Never Grave APK (FULL GAME)

1.4.0
Download APK
0/5 Votes: 0
Updated
Aug 5, 2026
Size
780 MB
Version
1.4.0
Requirements
8.0
Get it on
Google Play
Report this app

Description

Never Grave hands you a cursed hat that can take over almost any enemy you knock down. New players who keep dying in the first biome and cannot work out why the boss gate stays shut will find the correct route order here. The gate only opens after you reach Ruins Depths from all three Area Nexuses, so grinding Area 1 burns runs for nothing.

How to Play Never Grave: Cursed Hat Basics

Never Grave is a 2D Metroidvania roguelite where a witch and a cursed hat fight through procedurally generated dungeons together. The hat possesses most defeated enemies, and each run ends with materials you haul back to a ruined village for permanent upgrades.

That loop is the whole game in one sentence. You drop into a dungeon, you die or you leave, and the loot stays with you either way. Then you spend it.

Because the dungeon layout shifts every time, route memory counts for very little. Instead, what carries over is your build. Village Facilities, skill nodes, and artifacts stack run after run, so a player twenty hours in walks through rooms that killed them on day one. For example, the Celestial Plume turns a wall you once retreated from into a shortcut.

How the Possession System and the Cursed Hat Work

The Possession system lets the hat leap onto a downed enemy and drive it directly. You keep that body’s attacks and movement until it breaks, so a slow melee brute becomes a battering ram and a flying enemy becomes free vertical distance.

Possession is not just damage. Certain rooms are far easier once you borrow a body that swims, floats, or hits through armour. Players who treat it as a panic button miss most of its value, because the smart use is preventive. Take a body before the room gets ugly, then spend it.

The Corrupted Land, the Church, and the Witch’s Premise

You play a witch bound to a hat that should not exist, working down through a land that has already fallen apart. The Church acts as the hub, and the ruined village sitting beside it is yours to clear and rebuild from rubble.

Tone comes through the art rather than long cutscenes. Frontside 180 used traditional Japanese hand-drawn limited animation for the characters and thickly painted backgrounds for the world, so the dungeons read like cut-out pages from a picture book. Story arrives in small pieces from NPCs like the Traveler, and it stays light on the ground.

How Never Grave Compares to Dead Cells and Grimvalor

Dead Cells is the obvious Android comparison, and it is the faster, harsher game. Its runs punish hesitation and reset almost everything, while this title keeps far more between attempts. Grimvalor sits closer in feel, though it runs on fixed hand built levels rather than procedurally generated dungeons.

The gap is permanence. In Dead Cells, progress lives mostly in your hands. Here, progress lives in the Village, so a bad run still ends with Stone in your pockets. Players who bounced off harder mobile roguelites often stick with this one for exactly that reason.

Android Build vs the PC and Console Versions

The Android release is the same full game as the Steam, Switch, PlayStation, and Xbox versions, not a cut down port. Content, biomes, and online co-op all carry across. Pricing differs by store, and the Steam edition sits at $16.99 with optional Soundtrack and Art Book add-ons at $3.99 and $2.99.

Input is the real difference. The console builds assume a pad, and the Android build supports controller and gamepad input for the same reason. Touch works, although long combat stretches feel tighter with a physical stick.

Never Grave Gameplay Controls, Spells, and Dodging

Combat runs on four inputs: a light normal attack, a dodge, a spell, and possession. The normal attack is a short ranged dagger swing, so most fights start with you closing distance and then rolling straight back out.

Spells are the interesting half. Each run starts you with a random spell attached to your main attack, and spells recharge as you land hits rather than draining a consumable pool. Items work the opposite way, since they carry limited stock and vanish once spent.

Mana Bullet is the common early pick, a spread of purple dust that knocks enemies back. Floating Blade suits players who like to hold ground, because the blade auto strikes anything that wanders close. Traits attached to your magic and items then shift how each one behaves.

Normal Attacks, Dodges, and Mana Bullet Recharge

Mana Absorption in the Combat tree restores mana every time your normal attack connects, which turns the dagger into your spell battery. One point in it changes early pacing more than any damage node, so take it before anything flashy.

The dodge has real invulnerability frames, but it is short. New players roll away from danger, then get caught in the recovery. Instead, roll through the attack toward the enemy. You end up behind it, and Sneak Attack raises damage on hits from behind, so the safer position is also the stronger one.

Terrain Traps, Puzzles, and Borrowed Enemy Abilities

Dungeons hide spike floors, crumbling ledges, and small block puzzles between fights. These are not decoration. Enemies can be dragged onto hazards, and a well timed knockback often does more damage than three swings.

