Treat ammo as the real health bar
The game limits ammunition and asks you to manage it. That makes every unnecessary fight a withdrawal from the resource that keeps you alive. If a room can be crossed without clearing it, crossing it is usually the better trade.
The same logic applies to retrieval: take what unlocks a concrete upgrade, not everything you can carry. The official loop is dive, retrieve, return — returning is part of the sentence.
Build one gun before you build three
Attachments and artifacts are multipliers on a weapon you already understand. Spreading upgrades across three guns gives you three average options; concentrating them gives you one reliable answer and a clear plan for the others.
The same is true of gear: nine slots is enough to chase a build, but only if you know what the build is for. Decide whether the next dive is about damage, survival, or retrieval before you equip.
Use skills to leave, not to win
The official material describes skills as fight-changing, with defensive as well as offensive use. In practice, the most valuable moment for a fight-changing tool is the extraction, when the run’s rewards are already in your inventory.
This is a first-session plan, not a tested speedrun route. The game launched this week; specific enemy and boss advice will be added only when it can be checked against the game.
Anomalith Archive. “Beginner tips: survive the first few dives.” Last updated 2026-10-29. https://anomalith.net/lore/beginner-tips/