# First Run

Survive your first runs. Learn the pacing. Build good habits.

<a href="https://insomnus.xyz/" class="button primary">Play Insomnus</a> <a href="/pages/Y74J0qeWlO4Y7YeZCqRs" class="button secondary">Quickstart</a>

{% hint style="info" %}
Insomnus is auto-combat. Your skill is **movement + positioning**.
{% endhint %}

### The loop (30 seconds)

1. **Move to control distance.** You decide what enters your attack range.
2. **Auto-attacks do the rest.** Your skills hits random valid target.
3. **Collect EXP.** Grab EXP orbs quickly to snowball levels.
4. **Pick upgrades.** Early damage makes the whole run easier.

### Positioning playbook

{% columns %}
{% column %}

#### Rules that keep you alive

* Stay off walls. Keep an escape lane.
* Circle groups. Don’t run straight through them.
* Keep your armor high. Armor soaks most of the damage from mobs.
* Stamina is crucial. Remember to stand still to recover stamina.
  {% endcolumn %}

{% column %}

#### Enemy priority (by positioning)

* **Ranged:** move so they become the nearest target.
* **Fast units:** keep them in front. Maintain distance.
* **Elites/modifiers:** create space before you commit.
* **Cleanup:** sweep stragglers last.
  {% endcolumn %}
  {% endcolumns %}

<details>

<summary><strong>How targeting feels in practice</strong></summary>

Auto-attack usually sticks to the nearest enemy. You “aim” by moving the priority threat closer than everything else.

</details>

### Surviving the timeline

{% tabs %}
{% tab title="0–3 min (warm-up)" %}

* Low density. Learn spacing.
* Don’t stop moving.
* Collect XP aggressively.
* Early mobs damage armor at minimum, best time to dive into enemies for quick EXP farming.
  {% endtab %}

{% tab title="3–5 min (pressure)" %}

* Spawn rate ramps up.
* Elites start to matter.
* Avoid corners. Don’t get boxed.
* Remember to check your stamina, stamina being low will cloud your game camera indicating your very tired and slowing player movement.
  {% endtab %}

{% tab title="5+ min (panic test)" %}

* Mini Boss-level threats show up.
* One bad turn can end the run.
* Prioritize safety over “one more orb”.
  {% endtab %}
  {% endtabs %}

### Leveling and upgrades

#### First picks (simple and effective)

1. **Damage early.** Less time-to-kill = less enemy density.
2. **Survivability next.** Utility skills like dash/repulsion/holy light buys you mistakes.
3. **Stat upgrades after.** Move speed and pickup range smooth everything out.

#### Upgrade types

{% tabs %}
{% tab title="Damage Skills" %}
Look for upgrades that reduce enemy count fast:

* Slash
* Marksman
* Fire Arrow
* Fire Ball
* Lightning Chain
* Ice Shard
  {% endtab %}

{% tab title="Utility Skills" %}
Take these when you start getting clipped:

* Dash
* Holy Light
* Repulsion
  {% endtab %}

{% tab title="Stats" %}
Take these when leveling feels slow or movement feels tight:

* Move
* Pickup Range
* Health
* EXP Gain
  {% endtab %}
  {% endtabs %}

### Death, reset, repeat

{% hint style="warning" %}
Each run is a clean slate. Your score is recorded. You start fresh next time.
{% endhint %}

### Common mistakes & fixes

<details>

<summary><strong>Standing still</strong></summary>

You get surrounded and chipped by projectiles.

**Fix**:&#x20;

* Keep moving.
* Circle-strafe.
* Kite backward when needed.

</details>

<details>

<summary><strong>Chasing enemies</strong></summary>

You run into fresh spawns and lose control.

**Fix**:

* Let enemies come to you.
* Don't dive into strong mobs, embrace hit and run tactic.

</details>

<details>

<summary><strong>Ignoring positioning</strong></summary>

Auto-attacks hit the wrong target while you take damage.

**Fix**:

* “aim” by moving so the priority enemy is closest.

</details>

<details>

<summary><strong>Getting cornered</strong></summary>

No space to path out. You get body-blocked.

**Fix:**

* Stay in open lanes.&#x20;
* Leave yourself a turn.

</details>

{% hint style="success" %}
You don’t “win” early runs. You build instincts. The score comes after.
{% endhint %}

### Keep learning

<table data-view="cards"><thead><tr><th>Topic</th><th data-card-target data-type="content-ref">Open</th></tr></thead><tbody><tr><td>Movement controls</td><td><a href="/spaces/yCmSOPx2fopg92pXhrPs/pages/Qd16IkHi7rKQvAg6MW4Y">/spaces/yCmSOPx2fopg92pXhrPs/pages/Qd16IkHi7rKQvAg6MW4Y</a></td></tr><tr><td>Combat system</td><td><a href="/spaces/yCmSOPx2fopg92pXhrPs/pages/VDknN8xtPnop3hxYf8TN">/spaces/yCmSOPx2fopg92pXhrPs/pages/VDknN8xtPnop3hxYf8TN</a></td></tr><tr><td>Upgrades</td><td><a href="/spaces/yCmSOPx2fopg92pXhrPs/pages/Xcao8rrELDoRABv1EVBo">/spaces/yCmSOPx2fopg92pXhrPs/pages/Xcao8rrELDoRABv1EVBo</a></td></tr><tr><td>Consumables</td><td><a href="/spaces/yCmSOPx2fopg92pXhrPs/pages/97xeRyWqu5tnN4lbCZao">/spaces/yCmSOPx2fopg92pXhrPs/pages/97xeRyWqu5tnN4lbCZao</a></td></tr></tbody></table>

> "Every Condemned dies. The difference is how many nightmares they take with them."


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