How many heroes at launch?
3 heroes in EA — including Ruadh Stonecrusher. Compare kits on the heroes hub.

Tears of Metal is a medieval hack-and-slash co-op roguelike from Paper Cult (Steam app 1913120, Early Access July 22, 2026). You lead a Scottish Battalion across 3 acts, stacking Emblems, Artifacts, and Charms each run while upgrading your Village between expeditions.
This Tears of Metal beginner guide covers combat fundamentals, first emblem picks, battalion commands, threat-level awareness, and Act 1 survival — the habits that stop early wipes. Pair it with the walkthrough for node routes, the builds guide for emblem families, and heroes for launch roster details. Verified July 22, 2026 · Steam.
| System | Beginner priority |
|---|---|
| Combat | Block/parry before DPS — elites punish mashing |
| Emblems | Stack one clan; see emblems guide |
| Artifacts | Synergy over rarity — tier list |
| Charms | Grab passives at event nodes when offered |
| Battalion | Recruit early; permadeath on soldiers hurts |
| Village | Permanent buffs compound — upgrade guide |
| Threat Level | Rises each node; longer paths = more reward + risk |
Combat blends Musou-scale crowds with elite duels that demand reads, not spam. The Tears of Metal beginner guide golden rule: learn block and parry before chasing damage — captains and bosses break careless aggression fast.
| Input | Role | Beginner note |
|---|---|---|
| Light attack | Fast combos, emblem finishers | Chain into heavy for clan synergies |
| Heavy attack | Armor break, crowd clear | Cancel with block when telegraphed |
| Block / parry | Primary defense | Near-instant — use constantly vs elites |
| Dodge | Escape large AoE | Long cooldown — save for red-circle attacks |
| Special gauge (3 bars) | Battalion orders or weapon ultimate | 1 bar = troop command; 3 bars = panic AoE clear |
Dodge has a long cooldown and is meant for unavoidable area attacks — not routine footsies. Blocking and parrying are near-instant and highly effective against captains and elites. When stamina breaks (yours or theirs), punish the stagger window with a heavy combo.
The on-screen combo guide stays visible during campaigns — use it until muscle memory kicks in. Full bind reference: controls guide.
Campaign objectives usually target elite enemies, captains, or defense points — clearing every grunt is optional and wastes time while Threat Level climbs. Scan the minimap (top-right) for objective markers before diving into the horde.
Your Scottish Battalion fights alongside you. Spend one special gauge bar to issue infantry, spearman, or archer commands — focus fire on the elite you are struggling to reach through the mob.
Each bar can trigger a battalion order (tactical flexibility mid-fight) or you can burn all three bars for a wide clearing attack — a panic button when fodder surrounds you. In co-op, call out who spends bars so one player always keeps a bar for objectives.
EA launches with 3 playable heroes, each with distinct weapons and combat styles. You are a general, not a lone duelist — pick a hero whose kit matches how you want to command the battalion.
| Hero | Style | Good for beginners if… |
|---|---|---|
| Ruadh Stonecrusher | Heavy hammer · crowd control · ally healing | You want frontline stability and shield/armor break |
| Balanced melee hero | Mid-range weapon · flexible combos | You want a forgiving all-rounder for solo learning |
| Ranged / support hero | Distance pressure · squad buffs | You prefer kiting elites while troops hold the line |
Ruadh Stonecrusher emphasizes raw power: smash shields, shatter armor, knock enemies back, and provide ally healing — strong for players who want to face-tank while battalion units flank. Pair with defensive charms if you tend to overcommit.
Full skill breakdowns and emblem pairings live on the heroes hub and builds guide.
Each hero benefits from different emblem families — a clan that buffs heavy attacks suits Ruadh; a ranged hero may prefer projectile or battalion-buff clans. Commit to one clan on the overhead map before your first campaign node when icons are visible.
Roguelike power comes from Emblems (moveset upgrades), Artifacts (passive combinations), and Charms (event-node passives). After each campaign victory, clans offer emblem picks — this is where runs are won or diluted.
| Layer | What it does | Beginner rule |
|---|---|---|
| Emblems | Upgrade light/heavy/block/dodge slots by clan | Pick one clan; stack synergies — emblems DB |
| Artifacts | 100+ passives that combo into builds | Take synergy over random power — tier list |
| Charms | Strong passives from events/merchants | Grab stamina, health, or healing when offered |
| Equipment | Weapons and armor from village/loot | Unlock slots via village upgrades |
Emblems belong to four clans in Early Access, each with distinct themes and finishers. Most emblems slot onto a specific action — light attack, heavy attack, dodge, or block — and many trigger a finisher effect on the last hit of that combo chain.
