Re:Zero Incremental is an incremental RPG on Roblox built by Leviath, and its pitch is simple: die, return, and keep everything you learned. Stats and masteries tick up in the background while you push through branching story chapters, so the fastest early progress comes from keeping training running at all times rather than from any single fight. The opening hours revolve around Arc 1 in Lugunica, where story choices, small loot drops, and a handful of menus decide how quickly you stop losing battles.
Quick answer: Open Training under Singleplayer, run Train All on both the Core and Weapons tabs, then farm Wander Around fights in Arc 1 – Chapter 2 and equip every weapon drop before attempting a dungeon.
Menu layout: Singleplayer, Multiplayer, Inventory, Shop and Updates
The first thing on screen is a Welcome to Lugonica prompt sitting over the Updates and Logs panel. Behind it, a pair of tutorial dialogs called Where Everything Lives and Your Purse walk through the five main tabs and your currency. Everything you need for the first few hours lives in two of them.
- Singleplayer — Story chapters, Training, and the Dungeons list.
- Multiplayer — Group content and shared activities.
- Inventory — Backpack, Equipment, and the Stash.
- Shop — Purchases and merchant stock.
- Updates — Patch logs and announcements.

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Add to Google Preferences →Arc 1 – Chapter 1: story choices and the first battle
Open Singleplayer Story to find story progression. Arc 1 – Chapter 1, The Tumultuous First Day, begins on The Thread Splits screen, where six branching options appear. Choose [Humility] Call the red-haired knight for help to have Reinhard join the battle against Ton, Chin, and Kan, with tutorial popups covering combat actions and skills during the fight.
Chapter 2 hands out a consolation prize regardless of how that battle goes. A Win Or Lose, You Keep It popup drops a Crystal of Diligence straight into your pack, which is worth noting before you start any long training timer.

Open the Backpack under Inventory, select the Crystal of Diligence, and press Use to finish a training session instantly instead of waiting out the timer.
How to set up passive training on Core and Weapons
Training is the engine of the whole game. It runs passively, so the goal is to never leave a tab idle. Two tabs matter immediately: Core, covering Tenacity, Fortitude, Strength, and Reflexes, and Weapons, covering Swords, Bows, Axes, and Spears.


Combat controls: Dodge, Light Attack and Heavy Attack
Fights are built around three inputs. Light Attacks are the safe filler, Heavy Attacks trade speed for damage, and the circular Dodge prompt has to be hit on time or you eat the hit in full. Missing dodges is what kills low-stat characters, not a shortage of damage.
The reliable early grind is the Wander Around option in Arc 1 – Chapter 2. It throws Alley Thugs at you on repeat, and a win pays out coins, EXP, and materials such as Scrap Iron, a Sharpened Pole, and Slum Bread. All of it lands in the Backpack, so check there after each victory.
Equip weapon drops from the Stash
Loot does nothing sitting in storage. Open the Equipment tab inside Inventory, switch to the Stash, and equip what you pulled from Wander Around fights. The Sharpened Pole is the first meaningful upgrade in Arc 1, adding strength and fortitude on top of your trained stats.
You know it applied when the item moves out of the Stash into your equipped slot and the stat bonuses show on the weapon entry. Repeat the loop from there — fight, check the Backpack, equip anything better.
Dungeons: why Lugunica Slums kills new characters
The Dungeons tab under Singleplayer lists Lugunica Slums Arc 1 – Loop 0+, and Easy difficulty still punishes an untrained character. A run is three rounds, and round 1 alone pits you against Alley Thug 1 and Alley Thug 2 at once. Fumble the Dodge prompt there and the run ends in a death.
Treat dungeons as a checkpoint rather than a starting activity. Clear Wander Around fights until you can win them without losing much health, keep Train All running on both tabs in the meantime, and then press Begin on the Slums.
Death rolls the world back, not your growth. Trained stats, masteries, and what you learned carry over, which is why a failed dungeon attempt is cheap compared to leaving training idle.
Codes for free chests and how to redeem them
Codes mostly hand out chests, which is free early gear and materials. Click the Settings button at the top of the screen, paste a code into the redeem field exactly as written with no extra spaces, and press Redeem.
| Code | Reward |
|---|---|
| ARENA | Chests |
| CRAFTING | Chests |
| WEEKEND | Chests |
| KARARAGI | Chests |
| SOULBOUND | Chests |
| SUMMONS | 10x pull |
| BUGPATCH | Chests |
Codes expire, and new ones typically appear alongside updates, events, or milestones. If one fails, it is either expired, mistyped, or not live yet.
Game passes that change training and loot rates
The game is free with 12 optional passes, and most of them target the same bottleneck — how fast stats climb and how much you keep from each fight.
| Pass | Price | Effect |
|---|---|---|
| Auto Training | 30 R$ | Trains stats on join |
| 2x Training Speed | 50 R$ | Halves training time |
| 2x Gold | 50 R$ | Double gold from all sources |
| 2x Battle EXP | 100 R$ | Double EXP from battles |
| 2x Inventory | 100 R$ | Double inventory capacity |
| Multiple Stat Training | 150 R$ | Up to 5 stats at once |
| Daily Dungeon Continue | 200 R$ | Resume deepest endless point |
| 2x Training Progress | 250 R$ | Double training gains |
| Merchant Selection | 300 R$ | Choose and swap merchants |
| 2x Raid Drops | 300 R$ | Double raid drop chance |
| 2x Dungeon Loot | 300 R$ | Double dungeon drops |
| Auto Battle | 500 R$ | Fights handled automatically |
None of them are required. The passive systems work the same without a purchase, just slower.
What comes after Arc 1
The full run stretches across 7 arcs and 26 chapters with 20 endings, and the choices you make along the way decide which one you land on. Beyond the story there are 200 skills spread across Magic, Weapons, Authorities, and Divine Protections, 7 dungeons plus an Endless mode with daily rewards based on depth, 8 raid bosses that each drop their own mythic gear, title, and frame, and 4 server-wide world bosses.
Later systems lean social — camps founded with friends that share a stash and reputation, player trading, a shifting market, and global leaderboards. There are 505 items, 41 titles, and 21 frames to collect, plus allies including Rem, Emilia, Beatrice, and Reinhard fighting alongside you.
Servers cap at 25 players, and updates land weekly, so the menus and balance shift regularly. The habit that survives every patch is the boring one: check that Train All is still ticking on Core and Weapons before you close the game.






