What this Sephiria wiki covers
Sephiria is a top-down action roguelite developed and published by TEAM HORAY. A run combines real-time combat with spatial inventory planning: Artifacts take up shapes in the inventory, while Tablets reward deliberate placement next to the Artifacts they support. Weapon upgrades change how a weapon behaves during the run, and Destiny Inscription uses Sapphires earned in the dungeon to open permanent options between attempts.
The official game scope lists six base weapon types, more than 50 upgrades for each weapon, more than 60 enemies, more than 10 bosses, and six chapters. Online co-op supports as many as four players, with item trading and revives documented in the collected material. Those official totals define the size of the game; individual build recipes, boss patterns, and unlock routes on this site are community-documented and may change after a patch.
| Player question | Best page to open | What it answers |
|---|---|---|
| What should I do on my first run? | Beginner Guide | Combat rhythm, rewards, inventory, Artifacts, Tablets, and permanent progress |
| Which weapon fits my playstyle? | Weapons | Six-family comparison and a visual upgrade archive |
| How do I assemble a reliable setup? | Builds | Core trigger, support pieces, fallback choices, and evidence labels |
| How do I handle an encounter? | Bosses and Chapters | Recognizable patterns, safe windows, and route boundaries |
| What carries between runs? | Destiny Inscription | Sapphires, permanent unlocks, and pool expansion |
| How do I play with friends? | Multiplayer | Tutorial requirement, lobby creation, invites, trading, revives, and troubleshooting |
The run loop in plain language
Start by choosing one weapon and learning its cadence rather than trying to force a finished build immediately. Watch enemy attack tells, keep a retreat lane open, and identify which effects you can trigger consistently. A reward that solves the run’s immediate weakness is usually more useful than a famous combo piece that has no supporting trigger yet.
Artifacts are not only passive bonuses; their shapes consume inventory space and affect what you can fit later. Tablets strengthen adjacent Artifacts, so moving one piece can change the value of several others. The practical question is therefore not only “is this item strong?” but also “can I place it without blocking the next useful reward?”
After the run, Destiny Inscription provides permanent progression through Sapphires. Some nodes expand what can appear in future runs, while others improve access to tools or inventory options. Read the current node text before spending because recorded costs and effects from older screenshots are version-sensitive.
Weapons, upgrades, and build identity
The six documented families are Sword and Shield, Greatsword, Dagger, Crossbow, Katana, and Quarterstaff, which some English material shortens to Staff. Sword and Shield offers guard-oriented defensive melee; Greatsword emphasizes broad, high-impact swings with longer recovery. Dagger rewards fast close-range reactions and parries, while Crossbow trades distance for reload and firing windows.
Katana routes revolve around sheathe and unsheathe decisions, MP, and state management. Quarterstaff uses reach, area control, counters, and elemental branches. These descriptions are playstyle summaries, not a tier list: a weapon is useful when its timing matches the player and the rewards offered during that particular run.
Anvil choices push a weapon toward a branch, and later choices continue from the direction already taken. The interactive archive maps 139 current first- and second-stage nodes across the six families, using one representative weapon image per matching source section and keeping related Artifact or effect images inside that node’s detail view. Because its labels were machine-translated from a community page, the archive is best used to recognize a branch visually; the current English tooltip remains the authority for exact names and effects.
Builds without false certainty
The saved build sources document routes named Frozen Smelt, Formless Dance, Minigun, Guardian Greatsword, Infinite Elemental Bolt, Biryuu Katana, and Planet Retest Blueprint. These names are useful handles for specific community routes, but they do not establish an official ranking. A clear video, a recipe, and a legacy blueprint provide different levels of evidence and should not be presented as equivalent.
Treat a build as a sequence of decisions rather than a shopping list. First choose a weapon identity, then secure a repeatable trigger, add Artifacts and Tablets that support that trigger, and retain a fallback when the desired reward does not appear. A build that still functions when one piece is missing is more reproducible than a highlight run that depends on every rare reward arriving in order.
Bosses, chapters, and hidden routes
Official material confirms six chapters and more than ten bosses, but it does not publish a complete current route table. The saved community boss archive identifies regular encounters from Stages 1 through 5, four mini bosses, and Chapter 4 story encounters. This wiki uses those records for pattern recognition and deliberately omits copied health, defense, and damage values that cannot be verified against the current client.
Secret rooms use a repeatable search routine: clear the room, scan its walls, compare suspicious surfaces with adjacent walls, then test at close range. Cracks, color changes, or unusual bricks are clues rather than proof that a room generated. Pocket Dimension is documented as a separate special event and should not be counted as an ordinary breakable-wall room.
Characters, Costumes, and named NPCs
The captured v1.0.24 community database records 27 playable Costumes: eight default choices and 19 unlocked through play. A Costume can change starting items, movement, Dash behavior, MP, damage, inventory, or resource rules, so it functions as a build layer rather than a purely cosmetic skin. Appearance variants are tracked separately and are not counted as new playable rulesets.
Elru is a named NPC, not a Costume. The collected Hide-and-Seek route reports three places to inspect: southwest of the Carrot Farm, above the Clothing Shop near the upper-right pond, and behind the first pillar counted from the lower right in the Ark puzzle room. These are community directions, and the current scene geometry is the final reference.
Platform and evidence policy
The verified store entry is Steam App ID 2436940. It lists Windows and macOS, Steam Deck Verified status, 27 achievements, and twelve supported languages; the full 1.0 release date is July 31, 2026, following Early Access on April 3, 2025. This archive does not contain a verifiable Nintendo Switch store page, so the Switch status page reports that uncertainty directly.
Every page distinguishes three evidence levels: official product scope, community-documented routes, and translated historical archives. Balance-sensitive values, exact unlock costs, and branch names are only included when the evidence supports them, and even then the live tooltip has priority. Unsupported redemption codes, platform releases, character names, and numeric claims are intentionally excluded.