
Game intel
Never Grave: The Witch and The Curse
A Metroidvania x Roguelite, where you advance using a cursed hat. Use a variety of magic or possess your enemies to reach the lowest levels! Bring back loot, b…
After spending my first 6-8 hours of Never Grave: The Witch and The Curse stuck in the Ruins, I realised this biome quietly locks a huge chunk of progression behind a few easy-to-miss steps. Clearing Ruins isn’t just “beat the first area and move on” – it’s how you:
I wasted several runs because I didn’t talk to the right NPC, skipped parts of the map, and under-invested in Village upgrades. This guide goes through exactly what to do – in order – so you can clear Ruins reliably instead of banging your head against it.
Ruins is the first biome you can enter and is split into distinct chunks:
The basic loop for progression looks like this:
The breakthrough for me was realising: you’re meant to hit Depths from all three different Area Nexuses. Just farming Area 1 over and over won’t open the gate.
Area 1 is where you should learn the game’s rhythm instead of rushing through:
Once you’re near the end of Area 1, look for the Nexus portal (it’s distinct from the regular exits). Go through it, then from the Nexus enter Ruins – Depths, talk to the Traveler, and interact with the gate to remove the first lock.
Area 2 is a noticeable bump in difficulty – tighter jumps, more enemies stacked together, and more projectiles. Sometimes, depending on your run, this slot might be replaced by the Flooded Zone variant with more water-themed hazards.
Your goals for this step:
Area 3 is the nastiest part of Ruins. Enemies hit harder, and it’s common to lose a promising run here if you get greedy. When I finally cleared Ruins, what helped was playing Area 3 like a survival test, not a speedrun:
Again, once you find Area 3’s Nexus, go through it, reach Ruins – Depths, speak to the Traveler, and touch the gate for the third time. With all three interactions done, the gate opens and the next time you enter it you’ll face the Crimson Warden.

In my runs, once the gate was fully unlocked, it stayed open for future visits, so I didn’t have to repeat the three-lock process after dying to the boss.
You unlock the Village as soon as you enter the Church for the first time. Early on it feels barebones, but Ruins drops the materials you need to start upgrading it. Getting your Village in order makes subsequent Ruins runs noticeably easier.
The game gradually pushes you toward certain buildings, but for Ruins specifically I recommend prioritising:
Don’t stress too much about “wasting” resources; most of these upgrades are effectively required for long-term progression, and you’ll naturally unlock them as you keep running Ruins.
The Pillar of Combat and Pillar of Survival function as your main skill trees. Early on, I found this priority order most reliable:

Some of the stronger upgrades in both trees require special materials that you can only create through the Witch’s Cauldron, so get into the habit of checking those recipes between runs.

Some of the stronger upgrades in both trees require special materials that you can only create through the Witch’s Cauldron, so get into the habit of checking those recipes between runs.
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Celestial Plume is your first Artifact and gives you the Air Dash. It’s a game changer: mid-air dodges, longer jumps, and much safer boss fights.
If you’re not sure which button Air Dash is mapped to, double-check under Options → Controls. By default, you can trigger it once per jump, but you can use it both horizontally and vertically depending on your momentum.
I actually beat Ruins once without realising Celestial Plume was available, and the difference in comfort once I had it was massive. Don’t skip it.
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Location: Ruins – Depths, through the gate you’ve unlocked by visiting from all three Area Nexuses.
Difficulty: High HP, but slow and very pattern-based.

Crimson Warden has three main hitboxes:
What finally worked for me was:
Your spell loadout should include at least one reliable ranged option so you can chip away while dodging lasers. Don’t forget you can reposition aggressively using Air Dash.
At the start, Warden mostly uses one hand at a time:
He also has two arena-wide moves:
In this phase, aim to chip away with safe hand damage while keeping your healing intact. If you can reach the face after dodging a move, take a few swings or fire a spell, then drop back to safety.
At roughly half HP, Crimson Warden adds several new elements:
While possessed, you can be more aggressive – if the body dies, you just pop back to your original form.
This phase is where I used to die the most until I committed to the dog possession strategy. Treat every summon as a chance to grab the dog and burst his face down while he’s locked in attack animations.
Once you internalise these patterns, the fight goes from “wall” to “big HP sponge” pretty quickly.
After you defeat Crimson Warden and return to the Church, make sure you do the following:
Based on early achievement stats, only around a quarter to a third of players actually clear Ruins, so if you’ve made it this far you’re already ahead of the curve.
A few quick “don’ts” that I learned the hard way:
If you follow this route – build up your Village, grab Celestial Plume, unlock the Depths gate properly, and lean on possession plus hand-focused damage for Crimson Warden – Ruins goes from a brick wall to a satisfying first milestone. And once you’re in the Gardens, you’ll be very glad you learned these fundamentals early.