
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 8-10 hours getting repeatedly sent back to the Church, I finally stopped trying to “wing it” and treated Never Grave: The Witch and The Curse like the Metroidvania-roguelite blend it really is. The breakthrough came when I realized that early success is less about raw skill and more about smart routing, village priorities, and deliberate build choices.
This guide walks through the exact approach I use now to make early runs far less punishing: how I clear zones with portals, what I build first in the Village, how I pick Blessings and Grimoires, and how I abuse magic and possession to protect my health. If I had done this from the start, I would’ve unlocked core upgrades hours earlier.
My first big mistake was sprinting for the exit as soon as I saw it. That feels efficient, but in Never Grave it actually slows your long-term progression because you miss the materials and blueprints that fuel Village upgrades.
Here’s how I handle portals and exploration now:
Portals are always placed so you can comfortably explore side paths and then fast travel back to the main route. Lean on that. Break every crate, vase, and environmental object you see: that “trash loot” is exactly what you need to build early Facilities back in the Village.
Common mistake to avoid: finding the exit door and immediately using it “just to see the next zone.” You’ll reach the boss faster, but with fewer upgrades and less health, and you’ll be stuck in a loop of short, low-reward runs.
Once you hit the first hard wall (usually the Crimson Warden), you’ll be kicked back to the Church and then funneled into the ruined Village. This is where your long-term power comes from, and what you do here in the first couple of hours matters a lot.
My early Village priority list now looks like this:
In practice, this means your first few runs have a very simple goal: farm enough basic materials to feed the Research Station and Pillar of Combat. Don’t worry yet about fancy farming plots or more niche buildings; they matter later, but they won’t help you beat early bosses.

Whenever you return to the Village, take 30 seconds to:
Those tiny 2–3% stat bumps add up fast over multiple runs. The game is designed around this town-building loop, so treat Village progression as the “main quest,” not a side activity.
For a while I was just grabbing whatever Blessing or Grimoire sounded coolest. That’s fun, but it also leads to awkward, unfocused builds. The run where everything finally “clicked” was the one where I decided my build before I touched my first statue.
During a run you’ll regularly bump into:
Those effects last for the whole run, so view each choice as adding another piece to your build. Here are three early-game archetypes that work well:
Before you start a run, quietly decide: “This is a magic run” or “This is a melee run.” If none of the three options at a statue fit your plan, pick the one that at least doesn’t conflict with it. A mediocre synergy is still better than a scattered mess of unrelated bonuses.
The single most helpful adjustment I made was embracing how strong Magic Attacks are in this game. You can equip up to two Spells, each mapped to its own button, and they cost MP instead of HP or consumables. Hitting enemies with your basic attack regenerates MP, and some upgrades push that regeneration even higher.

Why magic is so good early on:
If you keep getting hit when you close in for sword swings, try running a magic-focused build for a few runs. When choosing Blessings/Grimoires, grab anything that mentions Magic Attack, Status, or MP regeneration. The difference in safety is huge.
Possession is one of Never Grave’s coolest ideas and also one of the most abusable tools for surviving early runs. Remember: you are the Hat, not just the Witch’s body. Certain enemies, once defeated, can be possessed and controlled directly.
Here’s why this matters:
In other words, possession is effectively a spare life plus a different kit. When I’m in a new zone or low on health, I deliberately seek out possessable enemies so I can play much more aggressively without risking my “real” body.
My rule of thumb:
You can swap back to the Witch whenever you like, so don’t hoard possession for “the perfect moment.” Think of it as another tool to smooth out difficulty spikes.
The game is surprisingly stingy with healing in the early hours, and this is where many runs quietly die. You do not automatically heal when you go through an exit to the next zone, so any damage you take while “just rushing through” comes back to bite you later.

Key health rules I follow now:
In combat, I started asking myself a simple question: “If this enemy hits me once, is the trade worth it?” If the answer is no, back off, wait for a safer opening, or switch to magic or a possessed host. Your goal isn’t to clear rooms fast; it’s to reach the next region with enough HP to actually use all the loot you’re collecting.
Never Grave has strong Metroidvania DNA, which means some of the best rewards are stuck behind ability-gated paths. Early on you’ll see platforms you can’t reach and passages that are obviously blocked off. Don’t stress about them in the moment, but make a mental note (or check your map).
As you progress, you’ll unlock permanent movement abilities like:
Unlike Blessings and Grimoires, these are permanent upgrades: once you have them, they’re always on for future runs. When you unlock a new movement tool, plan at least one “exploration-focused” run where your priority is revisiting earlier zones and poking every suspicious wall, gap, and vertical shaft. That’s how you’ll find hidden Spells, Tools, and Blueprints that supercharge your future attempts.
Putting it all together, here’s the loop I wish I’d followed from my very first run:
Follow this structure for a few hours and you’ll feel the difficulty curve smooth out. Your Village will grow, your stats will creep higher, and suddenly the same bosses that used to wall you will start going down on the first or second try.
If your early experience with Never Grave has been a cycle of short, frustrating runs, slow down, explore deliberately, and let the long-term systems do their work. Once you get past that initial hump, the game opens up into a satisfying rhythm of experimentation, progression, and increasingly wild builds-and that’s where it really shines.
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