Possessed bodies solve several of these rooms outright. A heavy enemy smashes a barrier you cannot break as the witch, while a flying one crosses a gap that has no platforms at all. Because the layouts regenerate, you should check every possession candidate in a blocked room before assuming you need an artifact.

What Happens When You Clear an Area and Reach the Nexus

Clearing an Area reveals a portal to that Area’s Nexus, which is the calm room at the end of the stretch. From there, a second portal drops you into Ruins Depths. This is where run progress becomes permanent progress.

The Nexus is also your exit decision point. Carry loot out and it banks safely, or push deeper and risk it. Early on, banking is usually correct, because 15 Stone sitting in the Village outperforms one more room of ambition.

How to Unlock the Celestial Plume Air Dash Artifact

Players unlock the Celestial Plume by speaking to Sleepy Sister near the Ruins Portal, then finding an Elder Statue holding a plume inside Area 2. Picking the item from the statue’s hands grants Air Dash permanently, and it is the first artifact in the game.

Air Dash is the traversal upgrade everything else assumes. Without it, large sections of later areas simply cannot be reached.

The trigger order trips people up, since the statue does not appear meaningfully until Sleepy Sister mentions it. Complete Area 1 and Area 2 first, return to the Village, and then talk to her before your next entry. Artifacts like this are the Metroidvania half of the design, and they never reset when you die.

Talking to Sleepy Sister at the Ruins Portal

Sleepy Sister stands near the Ruins Portal in the hub, and she is easy to walk past on the way into a run. Her dialogue points toward an Elder Statue tucked in a tight passage.

Skipping NPC lines here costs hours. Several players stall for whole sessions because a progression flag never fired, then assume the drop is random. Talk to every hub NPC after each boss or biome change, because that habit alone prevents most soft locks in the current version.

Finding the Elder Statue in Ruins Area 2

Enter the Ruins, clear Area 1 normally, and slow down once Area 2 loads. The statue sits inside a narrow side passage rather than on the main route, so sprinting toward the Nexus will miss it.

Look for tight vertical gaps and dead ends off the critical path. Because the biome regenerates, its exact position shifts, although the passage type stays consistent. Take the plume from the statue’s hands and Air Dash is yours from that moment on.

What Air Dash Opens Up in Later Biomes

Air Dash extends your horizontal reach mid jump and gives you a second escape option in the air. It also cancels certain attack recoveries, so boss patterns that punished commitment become survivable.

The Gardens and the Academy assume you have it. Ledges sit spaced beyond a plain jump, and some collectible pockets need a dash plus a double jump chained together. Later artifacts build on the same idea, which is why the plume is worth a dedicated run rather than a lucky find.

How to Unlock the Gardens Biome After the Ruins

Three separate gate interactions stand between you and the Ruins boss. Each one must be triggered from a different Area Nexus, so clearing Area 1 three times does nothing at all for the lock.

Reach a Nexus, take the portal to Ruins Depths, speak with the Traveler, and interact with the locked gate. That removes one lock. Repeat from Area 2 and Area 3.

There is also an optional Flooded Zone that replaces Area 2 or Area 3 on some runs, and it counts the same way for gate purposes. Only after all three locks clear does the Crimson Warden become reachable. Achievement data suggests only about a quarter to a third of players get this far, and the routing requirement is the main reason.

Clearing Area 1, Area 2, and Area 3 for Gate Locks

Difficulty climbs across the three Areas, with Area 1 gentle and Area 3 genuinely dangerous. Plan the order around your build rather than pride. Most players take Area 1, then Area 2, then Area 3 across separate sessions.

Each Area needs its own successful trip to a Nexus and then down to the Depths. Because of that, treat the gate as a checklist with three boxes. If the gate still shows a lock, the missing box is an Area you have not routed from yet.

Beating the Crimson Warden in Ruins Depths

The Crimson Warden is extremely tanky and has three hitboxes: two hands and a face. Face hits deal the most damage and can stun it, though standing in the arena centre is exposed. Hand hits are safer and slower.

Early on it uses single arm slams and swipes, and staying outside the arm keeps you safe while you chip it. When both hands strike the ground, watch the ceiling, because three boulders drop shortly after. Its eye laser barrage needs distance rather than dodging. At roughly half health it summons minions plus a dog you can possess, and that possessed dog is your best stun tool for the face.

Head Sister Rewards and the Arctic Breath Spell Blueprint

Return to the Church after the kill and speak with the Head Sister. She hands over the blueprint for the Arctic Breath Spell, which becomes a reliable crowd control option in the biome that follows.

Beating the boss also releases new Furniture for the Village, and the Inventor begins allowing additional Facilities. Finally, the Gardens biome opens, which is the real payoff. Most players reach this point in around 10 to 12 hours.

