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
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
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
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.
| Hero | Shoe attack | On impact |
|---|---|---|
| Wanderer | Shoe swing: pulls a hiking boot and swings it like a club. | A yellow-white star "whack". |
| Trail Ranger | Kick: 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 Mage | Shoe 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
- The streak counts attacks since the hero was chosen (or the last ascension). Switching heroes resets it, so cadences count from the new hero’s first attack.
- The Ranger’s focus multiplier is 3× base, +1× per owned rhythm upgrade (Rhythm Kick → 4×, Windstep Kick → 5×) — an average of 1.4×–2× per attack over a walk.
- The Mage’s Overflow can chain across enemies: an attack larger than the enemy’s remaining HP kills it and the excess hits the next (each defeated enemy still pays once). All other heroes discard overkill.
- The ceil on renown is the only upward rounding in the game; the trial bonus floors.
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
| Upgrade | Effect | Cost (gold) |
|---|---|---|
| Sturdy Boots | +1 damage per step | 20 |
| Long Stride | +2 damage per step | 120 |
| Pilgrim’s Endurance | +4 damage per step | 600 |
| Summit Pace | +8 damage per step | 3,000 |
| Unstoppable Stride | +16 damage per step | 12,000 |
Trail Ranger — the aim ladder
| Upgrade | Effect | Cost (gold) |
|---|---|---|
| Swift Laces | +1 damage per step | 25 |
| Rhythm Kick | Focus strikes deal 4× damage | 150 |
| Steel Toecaps | +2 damage per step | 700 |
| Windstep Kick | Focus strikes deal 5× damage | 3,200 |
Pathfinder Mage — the arcane ladder
| Upgrade | Effect | Cost (gold) |
|---|---|---|
| Ember Insoles | +1 damage per step | 30 |
| Charmed Laces | +2 damage per step | 180 |
| Overflowing Soles | Every 10th step attack deals 2× damage | 900 |
| Starlit Slippers | +3 damage per step | 4,000 |
Endless hero levels
Beyond the tier ladders, every recruited hero has endless levels (rules v2+):
| Price | Level 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. |
| Milestone | Every 25th level doubles that hero’s base damage. The Heroes page shows the next ×2 milestone and exact prices/gains. |
| Cap | 400 levels per hero per run; ascension resets levels. |
Selection and switching
- Choosing a hero is free and reversible at any time — a tap is a menu choice, never an attack.
- Switching resets the focus/surge streak; cadences count from the new hero’s first attack.
- A hero counts toward “walk with” badges only after a real approved step resolves an attack under that hero — picking a portrait alone doesn’t count.
- Cosmetic outfits (trailblazer, ranger, knight, mage looks) are a separate system; see Cosmetics.