Fell & Sell Walkthrough: The Full Dungeon-to-Shop Loop

How Fell & Sell starts

You inherit a roadside shop (and a sword) from your late grandmother, who guides you from beyond the grave as you restart the family business. From that cabin, two doors define the whole game: the shop front where customers browse, and the door out back that leads down into a roguelite dungeon — or out to the forest.

That gives every in-game day the same rhythm:

  1. Go out — descend the dungeon or forage the forest.
  2. Get back alive — banked loot is safe; die and your unbanked haul is gone.
  3. Craft — turn materials and recipe scrolls into weapons, armor, wine and goods.
  4. Stock and price — put items on tables, racks and armor stands, then set the tags.
  5. Reinvest — upgrade your shop, your gear, and go deeper next run.

Step 1: Your first dungeon run

The dungeon is procedurally generated and split into floors. At the end of each floor you get the game’s core decision: leave with your loot, or push deeper for rarer drops. The deeper you go, the better the loot — and the more you stand to lose, because death wipes your entire unbanked haul.

Practical first-run rules:

  • Take the early exit. Your first goal is stocking the shop, not clearing floors. A small haul you keep beats a big haul you lose.
  • Break everything. Tables, crates and even skeletons break down into sellable materials like wood and bones.
  • Watch for traps. Wall spikes and floor traps are placed to catch you mid-fight — check rooms before committing (patch 1.0.2 also fixed rare layouts where the generator blocked passages entirely; see the stuck fixes guide if a floor looks sealed).
  • Mind your weight. Swapping to a lighter weapon with a full inventory used to destroy the heavier one; since 1.0.2 it safely drops to the ground instead. Pick it back up.

Dungeon altars can radically change a run — shrinking you to dodge huge attacks, giving a Midas touch that melts heavy items into gold, or cycling manic and depressed combat states. Grab them when the modifier fits your build.

Step 2: The forest is the safer route

If the dungeon is going badly, the forest behind your shop is the brighter, gentler option: different mobs, chests, foraging spots and the occasional event — goblin raiding parties, thunderstorms, and a psychedelic mushroom season that scrambles your screen. It is the reliable way to restock basic materials without risking a deep run.

Step 3: Craft before you sell

Back at the cabin, crafting converts raw materials into higher-margin stock. Crafted goods — weapons, armor, wine — sell for more than raw resources, and crafting also gates your own power: recipe scrolls found in the dungeon unlock better weapons, and you can dual-wield what you make. The achievement track confirms the crafting rarity ladder goes from common through uncommon to rare and beyond, so recipe scrolls are always worth carrying out.

Also check the quest board every time you return: it converts feats you already performed during expeditions into gold, gear and items — free money for things you were doing anyway.

Step 4: Price like a merchant, not a hero

Your shop needs display furniture — tables, racks, armor stands — before anything can sell. Then the tags are yours to set, and the market pushes back:

  • Price too high and goods gather dust on the shelf.
  • Price too low and you bleed money restocking.
  • Customer mood bubbles above their heads tell you live how they feel about a price.

What customers accept depends on supply, demand, your shop’s prestige, and your decoration bonuses — furniture is not just cosmetic, the right layout boosts sales appeal and even grants permanent combat buffs for your next dive. See the shop pricing guide for the economy in detail.

Step 5: Reinvest and repeat

Profits go three ways: shop upgrades (more display space, better appeal), personal gear (deeper dungeon access), and decorations (passive buffs on both sides of the loop). The game’s own pitch is accurate — you are turning a humble roadside cabin into a mercantile powerhouse, one run at a time.

If you played the demo, your exclusive veteran furniture piece is granted automatically in the full game — patch 1.0.1 fixed the cases where it failed to appear. Details in the demo guide.

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