How To Play: Backpacker Guardians
Pack weapons into your backpack, merge matching gear, then send your Guardian into
automatic battle. Clear waves, grow stronger, and unlock new destinations.
Prepare Fight
Backpack
Merge & Stats
Reroll / Shield / Speed
Stages & Waves
Resume
Guardians
Currency
Prepare Fight Loop
Each stage is cleared wave by wave. Between waves you rebuild your loadout, then fight
again with stronger monsters.
Prepare: receive three random weapons. Place the best ones into your backpack, merge matches, and optionally reroll.
Fight: press Fight to start the wave. Weapons inside the backpack attack automatically.
Improve: defeat every monster, collect gems, then return to Prepare for the next wave.
Prepare your backpack first, then start the automatic battle.
During battle your Guardian stays in place and weapons fire on their own.
Backpack Placement & Discard
Only weapons placed inside the backpack grid are equipped. Shape-fitting is the core
puzzle of each prepare phase.
Drag weapons from the offer tray into backpack cells.
Weapons left outside the backpack are discarded when Fight begins.
Rerolling also clears unplaced offers and spawns a new set of three weapons.
Each stage can use a different backpack shape, so packing plans change as you progress.
During battle the backpack is locked and cannot be edited.
Fill the backpack carefully. Empty cells waste potential power.
Backpack shapes change between stages and require different packing plans.
Inventory Bonus
Inventory Full: every valid backpack cell filled grants Damage +5%
Perfect Inventory: full backpack and every equipped weapon at max merge grants Damage +10%
Merge & Stats
Drop the same weapon with the same merge level onto another copy to upgrade it.
An item can be merged up to two times.
Merge Level
Stat Multiplier
Level 0 (base)
1.0x Damage / Defense / Healing
Level 1
1.5x
Level 2 (max)
2.0x
Attack speed does not change when merging.
Weapon Stats
Damage: added to your Guardian's attack when that weapon fires.
Attack Speed: delay between that weapon's attacks. Lower is faster.
Defense: all equipped defense is summed and reduces incoming damage.
Healing: restores HP whenever that weapon attacks.
All Weapons
These are all weapon items defined in the game. Available weapons may vary by stage.
Axe
High damage with some defense and healing
DMG 12 / Heal 2 / DEF 2 / Speed 1.2
Ball
Small, fast 1x1 attacker
DMG 3 / Speed 0.5
Crossbow
Strong damage, awkward shape
DMG 20 / Heal 1 / Speed 1.5
Knife
Balanced damage and speed
DMG 8 / Speed 0.8
Shuriken
Compact and quick
DMG 5 / Speed 0.6
Spear
Long shape with solid damage
DMG 15 / Speed 1.0
Boomerang
Fast returns and easy placement
DMG 7 / Speed 0.7
Bow
Long shape with steady ranged shots
DMG 12 / Speed 1.1
Hammer
Heavy strikes that hit hard
DMG 18 / DEF 1 / Speed 1.4
Mace
Crushing blows with light defense
DMG 14 / DEF 1 / Speed 1.1
Scythe
Wide cuts with an awkward shape
DMG 16 / Speed 1.3
Shield
Strong defense and sustain
DMG 4 / Heal 3 / DEF 5 / Speed 1.5
Staff
Healing-focused with moderate damage
DMG 9 / Heal 2 / Speed 1.0
Sword
Reliable blade with solid damage
DMG 10 / Speed 0.9
Reroll, Shield & Battle Speed
Reroll
During Prepare, spend gems to replace your current weapon offers.
Only one reroll per wave
Cost is based on how many times you have rerolled in the current run
Sequence: Free, then 10, 20, 40, 80, and so on
The button shows the Gem cost of the current reroll.
Shield
In battle, activate Shield for 3 seconds of invincibility . It can be
used once per wave.
Shield protects your Guardian from damage for three seconds.
Battle Speed
Cycle battle speed with the accelerate button: x1, x2, x3, then back to x1 .
Tap the speed control to cycle through x1, x2, and x3.
Stages, Waves & Difficulty
There are many destinations to conquer. Early stages have 15 waves; later stages climb
to 20, 25, 30, 35, and eventually 40 waves.
Examples of early destinations: Calm Steam, Burning Earth, Frozen Earth, Lost Temple, Sky Island
Monster count grows with stage number and current wave
Monster HP, damage, and move speed also scale as you progress
Clearing a stage unlocks the next destination and awards coins
Select an unlocked destination from the Battle tab in the lobby.
Wave Spawn Count
3 + stage x 2 + wave
Clear Coin Reward
(stage + 1) x 10
Resume a Run
After each successful wave, your progress is saved: backpack contents, merge levels,
earned gems, reroll count, stage, and wave.
Return to the lobby and choose Resume to continue from the next prepare phase.
Decline resume to clear the saved session and start fresh later.
Quitting from pause ends the run and claims earned gems (no clear-coin bonus).
Resume the saved run or quit and start fresh.
Character Purchase, Upgrade & Skins
Open the Guardians tab in the lobby to unlock, select, upgrade, and dress your fighters.
Cally
ATK 5 / HP 30
Default free
Ruby
ATK 6 / HP 26
1000 Coins
Silver
ATK 6 / HP 32
1200 Coins
Bloom
ATK 7 / HP 28
2000 Coins
Upgrades
Upgrade cost: 50 x current level Coins
Success chance starts at 90% and decreases with level (minimum 25%)
Each level: +3 Attack and +5 HP
Failed upgrades still spend coins, but the level does not rise
Review the Coin cost and success chance before upgrading.
Skins
Each Guardian has cosmetic skins. Original is free. Combat and Swimsuit skins can be
purchased with coins after the Guardian is unlocked.
Original
Free
Combat
500 Coins
Swimsuit
750-1000 Coins
Currency, Revival & Charge
Gems: earned by defeating monsters during a run. Used for rerolls, then claimed to your account when the run ends.
Coins: earned from stage clears and MDDC charge. Used for Guardians, upgrades, skins, and revival.
Revival: when your Guardian falls, spend 10 Coins once per run to restore full HP and retry the current wave.
MDDC Charge: from the lobby coin button, enter the coin amount, review required MDDC, copy the deposit address, and confirm after sending.
Spend 10 Coins to revive once, or return to the lobby.
Enter a Coin amount, check the required MDDC, and confirm the charge.