Quick answer

Level up by treating Gloom as part of a wider progression decision, not as a reason to follow the largest farm number in a video title. The reviewed early routes connect Gloom collection and level-up actions with beacons and a return to Marrow Keep. They support a practical loop: reach the next reliable checkpoint, identify what the next spend unlocks, then test that change before repeating the route.

Start with the progression question

Before collecting more Gloom, decide what you need from the next run. A weapon path, a sidearm improvement, a Shell route and a combat problem are different tasks. The early sources mention Gloom alongside forge materials, Tar Stones and beacons, so one currency description should not be used as proof for every upgrade system.

The useful first question is not “how much can I farm?” but “what specific decision will the next amount let me test?” If the answer is a weapon route, open Weapons. If it is a Shell route, open Shells. That keeps your next action connected to an actual task.

Use beacons as route anchors

The reviewed early gameplay uses beacons as checkpoints and as part of the route toward Shells, weapons and level-up actions. Make the beacon your return point before exploring an optional room or dungeon. That reduces the chance that a resource run becomes a vague detour with no clear next step.

The sources also describe cleaning or completing beacon-related activities as part of early progression. This page does not convert that into an exact reward table or a permanent efficiency calculation. Build context, player route and the current client can change the value of an optional stop.

Keep forge material and Gloom decisions separate

The Tar Forge appears in both early-start sources as the place to enhance equipment. That supports a simple workflow: first identify the item you plan to use, then take the material or currency route that supports that item. It does not support spending every material as soon as it appears, because a sidearm decision and a primary-weapon decision may lead to different follow-up routes.

For a beginner, one controlled improvement is more informative than several unrelated upgrades. Improve the equipment you are actively testing, take it into an encounter, then decide whether the result changes your route. This is safer than copying a creator's complete setup without knowing which part solved their problem.

When a farming route is worth testing

A farming route is useful only when it has a clear purpose and a repeatable safety boundary. The first gameplay source describes an early secret intended to provide Gloom, while other current search results show that players are actively looking for Gloom routes. That confirms the task demand; it does not establish a stable per-hour number, universal spawn pattern or one best route.

Test a route once, note whether it leaves you prepared for the next task and stop when it turns into risk without a defined reward. If you need to survive an encounter more reliably, Harden & Parry may solve the real problem better than another resource loop.

Common progression mistakes

  • Treating Gloom, forge materials and Shell progression as one interchangeable currency.
  • Farming before choosing the route or equipment the next spend supports.
  • Copying a large numeric claim without its build, method and route context.
  • Enhancing several slots before testing one practical change.
  • Using a test-build entity observation to justify a current resource strategy.

Sources

Last verified: August 19, 2026. This page supports a progression decision process, not numeric farming rates, fixed costs or a universal spend order.