How many acts in Early Access?
3 acts at Steam EA launch (July 22, 2026), each with unique enemies, elites, and a boss finale.

Tears of Metal walkthrough: act routes, Threat Level pacing, elite priorities, boss mechanics, and co-op tips for Paper Cult hack-and-slash roguelike on Steam.
Overhead map routing, Threat Level, campaign nodes, and block/parry combat across three acts.
This Tears of Metal walkthrough covers the full Early Access campaign: 3 acts, overhead map routing, Threat Level pacing, elite room priorities, and boss finales for solo and 4-player co-op runs from Paper Cult.
Start with the beginner guide if block/parry combat or emblem picks are still new. Boss mechanics and elite telegraphs are expanded on the bosses hub. Verified July 22, 2026 · Steam.
| Act | Theme | Walkthrough focus |
|---|---|---|
| Act 1 | Tutorial escalation · first boss | Learn threat pacing and emblem routing |
| Act 2 | New enemy kits · higher hazards | Extend paths only with stable build |
| Act 3 | EA finale · hardest elites | Co-op recommended for first clear |
Every run follows the same roguelite spine: prepare in the Village, launch onto the overhead map, fight campaign nodes, collect Emblems, Artifacts, and Charms, then face the act boss or wipe and bank meta progress.
The Village (settlement hub) is where meta progression happens. Upgrade buildings, recruit Battalion soldiers, promote commanders, buy equipment, and enable challenge modifiers after your first boss clear. Skipping hub upgrades makes Acts 2 and 3 unnecessarily painful — see village upgrades for priority order.
Selecting a run opens the node map — a roguelike route picker with battle nodes, event nodes, and emblem icons visible before you commit. Emblem clan symbols on nodes let you plan which build direction the run will take before the first sword swing.
Campaign nodes drop you into handcrafted battlefields with objective markers — usually elite kills, captain hunts, defense timers, or rescue goals. Victory grants emblem picks from the clan tied to that territory. Defeat or timeout raises Threat Level and may trigger map hazards on later nodes.
The Tears of Metal walkthrough differs from linear level guides: you choose paths. Same-row lateral movement lets you hit merchants or emblem nodes before advancing upward toward the act boss.
| Node type | What happens | Route tip |
|---|---|---|
| Campaign | Hack-and-slash battle with objectives | Check emblem icon — plan your clan |
| Event | NPC, merchant, charm reward | Take when low on passives or healing |
| Elite / challenge | Harder fight, better loot | Skip early if Threat Level is high |
| Boss gate | Act finale encounter | Shortest path = lowest threat gain |
Nodes display which emblem families they reward. If you started a fire clan build in Act 1, lateral moves toward matching icons beat rushing the boss with a split build. Cross-family emblems dilute finisher chains — details in emblems guide and builds.
Event nodes trade time for power: Charms (passive buffs), equipment purchases, or story context about the Dragon Stone Meteor. When Threat Level is already elevated, a safe event node beats an optional elite room.
The game explicitly warns: longer paths yield more rewards but stronger enemies. On first clears, take the shortest route to the act boss to learn mechanics. On farm runs with a completed build, weave optional elites and merchants for village currency.
Threat Level is the run-wide difficulty meter — the hidden timer that separates smooth clears from hazard-stacked wipes. Every node advance fills the bar; thresholds spawn harder modifiers across all remaining battles in the act.
| Trigger | Effect | Walkthrough response |
|---|---|---|
| Each node conquered | Threat bar fills | Budget optional fights |
| Threshold reached | Global difficulty spike | Skip elite rooms until build stabilizes |
| Failed objective | Extra threat jump | Retry node or take safer lateral path |
| Long map path | More rewards + faster threat | Only when build handles elites |
Reported hazard types include endless reinforcements, arrow towers, and elite ambushes on standard campaign nodes. The exact hazard roll can vary, but the pattern is consistent: high threat punishes greed.
Conquering more regions also increases passive village currency income — the risk/reward trade-off the walkthrough optimizes around. Push threat when your Artifacts and Emblems synergize; retreat to shorter paths when heals are low.
4-player co-op scales enemy counts. Threat management becomes a squad call: one player handles adds while others burn elites before the bar hits the next threshold. Role splits: co-op guide.
Act 1 introduces the Village, overhead routing, Threat Level, emblem rewards, and the first act boss. Treat it as the training act — mechanics here repeat at higher intensity in Acts 2 and 3.
