Difficulty Is a Filter on Build Risk

Reviewed for Patch 1.0.503Last updated: August 24, 2026

The higher the tier, the less room a conditional pickup has to fail. Use the public Steam achievement snapshots to see where the filter gets tighter, then follow the build rules for each tier.

QUICK ANSWER

Higher difficulty is a reliability test: protect the loop already working and discount picks that need several conditions to line up.

  • Normal is best for learning the signals
  • Hard punishes builds that only barely function
  • Hell and Reality prefer unconditional value
VISUAL INDEX04 ICONS
Hunter
Hunter
Skill
Skill
Relic
Relic
Tarot
Tarot

Identify the object first, then read the decision behind it.

The current ladder

Clear rates below are percentages of all owners, captured on 2026-08-02. Read the retention column as the more useful difficulty signal: it shows how many players who cleared the previous tier also cleared the next one.

TierClear rateRetention from prior tierGuide
JourneyOpen Journey
Common (Normal)67.4%Open Common (Normal)
Hard56.4%83.7%Open Hard
Nightmare35.6%63.1%Open Nightmare
Hell26.6%74.7%Open Hell
Reality34.3%Open Reality

Best build route by difficulty

Use these as starting routes, not universal tier claims. Higher difficulties reward the route that fails predictably and has a clear fallback.

How to use this information

Do not use the raw percentage as a promise about a single run. It is a population-level signal. As the tier rises, reliable value, survival, and safe execution deserve more weight, while conditional picks need stronger setup before they are worth the slot.

Each tier page shows the exact weighting used by the run decision tool, then separates clear-rate facts from build advice. Public achievement data can show where the funnel narrows; it cannot tell us which Hunter or relic caused a particular player to clear.

Where these numbers come from

Steam global achievement statistics for app 3561220, captured 2026-08-02.