How Never Grave Village Facilities and Skill Trees Work

Every Village Facility costs raw materials pulled out of the dungeon, and each one either feeds you, crafts for you, or unlocks a skill tree. Stone and Wood cover almost all early builds, and produce such as Tomato only matters once you reach the Shipping Box.

The Village unlocks the moment you first enter the Church. Options look thin at that stage, so the temptation is to ignore it and keep running dungeons. That is a mistake worth avoiding, because Facilities are how a roguelite run stops feeling like a reset.

Two Facilities gate your permanent power directly. The Pillar of Combat opens the Combat skill tree for 2 Stone, and the Pillar of Survival opens the Survival tree for 5 Stone. Both are cheap. Both should exist before your third run.

Build Order for the Pillar of Combat and Pillar of Survival

Build the Pillar of Combat first, since 2 Stone is almost nothing and the tree it opens pays out immediately. Follow it with the Pillar of Survival at 5 Stone. Together they cost less than a single mid tier Facility.

For nodes, take Mana Absorption at one point, Sneak Attack toward three points, and the normal attack damage node at two points. On the Survival side, Stamina raises maximum health, while Resilience and Reserve Flask both raise Flask capacity. Two points of Stamina and two of Resilience carry most players through the entire first biome.

Witch’s Cauldron Alchemy, Planter Crops, and the Shipping Box

The Witch’s Cauldron costs 15 Stone and 2 Wood and crafts items and food through alchemy, working through up to three items on its own. It is the single most expensive early build, yet several skill upgrades need materials only it can produce.

Around it sits the food chain. The Planter costs 3 Stone and grows seeds into produce, and the Water Pump at 5 Stone and 3 Wood periodically supplies a Watering Can to irrigate crops. The Rustic Dining Table at 4 Wood lets you cook and eat what you grow. Then the Shipping Box, at 5 Stone and 6 Tomato, fills a production gauge and converts stored goods into money, which is why growing Tomato early quietly pays for itself.

Traits, Blueprints, and Furniture as Long Term Unlocks

Traits attach to magic and items, and their synergy is what makes two runs with identical spells feel different. A trait that boosts damage after a dodge rewards aggressive play, while one that extends spell duration favours the Floating Blade approach.

Blueprints run through the Research Station, a 3 Wood crafting table where the Inventor handles new plans. Furniture unlocks arrive from boss kills and mostly change how the Village looks and functions day to day. None of these reset on death, so every artifact, blueprint, and trait you bank is progress you keep.

Common Never Grave Mistakes That Stall Your Runs

Most stalled progress traces back to three habits rather than raw skill. Players repeat safe content, underbuild the Village, and fight bosses from the wrong angle.

Each one feels reasonable in the moment. Farming a comfortable Area seems efficient, delaying a 15 Stone Facility seems thrifty, and attacking a hand seems safe. All three slow you down badly.

The pattern shows in the numbers. Steam reviews sit at Mostly Positive, with 71 percent of 524 reviews positive, while OpenCritic shows 50 percent recommend, and a chunk of the negative feedback describes exactly this stall. Fixing the routing usually fixes the frustration.

Farming Area 1 Instead of All Three Area Nexuses

Area 1 is safe, familiar, and generous with Stone, so players run it repeatedly and wonder why the boss never appears. The gate does not care how many times you clear one Area. It counts distinct Nexus routes.

Force yourself into Area 2 once your Flask capacity is up, then Area 3. Even a failed attempt teaches the layout family. Because the boss gate needs all three, a single successful Area 3 trip is worth more than ten Area 1 laps.

Delaying the Research Station and Witch’s Cauldron

The Research Station costs only 3 Wood, and skipping it blocks the Inventor from handling blueprints at all. Players routinely leave it unbuilt for hours while wondering why new plans never appear.

The Witch’s Cauldron gets delayed for the opposite reason, its 15 Stone price tag. Bank Stone across two or three runs and commit, since several skill upgrades need Cauldron crafted materials as an input. Delaying it does not save resources, it just moves the bottleneck later.

Trading Hits With the Crimson Warden’s Hands

Hitting the hands feels responsible, and it does keep you out of the centre. The trouble is damage output. A hands only fight drags long enough that the second phase lasers and summons catch you at low Flask stock.

Take face hits during the openings, especially after a fist slam recovery. Stuns interrupt its rhythm and buy free damage windows. Once the dog appears, possess it, drive it into the face, and the fight shortens dramatically.

Best Never Grave Tips and Tricks for Beginners

Three habits separate a smooth first ten hours from a frustrating one: possess early rather than defensively, spend Stone before hoarding it, and take survivability nodes ahead of damage.

None of these are difficult. They just run against instinct, because the flashy options look stronger on paper.

