Howdy partner. Figured I’d throw together something a bit more laid-back for folks getting into this game. Not gonna waste your time explaining how to move or shoot, I’m assuming you’ve at least done the tutorial or played a shooter before. This is more about the little stuff, the quirks, the things you notice after a few runs.
I’m still playing and unlocking things as I go, so yeah, this’ll keep growing over time.
Cactus
Let’s start where you actually spend time between runs.
The hub is small. Like, really small. You’re not getting lost here unless you’re trying to. Every NPC has icons above their head showing what they do, and everything is packed close together.
Main ones you’ll keep coming back to:
- Gunsmith
This is your go-to for weapons. Unlocking, equipping, upgrading, customizing. You’ll be seeing this guy a lot. - Magic Dealer
Tucked away in a little alcove. Magic in this game comes in cards, and they level up as you use them. I’ll get into how they actually work in a bit.
Everything else in town? Go explore it yourself. Seriously. It’s part of the charm. If you can’t find the mission start… there’s literally a big train. I’m not helping you with that one.
Spell
Alright, magic.
There are 5 elements:
- Fire
- Electric
- Acid
- Voodoo
- Cactus
You start with 2 slots and unlock the third pretty quickly.
Let’s go through them.
Fire
Your main damage dealer.
- Big explosions
- Strong damage over time (around 4 per tick)
- Long cooldowns
If you’re going full fire, I’d run two fire spells. One faster cooldown option like Fireball or Surcharge, and one heavy hitter. Last slot, I’d mix in either Voodoo for sustain or Acid for combos.
Electric
This one’s a mix of damage and utility.
- Damage over time (1 per tick)
- Can chain lightning to nearby enemies
- Great area control
Super flexible. You can slot this into almost any build and it’ll just work.
Acid
This is where things get fun.
- Creates pools that deal damage over time and slow enemies
- Interacts with Fire and Electric
Here’s the important part. If Fire or Electric hits an acid pool, it explodes with that element. Same goes the other way around.
You end up creating chain reactions everywhere. Trails, explosions, chaos. Acid basically turns your build into a combo machine.
Voodoo
Support time.
- Healing
- Summoning
- Enemy conversion
Drain alone makes it worth running for solo play. Converting enemies is also really strong now. You don’t kill them right away, but when the effect ends, they just drop.
Cactus
Defensive utility.
- Mines
- Turrets
- Walls
Best used when holding positions. Not great if you’re constantly moving.
The cool part is that cactus structures take on elements. Hit a turret with fire, now it burns enemies. Hit a mine with voodoo, now it converts enemies.
If you like setting things up and letting them do the work, this is your thing.
Big Bang Theory
Time for guns.
Quad Cylinder
Starter weapon.
- Balanced everything
- Gets stronger with upgrades
Also where you learn about tracking fragments. That’s how you unlock new weapons. Turn it on, and fragments for that weapon start showing up in missions.
Minigun
You already know.
- Spins up
- Faster fire over time
- Eats ammo
Holding aim spins it without firing, which is great if you expect a fight. Also, if you aim while firing at max speed, it tightens your spread a bit.
Leveredge
Precision weapon.
- Faster than the long-range option
- Great if you can hit consistently
Fun fact, hip fire is perfectly accurate. You don’t actually need to aim unless you want zoom.
Shotgun
Close range only.
- Huge spread
- Big damage up close
If you’re not basically in the enemy’s face, don’t bother. But if you are, it hits hard.
Less Big Bang Theory
Secondaries.
Revolver
Starter sidearm.
- Strong, accurate
- Good ammo pool
You can swap its element between Fire, Electric, and Acid. Mostly preference, but useful for builds.
Boomerang
No ammo weapon.
- Throw it
- It hits something
- Big damage, then comes back
Be careful though. It’ll trigger on anything it hits, not just enemies.
Utilitarian Thinking
Your “grenades”.
Ammo Pack
Simple.
Throw it, get ammo.
Great in team play, especially during longer fights.
Actual Map Content!
This is where a lot of people miss out on easy gains.
Gold Nodes
Always mine them manually.
- Exploding: ~20 gold
- Mining: ~40 gold
It adds up fast. If you see one, mine it unless you’re about to die.
Coyotes
If you hear jingling and weird noises, chase it.
- Drops gold
- Gives weapon fragment
Always worth going after.
Collectibles
- Music Discs: 3 pieces per map
- Graves: 10 per map
Graves glow blue and make noise, so they’re easier to find.
Progress is individual, so your friend might not have what you do.
Wishing Wells
Interact, random effect.
Sometimes good, sometimes bad.
Don’t stand too close. Just trust me.
Crafting Stations
Marked with hammer icon.
- Start crafting
- Fight off waves
- Get weapon fragment
Simple, but useful.
Wandering Trader
Buy jokers.
- Price increases each time
Good if you need a boost, but don’t spam unless you really want to.
Danger Zones
Big red area.
- Enter = huge enemy spawn
- Once cleared, it’s safe
Just don’t walk in unprepared.
The Little Things
Random stuff that’s just neat.
- Boss arenas match the boss
- Enemies fight each other sometimes
- Barrel enemies have horse legs
- Minecarts actually work
- Extraction bell has physics
Also, green mushrooms heal you but mess up your vision. Left side of your screen is the “real” one if you’re trying to aim.
End of the Line
That’s about it for now.
Just a bunch of tips, small mechanics, and things that make your runs smoother once you know them. Nothing crazy, but it all adds up.
If you’re playing with others, just don’t be that guy.
- Friendly fire is on
- Share loot
- Don’t hoard everything
- Ask before starting objectives
Basic stuff, but it makes a huge difference.
Anyway, that’s all I’ve got for now. I’ll keep adding more as I keep playing.