How to Play Vigil

Vigil is a survivors-lite arcade game set in a candlelit crypt. You control a robed keeper holding a lantern. Move with WASD or the arrow keys — your speed is physics-based with acceleration and friction so the keeper slides gracefully through the arena. The wards orbiting around you do all the fighting: aim nothing, click nothing, just stay mobile. Enemies stream in from every edge of the 640px stone arena. Your job is to survive wave after wave, outlasting the darkness long enough to bank enough Wax to strengthen the keeper permanently.

Each 30-second wave throws a fixed composition of enemies at you, with enemy health and speed scaled up on every wave. Shade Wisps arrive from wave 1 — small, quick, beelining straight at you. Shade Brutes join at wave 2: slow and tanky, and a hit from one costs 22 HP. Shade Specters join at wave 4 and are the fastest enemy in the game, flipping their approach angle every 1.4 seconds so they close on a zig-zag. When an enemy dies it drops an amber ember (an XP mote) that drifts toward you once you are inside its magnet radius. Collect embers to level up, which opens a boon pick: choose one of three (or four, if you have the Augury tree node) temporary buffs for the rest of that run. A wave ends when its 30-second timer runs out — not when the arena is clear — and you advance to the next wave and bank that wave's Wax.

Wax is the permanent currency. It banks at the end of every run no matter how far you got, and between runs it is spent at the Warden's Tree, where every purchase carries into every future run forever.

Controls

Ward Guide

Vigil ships with one ward active from the start and three unlockable via the Warden's Tree. All wards auto-attack and auto-orbit — you equip them, the game uses them.

Wax and the Warden's Tree

Wax is earned at the end of every wave — 15 Wax for waves 1-3, 25 Wax for waves 4-6, 40 Wax for waves 7-10, then 60 at wave 11 and 5 more for every wave after that — plus a small bonus for each enemy you kill along the way. All of it banks to your permanent wallet the moment the run ends, whether you cleared eight waves or died in the first one. The only Wax you ever miss is the end-of-wave payout for a wave you die partway through.

The Warden's Tree has three branches and every node in it is permanent once bought. The Wards branch is the offensive spine and unlocks in a fixed order: Ember Mastery, then Frost Sigil for crowd control, then Void Lance for pierce damage, and finally Soul Flare for close-range AoE. The Body branch is survivability: Stone Rite adds 25 max HP per level across two levels, Fleet Step adds 18 px/s of movement speed across three, and Wax Seal regenerates 1 HP per second whenever no enemy is within 100px of you. The Rite branch amplifies everything else: Ember Pull adds 30px per level to the 80px ember magnet radius, Ward Tempo multiplies every ward's cooldown by 0.88 at level 1 and 0.77 at level 2 (12% then 23% faster from your whole loadout), and Augury turns every level-up into a pick-four instead of a pick-three.

Tips and Strategy

What Makes Vigil Different from Other Survivors Games

Most survivors games (Vampire Survivors, Brotato, and their many derivatives) use a long-session format: one run lasts 20-30 minutes, builds escalate exponentially, and the endgame is measured in hundreds of enemies on screen simultaneously. Vigil compresses this into 3-8 minute runs with a much gentler enemy density. That makes it more appropriate for short browser sessions and also changes the strategic texture: in Vigil, individual boon picks matter for the whole run because you don't have 50 of them to dilute them; in classic survivors, a single pick is a rounding error.

The Wax banking mechanic is also a deliberate departure. Many survivors-lite browser games use "meta-currency" that resets partially or locks behind a daily cap. Vigil's Wax is simpler: every Wax earned stays yours forever. This means new players progress visibly from the very first run, and late players can build toward genuinely powerful combos without artificial grind gates. The three-branch tree (Wards / Body / Rite) is designed to have no trap choices — all paths are useful, and the branching requirement (Frost → Lance → Flare) naturally guides players from single-target through crowd-control to AoE without requiring them to read patch notes to understand what to buy first.

Frequently Asked Questions

What are wards in Vigil and do I have to aim them?
Wards are magical auto-attack orbits that circle the keeper and fire automatically at the nearest enemy within range. You never aim manually — your only job is to move the keeper so wards stay in range of enemies. The Ember Ring is always active from the start; Frost Sigil, Void Lance, and Soul Flare are unlocked via the Warden's Tree and added to your loadout when you start a new run after purchasing the relevant upgrade.
How does Wax banking work in Vigil?
Wax is the permanent run currency. You earn it at the end of each wave (15 Wax for waves 1-3, 25 for waves 4-6, 40 for waves 7-10, and scaling above that) plus a small trickle from every kill. Even if you die at wave 1, all Wax you accumulated that run is banked to your total the moment the run ends. Wax is never lost — it carries across all runs and across browser sessions — and is spent exclusively at the Warden's Tree between runs. Think of each run as a Wax-farming trip regardless of how far you survive.
What happens when the keeper dies in Vigil?
The run ends and the between-runs screen shows your wave count, score, and Wax earned. All banked Wax is added to your permanent wallet immediately. If you picked the Revival boon during that run, dying once instead triggers a one-time rescue: the keeper revives with 30 HP and 1.5 seconds of invincibility, and the run continues. Revival is a single-stack boon — it can only be taken once per run, and it is consumed the moment it saves you, so the next death ends the run.
Do upgrades persist between runs in Vigil?
Yes. All upgrades in the Warden's Tree are permanent — purchased with Wax and never lost. Starting wards (Frost Sigil, Void Lance, Soul Flare), stat boosts (Stone Rite, Fleet Step, Wax Seal), and ritual buffs (Ember Pull, Ward Tempo, Augury) all carry into every future run. Boons chosen during a run are temporary and reset at run end; they are a within-run power spike, not a persistent upgrade. Only the tree nodes are permanent.
What is the difference between boons and tree upgrades in Vigil?
Boons are level-up rewards chosen mid-run from a randomised pick-3 (or pick-4 with the Augury tree node). They last for that run only and reset when the run ends. Examples: Swiftness (+20 speed), Vigor (+20 max HP), Kindling (+8 Ember Ring damage), Revival (one free revive). Tree upgrades are permanent purchases from the Warden's Tree using banked Wax. They persist forever, apply at the start of every run, and include things like unlocking new wards, increasing max HP, and speeding up all ward cooldowns. The distinction matters for strategy: boons are your mid-run power curve; tree upgrades are your long-term progression investment.

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