Guides

Entropy Gloaming Isles Act 1 Overview

Prepare for Early Access’s first quarter of the game.

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Entropy Gloaming Isles Act 1 Guide

Early Access launches with Act 1 fully playable: the Gloaming Isles, described by the developers as roughly a quarter of the complete Entropy campaign. Expect two towns, three dungeons, and numerous smaller locations packed with characters, weapons, armors, and spells. This page translates those store promises into a preparation checklist grounded in demo skills.

What Act 1 is—and is not

Act 1 is not the full three-act story. Acts unlock new world chunks with towns, quests, dungeons, and casts. Act 3 splits into parts, with the finale reserved for 1.0. Price rises as content lands. Details sit in Early Access Roadmap and Release Date.

Skills to bring from the demo

Demo power toys arrive earlier than retail pacing. Recalibrate with Demo vs Early Access so Act 1 armor gates feel fair.

Town and dungeon posture

Two towns imply at least two recruitment economies and vendor personalities. Three dungeons imply escalating armor verbs and boss timelines. Before each dungeon: shrine save, Pierce/Blunt audit, reserve body check, gold floor for two emergency hires. Use Party Planner and Recruitment Board.

Progression planning

Leveling and perks will matter more across a quarter-game than a demo afternoon—Stats & Perks. Revisit Weapons Tier List after each town’s gear jump. Role grades in Mercenary Roles may shift when new kits appear; treat S-tiers as provisional.

Exploration goals for week one of EA

  1. Map both towns and their inn boards.
  2. Clear dungeon one with a journal of wipe causes.
  3. Identify which smaller locations are mosslike special-rule spaces.
  4. Decide a “company identity” (stun-heavy, pierce-heavy, or balanced).
  5. Submit feedback via channels on Official Links.

Spoiler etiquette

This overview avoids beat-by-beat dungeon spoilers. As community guides mature, child walkthroughs can hang under the Guides Hub without renaming this scope page.

If you are still on the fence about buying, read Demo Review and confirm hardware on System Requirements. Act 1 is the real test of whether Entropy’s cruel company fantasy sustains a longer campaign.

Week-one EA schedule template

Day 1: towns and boards only. Day 2: dungeon one with full planner checklist. Day 3: side locations and reagent puzzles. Day 4: revisit tier lists with real drops. That pacing beats binge-wiping all three dungeons on launch night.

Feedback worth sending

Camera binds, unclear armor verbs, hire injury tooltips, and upkeep clarity help more than generic “add more loot” posts. Attach screenshots and your formation notes.

Travel kit for launch week

Pack patience, a notes app, and a willingness to lose mercenaries while you learn each dungeon’s armor language. Do not pack a completionist checklist that demands every side vignette on day one. Act 1 is a quarter of a longer story; leaving mysteries for later patches is allowed.

Economy forecast

Two towns mean two sinks. Vendors, boards, and repair-like costs (if present in your build) compete. Set a rule: never drop below two-hire gold after shopping. If a town two specialty weapon appears, sell duplicates rather than skipping the buffer.

Community comparison without spoilers

When friends compare clear times, ask which verbs they fielded instead of which boss “was easy.” Verb talk transfers; spoiler talk ruins gardens. Keep Discord questions mechanical when you can.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How much of Entropy is Act 1?

Developers describe the Gloaming Isles Act 1 slice as about a quarter of the full game.

How many towns and dungeons ship at EA launch?

Two towns and three dungeons, plus smaller locations and challenges.

Will later acts be free updates?

Content unlocks across Early Access toward 1.0; pricing rises over time. Watch the roadmap page for official notes.