Beginners also underuse the exit. Leaving a run with materials in hand is a win, not a retreat, and the Village converts that loot into permanent power. Roughly speaking, two banked runs are worth more than one heroic run that ends in death.

Possession Picks That Carry the Ruins

Grab a heavy melee body before entering a room full of ranged enemies, since the borrowed frame soaks hits you would otherwise eat. Flying bodies matter more in vertical rooms, particularly when you have not yet found the plume.

Do not save possession for emergencies. The body breaks eventually anyway, so an unused possession is wasted value. For example, taking a brute right before a Nexus push turns a risky corridor into a walk.

Spend Stone First, Bank Tomato Later

Stone unlocks nearly everything early: 2 for the Pillar of Combat, 5 for the Pillar of Survival, 3 for the Planter, and 15 for the Witch’s Cauldron. Prioritise Stone nodes and Stone rich rooms on your first several runs.

Tomato only becomes urgent at the Shipping Box, which needs 6 of them alongside 5 Stone. Plant early so the crop cycle runs in the background while you are in a dungeon. That way the produce is waiting rather than becoming a separate chore.

Flask Capacity Nodes Beat Raw Damage Early

Resilience and Reserve Flask both raise maximum Flask capacity, and extra heals extend every run you attempt. Two points of Resilience plus one of Reserve Flask changes Area 3 from a wall into a challenge.

Damage nodes feel better and matter less at this stage, because enemies in the first biome die to patient play regardless. Survivability, by contrast, is what gets you to a Nexus with loot intact. Take damage nodes once your Flask count is comfortable.

How 4-Player Co-Op Changes Never Grave Dungeon Runs

Four players can share a single dungeon run through online co-op, which is unusual for an action platformer of this size on Android. The host’s world generates the layout, and friends drop in from their own saves.

Co-op changes pace more than difficulty. Rooms clear faster, so you cover more ground per session, although loot gets spread across more hands.

Boss fights shift the most. With three allies alive, someone can always pressure the Crimson Warden’s face while others manage the summons. Solo players have to do both jobs in sequence, which is why co-op runs often feel dramatically shorter.

Calling Friends From Other Worlds Into a Run

Joining pulls players into the host’s dungeon, and everyone keeps what they gather for their own Village. Nobody loses progress by helping, so a stronger friend can shepherd a newer player through Area 3 without penalty.

Coordination pays off in the Depths. Assign one player to talk to the Traveler and handle gate interactions while others hold the room. Because the gate needs three separate Nexus routes, a group that splits its Area choices across sessions unlocks the boss faster than four people repeating the same path.

Boss Pacing With Extra Players in the Arena

More bodies mean more attention on the boss, but also more targets for the boulder drop and the horizontal laser. Spread out. Clustering turns one attack into a group wipe.

The possessable dog that appears at roughly half health only exists once, so decide in advance who takes it. That player becomes the designated stunner, and everyone else focuses the hands until the face opens up.

Gamepad Support and Touch Input on Android

The Android build supports controller and gamepad input, and pairing a pad makes the dodge timing noticeably more consistent. Precise cancels and directional dashes suffer most on glass.

Touch is still workable for shorter sessions and Village management. For a long push toward a boss gate, though, a pad is the better tool. Similarly, co-op sessions run smoother with physical buttons, since call outs and repositioning happen quickly.

Frequently Asked Questions About Never Grave

Is Never Grave available on Android?

Yes. Never Grave has a Google Play listing published by Pocketpair Publishing, filed under Action and Rated for 7+ for Mild Violence, with the store page most recently refreshed in July 2026. The same title also sells on Steam, Nintendo Switch, PlayStation 4, PlayStation 5, and Xbox Series X|S.

How long does it take to clear the first biome?

Plenty of players spend six to eight hours in the opening biome before the boss gate opens. Individual Area attempts are much shorter, running roughly 12 to 20 minutes once traversal upgrades land, which makes the game friendly to short sessions rather than one long sitting.

Is there a reason to keep playing after the first boss?

Yes. The Gardens opens immediately, and the Academy waits beyond it with tougher vertical layouts. Completionists also have 41 achievements on the Steam release to work through, plus alternate zone rolls that swap familiar stretches for optional variants, so repeat runs rarely generate identical maps.

Who Should Add Never Grave to Their Library

This one suits players who like action platformers but dislike losing everything on death, and it rewards anyone willing to treat the Village as seriously as the dungeon. Fans of Dead Cells who wanted a gentler permanence curve will feel at home, and co-op groups get four player runs that few mobile action titles offer. I bounced hard off the first biome for two sessions, then routed all three Nexuses properly and the game clicked completely. Buy it if steady, bankable progress appeals more than punishing resets.

Images

Download links

Join our Telegram Group

ℹ️ Download link not working? Please refresh the page and try again.

What's new

Android version released.