First campaigns teach light/heavy combos, block/parry, and special gauge battalion commands. Objectives focus on clearing elite squads — do not chase kill counts on every grunt. Pick the emblem clan shown on your first reward and commit for the rest of the act unless the run is doomed.
When the map opens lateral branches, prioritize one event node if you lack a Charm for survivability (stamina, health, healing). Avoid optional elite rooms until you have at least two emblem synergies online.
Threat thresholds in Act 1 are forgiving — use them to learn hazard tells before Act 2 stacks more enemy types.
The Act 1 finale tests block discipline more than DPS. Learn boss telegraphs here; parry windows and battalion focus-fire carry over to later acts. Detailed patterns: bosses hub. After the boss, spend Village currency before launching Act 2.
Act 2 introduces new enemy kits and tighter threat margins. Builds that scraped by in Act 1 with random artifacts usually hit a wall here — return to the beginner guide emblem rules if damage feels low.
Each act ships unique enemies, elites, and bosses. Act 2 elites often combine ranged pressure with armored captains — assign co-op roles so one player breaks armor while others handle adds. Ruadh Stonecrusher excels at shield break if you run him.
Act 2 is the first act where long-path farming makes sense — if your emblem clan is online and you have battalion reinforcements. Extra merchants fund equipment slots unlocked via village upgrades. Bail to the short path if a hazard spawn chain starts.
Enter with Threat Level below the next hazard threshold if possible. Bring at least one Charm defensive layer and a full special gauge for add waves. Co-op: designate one player to call phase transitions — see co-op guide.
Act 3 is the current Early Access finale — highest elite density, strictest threat pacing, and the act boss that gates full run completion until future updates expand the island.
Enter Act 3 with Village upgrades purchased, a committed emblem clan, at least one battalion promotion, and defensive Charms. Solo first-timers should expect multiple attempts — co-op dramatically eases add control.
Min-max routes: one safe event node for healing charm if available, then the shortest boss path unless farming village currency for meta unlocks. Optional elite rooms in Act 3 are for stable builds only — one failed objective can stack hazards on the boss node.
The Act 3 boss combines prior act mechanics at full threat. Save battalion commands for phase adds, not trash mobs. Parry-heavy players should review controls for stamina breakpoints before the attempt.
Boss nodes cap each act; elite rooms optionalize risk across the map. This section summarizes walkthrough routing — mechanic deep-dives live on bosses.
| Encounter tier | Routing advice | Combat note |
|---|---|---|
| Fodder hordes | Skip when objectives allow | Save special gauge for elites |
| Captains / elites | Always prioritize | Block/parry — dodge big AoE only |
| Optional elite rooms | Take if Threat Level low | Better artifacts/emblems |
| Act bosses | Shortest path when learning | Pattern mastery > raw DPS |
An elite room is worth entering when: (1) Threat Level has headroom, (2) your build lacks a key Artifact synergy, and (3) you have healing resources. Skip when two thresholds ahead would trigger before the boss — the walkthrough favors consistency over greed.
Enter bosses with full special gauge, battalion recruits alive, and knowledge of unblockable attacks (dodge those). Co-op squads should pre-assign who handles adds vs boss face — overlapping ultimates waste gauge.
Clearing an act, wiping, or abandoning a run returns you to the Village. This walkthrough treats hub turns as important as combat nodes — permanent power wins multi-act pushes.
| Spend on | Why | Guide link |
|---|---|---|
| Battalion promotions | Survive Act 3 add waves | village upgrades |
| Equipment slots | Artifact + gear synergy | builds |
| Challenge modifiers | Post-first-boss difficulty/reward | early access |
| New hero unlocks | Roster variety for co-op | heroes |
Longer map paths and higher Threat Level runs yield more village currency — but only if you survive. Farm Act 1 with a safe build before risking Act 3 greed routes.
Battalion soldiers who die mid-campaign are gone until re-recruited. Between acts, review roster gaps — understaffed boss attempts are a common walkthrough failure point.
3 acts at Steam EA launch (July 22, 2026), each with unique enemies, elites, and a boss finale.
Short path for first clears and learning bosses. Long path when your emblem build is stable and Threat Level has headroom — more village currency, harder fights.
Conquering more nodes, failing objectives, and taking optional elite chains. See the Threat Level section above.
Assign frontline, add-clear, and objective focus — scaling adds require coordination. Full squad guide: co-op guide.
Act-specific telegraphs and weak points: bosses hub. Act 1 teaches parry windows used again in Acts 2–3.
Start with the beginner guide — block/parry, emblem picks, and battalion commands before routing Act 2.
Matched by build plan, shared topics, and guide progression — not random related links.