The Veil is a horde-based PvE and PvP MMORPG on Roblox built around one enormous labyrinth. It launched on September 5, 2026 as Beta v1.0.0, runs on 16-player servers, and leans on dodge-based combat rather than parries. Your power comes from three stacked systems — your race, your class, and your prestige level — and the fastest way to shape the first of those is to redeem the active codes before you commit to a single run.
Quick answer: Join the BlackstarDW Studios Roblox group, open the shop icon below your Health and Sanity bars in-game, and redeem RELEASE and VERITYBOMB for nine race rerolls total, then spend them at the Stylist NPC in the spawn town.
The Veil codes and how to redeem them
Race rerolls are free-to-play currency here. Codes and daily login rewards are the two supply lines, so there is no reason to settle for a race you dislike on your first roll.
| Code | Reward |
|---|---|
| RELEASE | 6 race rerolls and a Party Hat |
| VERITYBOMB | 3 race rerolls |
Note: console code redemption was broken at launch and fixed in the first release-day patch. Two further codes have been promised — one for hitting 10,000 concurrent players and one as shutdown compensation — but neither has a confirmed release date.
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Add to Google Preferences →Races and rerolls at the Stylist
There are 10 races, each with its own roll chance and stat effects. You do not reroll on the character creation screen — the Stylist NPC in the spawn town handles it, and you can change race without abandoning your Solah. Underline, Human and Goblin are the safest picks for a first character because their effects support a straightforward early build. Winding, Skeleton and Valkyrie are among the other rollable options.
Roll before your first serious run. Rerolls are cheap to accumulate early through codes and logins, and your race’s bonuses should line up with the damage type your class will eventually use.

The spawn town: NPCs, parties and menus
The hub holds every service you need between runs. Signposted stations cover the Merchant, Blacksmith, Potions, Bounties, Runners and the Stylist, and Layton handles early quest direction. Learn the layout once and the rest of the loop gets much faster.

To run with friends, open the player list icon and create a party, then invite them from that menu. Accessories are handled separately: open Character Info, select the fourth icon in the row (the hand), and click the accessory you want to remove.
Classes: super hybrids versus ultra commitment
Classes come in two tiers, and the rules are stricter than most Roblox RPGs. Super classes are the flexible tier — you can freely mix super class abilities into a hybrid loadout. Ultra classes are the commitment tier, and picking one closes doors.
| Rule | Super class | Ultra class |
|---|---|---|
| How many you can hold | Multiple, mixed freely | One per character |
| Mixing abilities | Allowed with other super classes | Not allowed with any other class |
| Talking to other trainers | Open | Blocked once you commit |
| Undo | Swap out of combat | Trade with Kharvos to reset |
You are not frozen between fights. Out of combat you can re-equip your ultra class or shuffle super hybrid setups whenever you like, so experimenting with super combinations costs you nothing. The moment an ultra ability enters the loadout, though, it stops being a legal hybrid, and you are expected to learn that ultra class’s full skill set.
Kharvos is the reset NPC. He wipes your ultra class through a trade, but the cost of that trade has not been spelled out, so treat an ultra pick as a real decision rather than a free experiment. Class names that have surfaced so far include Berserker, GODSEEKER, FLORIST and sentinel, with Gladiator, Duskwing and Hive Disciple appearing on the ultra side. There is no complete published class list yet, and trainer locations were the biggest launch-day sticking point — plenty of players could not find one at all.
Two alignment resources feed into class choices. Sins come from killing players and NPCs, either inside the maze or at the Idol of Hatred, and unlock the evil-aligned classes. Offerings appear to be the orderly counterpart, though how you earn them is still unclear.
Progression: prestige, sanity and death
Prestige is the long-term power curve, and every level is worth +50 HP. You earn it from boss kills, consuming rare items, and killing other players. Dying takes prestige back off you, which is why each deeper run carries real weight.
There is no permadeath. Death costs you progress and applies minor penalties, but you get a clean restart rather than losing the character. That distinction matters because high prestige makes you a target — outlaws can attack anywhere outside the safe zone and specifically hunt players carrying it.
Sanity is the run timer. It drains at night and pushes you to either retreat or commit to going deeper. After the first launch patch it no longer drains during the day, with further sanity fixes following. Until you have a reliable weapon and a stock of healing items, treat nightfall as a signal to turn back.
Combat itself is dodge-based, not parry-based. Your on-screen action bar covers Dash, Weave, Quick Heal and Quick Buff, and positioning does most of the survival work.

Locations, bosses and obelisk fast travel
The labyrinth is the treadmill. Chests, materials, gear and monsters live in branching floors that get harder after dark, and the story questline pushes you across eras. Obelisks marked with glowing symbols act as fast travel points — activate one to add it to your network, then teleport between unlocked waypoints instead of walking the route again.
| Location or encounter | What it gives you |
|---|---|
| Lava Arena — Combustion | Fire Essence, dropped by the boss |
| The Glade | Early maze area |
| Idol of Hatred | Site for earning Sins |
| Puppeteer | Night-only secret boss that drops a dice item |
| Festering Wound | Deepest documented boss fight so far |
Ancient Bones is the main questline step most new players get stuck on, and a rework has been announced for it. Era 3, Sanguine, shipped half-finished at launch, with finalization promised in a later update.
Gems, enchanting and silver
Gems are the enchanting resource. You pull them from chests or buy them with Robux, then bring them to the Blacksmith to roll enchantments onto a weapon. Enchant tasks and enchantment tomes sit alongside the basic roll.

Walk into the highlighted Enhance prompt to open the interaction. The enchant price was set to 100 silver in the launch patches, so bank a little before you start rolling.

Silver comes from selling items and clearing the maze, and your base storage cap is 50,000. A 2x Silver Capacity gamepass raises that ceiling, and it is one of seven passes available. Since enchanting has a fixed price, plan around how many rolls your cap can actually hold.
What is still moving after launch
The Veil arrived after more than a year of testing and patches have been landing quickly. The mob cap was raised from 100 to 200, sanity behaviour was corrected, and several major bugs were cleared in the first days. Region access was the loudest problem on release day, with UK and Australia both confirmed playable by that evening.
Because the game is only days old, treat exact numbers as a current snapshot rather than a fixed rule. The systems worth learning now — race rerolls at the Stylist, the super versus ultra class split, prestige as your HP curve, and sanity as your run timer — are the ones that will still shape your build after the next patch lands.






