Steam store date September 7, 2026, 10:00 UTC · 160+ upgrades on the store page, 180 skills in the release-plan post — not treated as the same count
Bones and Coins Guide

Bones and Coins Skill Tree Guide: Branches and Build Logic

Quick answer: Read the tree by function, not by straight paths: the developer describes the right side as progression, the left as Guild/heroes, the bottom as damage/weapons, and the top as XP/general upgrades. Cross between branches whenever your current bottleneck changes.
Official Steam screenshot of the Bones and Coins Skill Tree / Build screenOfficial Steam store screenshot

Recommended route

The most useful way to read the Skill Tree is as four overlapping zones rather than one linear build.

Tree areaMain jobTypical unlocks
TopGeneral growthXP, broad multipliers, session support
RightProgressionNew rooms, enemies, coin tiers
BottomCombatWeapon stats, damage, attack behavior
LeftPartyGuild access, heroes, party slots, hero support

That quadrant explanation comes directly from the developer. The tree still crosses themes, so treat it as a mental map rather than a rigid diagram.

A good first pass

  1. Buy enough economy to make repeat runs productive.
  2. Add XP so the tree continues opening at a healthy pace.
  3. Fix spawn density before buying lots of session time.
  4. Unlock inventory/item support before you need the next crafted weapon.
  5. Pick up hero/party access as soon as it creates another real damage source.
  6. Unlock the next dungeon when your current room is no longer challenging.
  7. Return to damage and weapon nodes when tougher enemies slow kills.

This alternating path is stronger than tunnel-visioning down a single side.

160+ upgrades or 180 skills?

There is a real launch-source conflict worth knowing about. The current Steam store text says the full game has a “vast skill tree with 160+ upgrades.” A later-looking release-plan community post says 180 skills. Until the live build is counted directly, the safest wording is 160+ permanent upgrades, with the release announcement indicating the final total may be 180.

We do not turn that discrepancy into fake precision. The site will update the count after the live build is verified.

Build archetypes the tree supports

Economy / farming build — coin value, double coin effects, chest/drop support, item value and room progression. Best when the next gate is simply expensive.

Cursor burst build — weapon damage, area, attack speed, crit and active abilities. Best when room clear speed is the bottleneck.

Party build — hero unlocks, party slots, Guild XP and cross-hero effects. Gets stronger later because full-game heroes have much larger trees than the early playtest versions.

Long-session build — session duration plus enough skeleton-limit and spawn generation to keep targets on screen. Duration without spawns is wasted time.

Ascension Tree (September 17, 2026)

The September 17 update adds a second progression layer above the Skill Tree. Ascension resets your run progression on purpose and pays it back as permanent power from a new Ascension Tree, so each ascension is meant to make the next run faster than the one before it. Treat the Skill Tree as the plan for the run in front of you, and the Ascension Tree as the long-term one.

Four upgrades named in the official post show the shape of it:

Ascension upgradeEffect (official post)
ReinforcementAdds an extra party slot — the party now holds 5 heroes
Ranger’s WelcomeStart with Ranger recruited and 12 Guild Tokens
Raise The Dead50 initial skeletons, and each room’s skeleton limit rises by 50
Veteran’s GroundEach room starts at level 2 when it is unlocked

The same post says to “fully invest in the tree” before pushing further, which is the clearest sign that Ascension — not the base Skill Tree — is the late-game progression loop.

Ascension fixes in v1.1.1 and v1.1.2 (September 19–20)

Two small patches cleaned up Ascension, which is where most of the post-launch bug reports landed.

v1.1.2 (September 20) — the Ascension loop itself:

  • Talent-tree nodes are clickable again after a second Ascension. If the tree looked frozen on a later cycle, that was the bug.
  • The duplicate Ascension Token counter with mismatched values was removed.
  • A crash immediately after Ascension could corrupt or reset save data — fixed. If your save rolled back around an Ascension before this patch, this is why; the same patch also fixed a second possible crash right after completing an Ascension.

v1.1.1 (September 19) — the Perfection achievement could fail to unlock; that is fixed.

Neither patch changes Ascension upgrade values, so the numbers in the table above stand.

Common mistakes

Assuming every unlocked node must be bought immediately. Expensive progression nodes can wait while a cheaper multiplier improves several future runs.

Ignoring the room you are actually farming. New currency tiers do not automatically make older currencies obsolete. The developer has said the design intentionally pulls players back to earlier rooms.

Treating pre-release costs as permanent. Demo v0.8.0 explicitly rebalanced existing Skill Tree costs. Launch and post-launch patches can do the same.

About respec

During playtest feedback, the developer confirmed that the full game would include a way to reset a hero’s upgrades, but intentionally did not reveal the method at that time. That statement was about hero upgrades. The September 17 Ascension update is a different, larger reset: it wipes run progression by design and converts it into permanent Ascension Tree power.

Sources

Primary sources: Steam store, developer Playtest Review reply, and Playtest Review 0.1 developer reply. Full-game pathing was checked against long-form early-access videos in the research set.