best area ≥ 2
Damage per level
+1
Upgrades
4 aim tiers
Pathfinder Mage, shown in the Pathfinder Mage outfit.

Pathfinder Mage

Efficiency · recruit at best area ≥ 3

Overflow — damage beyond an enemy’s remaining health carries into the next enemy (overkill is never wasted).

Recruit
Best area ≥ 3
Damage per level
+1
Upgrades
4 arcane tiers

Recruitment reads your lifetime best area, so an ascension can never lock an already-recruited hero away again.

Shoes are the weapons

Heroes keep their looks — the weapons are their shoes, in a mix per hero: swung like a hammer, kicked like a boot, or thrown like a boomerang. One step still resolves as exactly one attack; the animation is feedback only.

The hero mid swing with a boot.
Shoe swing
The hero mid kick.
Kick
The hero throwing a shoe.
Shoe throw
HeroShoe attackOn impact
WandererShoe swing: pulls a hiking boot and swings it like a club.A yellow-white star "whack".
Trail RangerKick: a chambered front kick.A dusty kick burst. On every Focus Strike (5th attack) a bigger power-kick burst shows the 3–5× hit.
Pathfinder MageShoe throw: throws an enchanted shoe that arcs across the stage, trailing fire and frost sparks.The shoe lands with a star "whack".

Every outfit (Trailblazer, Ranger, Trail Knight, Pathfinder Mage) has all three attacks, so your look never limits your hero. With reduced motion the impact pose is shown as a still frame.

Damage composition

The damage of one step attack is composed exactly like this (all integer math):

base        = 1 (fresh run) or migrated damage
            + Σ flat damage of the selected hero’s owned upgrades
            + hero level × per-level damage of that hero
            × 2 for every 25 levels of that hero

renownBonus = ceil(base × renown × 25%)
trialBonus  = floor(trial clears bonus)          // see the Active Trial page

per attack  = base + renownBonus + trialBonus    // saturates at 10^15
            × focus multiplier                   // Trail Ranger, every 5th streak attack: 3×, 4× or 5×
            × 2                                  // Pathfinder Mage with Overflowing Soles, every 10th streak attack

Upgrade ladders

Tiers are bought in order, per hero, with play-earned gold — whether or not that hero is selected. Flat bonuses apply only while their hero is selected. Costs and effects are shown before a two-tap confirm.

Wanderer — the stride ladder

UpgradeEffectCost (gold)
Sturdy Boots+1 damage per step20
Long Stride+2 damage per step120
Pilgrim’s Endurance+4 damage per step600
Summit Pace+8 damage per step3,000
Unstoppable Stride+16 damage per step12,000

Trail Ranger — the aim ladder

UpgradeEffectCost (gold)
Swift Laces+1 damage per step25
Rhythm KickFocus strikes deal 4× damage150
Steel Toecaps+2 damage per step700
Windstep KickFocus strikes deal 5× damage3,200

Pathfinder Mage — the arcane ladder

UpgradeEffectCost (gold)
Ember Insoles+1 damage per step30
Charmed Laces+2 damage per step180
Overflowing SolesEvery 10th step attack deals 2× damage900
Starlit Slippers+3 damage per step4,000

Endless hero levels

Beyond the tier ladders, every recruited hero has endless levels (rules v2+):

PriceLevel 0→1 costs 10 gold; each further level costs 10% more, compounded and rounded up at every step (10, 11, 13, 15, 17, 19, …). Buy 1–100 at a time; small buys skip the two-tap confirm.
Effect+2 damage per level (Wanderer), +1 per level (Ranger, Mage) — while that hero is selected.
MilestoneEvery 25th level doubles that hero’s base damage. The Heroes page shows the next ×2 milestone and exact prices/gains.
Cap400 levels per hero per run; ascension resets levels.

Selection and switching