The overhead map shows which emblem types each node rewards. Route toward icons matching your chosen clan instead of crossing families every fight.
With 100+ artifacts available, temptation is to grab everything. Early runs win by 2–3 synergistic passives — burn damage, battalion buffs, or parry rewards — not five unrelated bonuses. Check the artifacts tier list before rerolling a good core piece.
Between runs, the Village sells equipment — helmets, armor, gloves, and trinkets that stack with emblem finishers. You do not need perfect gear in Act 1, but unlocking shop tiers via village upgrades prevents Act 2 damage checks from feeling unfair.
Weapons can change your ultimate attack pattern — experiment after you stabilize one emblem clan, not before.
Non-combat nodes offer NPC dialogue, merchants, and unique rewards like Charms — passive buffs similar to boons in other roguelikes. Prioritize extra stamina, bonus health, or healing power when your hero feels squishy after Act 1 elites. Charms persist for the whole run once picked up.
Unlike solo roguelikes, Tears of Metal persists soldiers between campaigns. Your Scottish Battalion levels up, unlocks permanent skills, and can be lost permanently if they fall in battle — treat recruitment as an investment, not disposable fodder.
| Meta layer | When it happens | Why beginners care |
|---|---|---|
| Battalion recruit | Hub before each run | More bodies = easier objective clears |
| Soldier XP / skills | Between campaigns | Permanent power that survives death of the hero |
| Soldier permadeath | Mid-campaign casualty | Lost soldiers do not respawn until re-recruited |
| Village buildings | After runs with currency | Shops, slots, permanent stat bumps |
| Threat Level payout | Longer map paths | More village currency but harder fights |
From the Village hub, strengthen your hero, promote commanders, add battalion ranks, and review challenge modifiers (unlocked after your first boss). Then launch onto the overhead map — see the walkthrough for node types.
First-time players should spend initial village currency on essentials listed in village upgrades — permanent battalion buffs compound faster than chasing one-off artifact luck.
Entering campaigns understaffed makes elite objectives drag while Threat Level rises. Recruit at the hub when you have slots and currency; in co-op, one player focusing on battalion commands while others burn elites speeds every node.
Act 1 teaches the full loop: hub prep → map routing → campaign battles → emblem rewards → rising Threat Level → act boss. Early Access includes Acts 1–3, but Act 1 is where bad habits stick.
Each map node advances Threat Level — a bar tracking enemy strength. At set thresholds, hazards activate (extra spawns, arrow towers, elite ambushes). Failed objectives also spike threat. Choose longer paths for more rewards only when your build can handle the escalation.
Beginners should take the shorter route to the act boss on run one, learn combat, then extend paths on run two once emblem synergies click.
Campaign nodes are hack-and-slash battles with emblem icons on the map. Event nodes offer merchants, charms, or story beats without a full horde fight. Lateral movement on the same map row lets you shop for the emblem clan you need before committing upward.
Clearing an act or wiping sends you back to the Village with currency and unlock progress. Do not skip village spending — even a failed run that reached the boss often funds a building that makes the next attempt smoother.
Spreading emblems across all four clans by Act 2 · Dodging every attack instead of blocking · Ignoring battalion recruitment until the boss · Taking long map paths before a synergized build · Skipping village spending after a wipe. Each mistake is fixable on the next run — roguelikes reward repetition with knowledge.
4-player online co-op is a core design pillar — not an afterthought. Enemy counts scale with squad size, and role split matters more than raw damage.
| Role | Job | Beginner tip |
|---|---|---|
| Frontline | Block elites, break armor | Ruadh or heavy heroes excel here |
| Emblem support | Apply clan debuffs / buffs | Stack one shared clan for synergy |
| Threat control | Clear fodder, objective focus | Use battalion commands on elites |
| Co-op anchor | Revive, call node paths | Ping routes — see co-op guide |
Solo play is fully viable for learning combat. Co-op shines when one player reads boss patterns while others handle adds. PC Game Pass players can matchmake — platform notes on game pass guide.
3 heroes in EA — including Ruadh Stonecrusher. Compare kits on the heroes hub.
Yes — up to 4 players online. Scaling, revives, and role splits: co-op guide.
Block and parry are your default defense. Dodge has a long cooldown — reserve it for large AoE telegraphs.
A run-wide difficulty meter that rises as you conquer nodes. Higher threat = harder battles but more village currency. Details in the walkthrough.
Follow the walkthrough, browse builds, and tune village order via village upgrades.
PC Game Pass includes EA at launch; Xbox Series window is later in 2026 — game pass guide.
Matched by build plan, shared topics, and guide progression — not random related links.