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Game guide

Decaying Winter — Your first run

Decaying Winter
the coconut crew!, Playing 1K, Rating 91.6%
Creator the coconut crew!
Playing 1K
Rating 91.6%
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About

Overview

Decaying Winter drops up to four players on EDEN-227, a hostile planet where a lethal storm rolls in every day and waves of scavengers, militarized raiders, and supernatural enemies stand between you and an evacuation ship. This guide covers the leveling and perk system, how morale and hunger work against you, which enemies to fear most, and what to do when your team keeps wiping on the same wave.

What is on this page

Contents
01

Your first run — getting oriented

Step
In short Before your first real fight, spend a moment on movement and weapon-swapping so you are not learning controls under fire.

Decaying Winter is a wave-based roguelike, which means every run resets on death. You start at Level 1 with the Survivalist Perk and earn experience by killing enemies and surviving waves. A keyboard and mouse is the recommended setup, though a controller works. Press T at any time to open your agent menu — it shows the map, incoming storm timing, rations, and more, so check it constantly.

  1. Open the agent menu press T to see the map, storm timer, and food menu before the first wave hits.
  2. Check your rations find the food menu inside the agent menu and eat or drink anything you have; being starved or dehydrated lowers your melee damage and defense.
  3. Stay near your team spread out and everyone suffers for it when someone goes down alone.
  4. Learn the votekick menu press J if a teammate is actively harming the group.
Ask on the board
02

Morale — the hidden threat that kills runs

Warn
In short Every death hurts the whole team, so keeping teammates alive matters more than almost anything else.

Every time a player dies, the entire squad receives a Morale debuff that stacks up to four times. At four stacks of Morale you move like a snail, your defense collapses, and your melee damage drops to zero. The good news is that if nobody dies during a looting phase and its scav wave, all Morale clears. If you are already heavily damaged, carrying heavy debuffs, or sitting on multiple Morale stacks, do not leave the safe zone — dying again only makes the situation worse for everyone.

Worth watching out for
Rushing out while badly hurt risks adding another Morale stack to the whole squad.
Saving a teammate from death is worth burning healing items a Morale stack costs the team far more than one med.
Do not pick up a dead teammate's loot without permission; bring their items back to the safe zone so they can retrieve them, or risk making an enemy of your own squadmate.
Enemies can see 360 degrees around them even when facing away, so trying to sneak up from behind still triggers detection.
03

Leveling, Pledging, and ranks

Summary
In short Reaching Level 5 unlocks perks, and hitting Level 100 opens the Pledge system that resets your level in exchange for a permanent rank upgrade and Bonds.

You earn EXP for every enemy killed and for surviving each wave. Once you hit Level 5 you can swap away from the default Survivalist Perk. At Level 100 a Pledge option appears — it resets you to Level 1 and costs 10,000 Odens, with each subsequent Pledge costing 10,000 more than the last. Each Pledge awards 100 Bonds to spend in the Quartermaster store and unlocks weapon skins (cosmetic only, no stat changes). There are nine ranks earned through Pledges, from Experienced all the way to Legendary.

EXP per standard Scavenger 50
EXP per AK-47 or Sledgehammer Scavenger 75
EXP per Guard 150
EXP per Sickler 200
EXP per Skinner, Hanger, or Hidden 300
EXP per Sledge Queen 825
EXP per Yosef (Scavenger Boss) 5,000
EXP for surviving any wave regardless of kills 250
EXP required per level-up during Novice rank 750
Bonds awarded per Pledge 100
04

Perks for new players

Tips
In short Pick Vagabond, Prophet, or Zealot when you first unlock perks at Level 5 — each has a clear, manageable role that suits a newer player.

Unlock perks at Level 5 and choose one that fits how you want to play. Vagabond rewards aggressive melee play, Prophet rewards careful positioning, and Zealot turns you into the team's shield. Once you are comfortable with the game's rhythm you can experiment with other perks, but avoid Damned until you have serious experience.

Tips worth knowing
  • Vagabond players deal damage and cut enemies with a katana to collect dogtags — hold onto those dogtags rather than spending them on healing.
  • Prophet players avoid unnecessary fights and use their ability frequently.
  • Zealot players protect teammates and save the turret for when it counts — the shield should only come out when it is the difference between dying and surviving.
  • Avoid the Damned perk entirely until you know the game well.
  • On private servers you can try any Level 5 perk even before reaching Level 5, which makes them useful for practice.
05

Traits worth taking

Check
In short Three traits stand out for survivability.

