Steam store date September 7, 2026, 10:00 UTC · 160+ upgrades on the store page, 180 skills in the release-plan post — not treated as the same count
Bones and Coins Guide

Best Upgrades in Bones and Coins: What to Buy First

Quick answer: For most new saves, prioritize coin value and XP first, then enough skeleton count/spawn rate to keep the room busy, followed by weapon area and damage. Add item-drop chance before serious Blacksmith crafting. Treat session duration as a multiplier only after you can keep spawning targets.
Official Steam screenshot of Swamped Crypt combat with gold loot burstsOfficial Steam store screenshot

Recommended route

There is no single permanent “best” node because the tree branches into economy, progression, heroes and combat. There is a reliable order for solving the bottlenecks most players hit.

PriorityUpgrade familyBuy when
SCoin value / double coinsAlmost immediately
SXP per kill / XP multipliersAs soon as affordable
ASkeleton count / spawn-on-kill / passive spawnThe room starts going empty
AWeapon areaYou are spending too much cursor travel per kill
AItem drop chanceBefore crafting becomes the next gate
BRaw weapon damage / attack speed / critEnemies survive too long
BSession durationOnly after spawn density can support it
BParty slots / hero unlocksAs soon as they open meaningful synergies
ContextNew rooms / new currenciesWhen your current room is farmed efficiently

Economy first does not mean “never buy damage”

A common incremental-game mistake is taking “economy first” as a religion. If a new room’s enemies survive multiple passes of the cursor, your income collapses because kill speed is the economy. At that point damage, area, attack speed or a better weapon can beat another small coin multiplier.

Use the screen as the diagnostic tool:

  • Too many enemies alive: damage/area/weapon.
  • No enemies left: spawns/skeleton limit.
  • Coins arrive too slowly: coin value/double-coin effects.
  • Tree unlocks stall: XP.
  • Weapon craft stalled by drops: item chance and the correct room.

Why it works

The developer’s own tree layout helps explain the intended progression. In a Steam discussion, the developer described the tree roughly as:

  • Right: progression — rooms, enemies, coins.
  • Left: Guild and heroes.
  • Bottom: damage and weapons.
  • Top: XP and general upgrades.

The layout is not perfectly clean, but it is useful for planning. Rather than following one branch to the end, buy the cheapest high-impact nodes from several quadrants as your current bottleneck changes.

Session duration is a multiplier, not a foundation

Adding seconds sounds universally strong, but early playtest feedback showed a real problem: longer sessions sometimes had too few enemies remaining. Later demo updates specifically changed spawning and room limits to keep long runs active. That is why duration belongs behind spawn density in a generic priority list.

Item drops become stronger than they look

Item chance is unimpressive when the only reward you can see is a bone. It becomes high-value once weapons require specific materials and enemies begin dropping exclusive items. The full game advertises nine unique enemies with exclusive drops and sixteen weapons, so item infrastructure becomes a progression system, not a side bonus.

Common mistakes

Maxing one branch because it looks tidy. The tree is intentionally mixed across progression, Guild, damage and XP. Solve the next bottleneck instead.

Buying a room unlock with zero reserve. A new room can be less profitable until you also buy damage, spawn or coin-supporting nodes for its tougher enemies.

Overvaluing crit before base throughput. Crit is useful, but early attack area, base damage and economy usually improve more of the run.

Leaving XP too late. XP is what exposes more of the tree. A stalled level curve can make every other plan feel slow.

Sources

The branch layout comes from the developer reply in the Playtest Review discussion. The launch content counts and system descriptions come from the Steam store and Steam Community. Priority order was checked against multiple full-game videos, including xosHKYlRY_k and MF_X8CNWz8g.