Traits modify your agent's stats and stack with your perk choice. For players who want to stay alive longer, three traits offer straightforward defensive value.

  • Methodical gives plus 15 percent melee damage.
  • Fearless cuts damage from explosives and gunshots by 25 percent.
  • Dependable reduces all damage taken by 15 percent.
  • Avoid approaching AK, SMG, Winchester, or shotgun scavengers in the looting phase the risk is not worth it.
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06

Combat basics — parrying, shoving, and enemy behavior

Tips
In short Parrying beats shoving in almost every situation, and knowing how enemies detect you changes how safely you can move around the map.

Parry is your main tool in melee — it is more effective than a shove and lasts a bit longer. Most melee scavengers are immune to shoves. Enemies have a short detection range but see in all directions, so circling around behind one does not make you safe.

Tips worth knowing
  • Use parry as your default melee response — it outperforms shoves in both reliability and timing window.
  • Only shove against gun-carrying scavengers or when you have no melee weapon available.
  • Treat enemy heavy attacks and grapples identically when timing a parry — they share the same wind-up, but grapples cannot be shoved at all.
  • Save explosives for large crowds or for Night 10 rather than burning them on single targets.
  • Set graphics to level 2 — it improves framerate and makes it easier to see during the storm without much loss to view distance.
  • Solo practice runs help you get comfortable with common enemies without putting morale pressure on a real team.
07

What to know about the map and loot

Check
In short Knowing which locations are dangerous and which containers hold the best loot keeps your runs from stalling out mid-game.

Loot is what keeps your team armed and alive between waves, but not every part of the map is equally worth your time — or safe to enter. There are four Demons in the game, and if one is near you, head back to base rather than continuing to scavenge. If a Demon is not close, you can keep looting, but stay alert.

  • Crates hold the most valuable loot.
  • Castle is the most dangerous location on the map because it is the Raiders' base.
  • When you hear or see a Demon, return to base if it is anywhere nearby.
  • Scav kills during the looting phase drop rations like beans and cola pick them up and eat them through the food menu in the agent menu.
08

Progression milestones at a glance

Table
In short Each Pledge rank costs more Odens than the last but permanently expands what the Quartermaster offers you.

Once you are comfortable surviving waves, the long-term goal becomes Pledging through the nine ranks. Each rank requires you to reach Level 100, pay a growing Oden cost, and reset back to Level 1. The rewards — Bonds, cosmetics, and Quartermaster access — accumulate across all your Pledges.

0 PledgesNovice rank
1 PledgeExperienced rank
2 PledgesCompetent rank
3 PledgesSkilled rank
4 PledgesProficient rank
5 PledgesExpert rank
6 PledgesElite rank
7 PledgesMaster rank
8 PledgesVeteran rank
9 PledgesLegendary rank

Glossary

Glossary
Wave
A timed round of enemy attacks; difficulty increases with each successive wave.
Morale
A stacking debuff applied to the whole team each time anyone dies, capping at four stacks and severely cutting movement speed, defense, and melee damage.
Pledge
A voluntary reset at Level 100 that costs Odens, resets your level to 1, and upgrades your permanent rank while granting Bonds.
Bonds
Currency earned through Pledging and spent in the Quartermaster store on cosmetic items.
Odens
In-game currency required to initiate each Pledge, with the cost rising by 10,000 per Pledge.
Demon
One of four especially dangerous enemy types; encountering one is a signal to retreat toward base.
Quartermaster
The in-game store where Bonds buy weapon skins and cosmetics that do not affect stats.
Perk
A character specialization that defines your playstyle; unlocked at Level 5 and changed freely between runs.
Parry
A timed melee defense that is more effective and lasts longer than a shove, and works against heavy attacks and grapples alike.

Common questions

FAQ

Can I play Decaying Winter alone?

Practicing solo is a good way to get comfortable with common enemies without putting Morale pressure on a real team. The game is built around up to four players cooperating, so a full squad makes the harder waves much more manageable.

What gets me banned?

Griefing teammates in public servers can result in a temporary ban. Exploiting the game results in a permanent ban. Using the votekick menu (press J) is the in-game way to deal with a player who is actively harming the team.

When should I change my perk?

You can swap perks once you reach Level 5. If you are new, Vagabond, Prophet, and Zealot are the most beginner-friendly options. Hold off on Damned until you have a solid understanding of how the game works.

Updated Sep 30, 2026
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Decaying Winter the coconut crew!, Playing 1K, Rating 91.6%
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