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Adventure — The Journey

Journey is live

The Journey is live inside the one app at play.rsnc.network, on the Journey tab. These pages are your full walkthrough; the numbers reflect the current build and may still be tuned.

The Journey is the solo (PvE) side of Resonance. You pick a team of three fighters, lock them in, and push through a 16-node gauntlet run — fighting curated enemy teams, banking loot, and getting steadily stronger.

Three decisions drive every session:

  • Which chapter and difficulty do I run? Match the fight to what your team can actually clear today.
  • Does my team beat the node's recommended power? Every node gives you a green / yellow / red read before you commit your team.
  • Do I push on or bail? Once a run is going, you weigh a risky next node against banking what you've already earned.

This page orients you; the rest of the section answers each decision in detail.

The shape of a run

The Journey nests four layers deep:

World Picker  →  World  →  Chapter  →  16 nodes

You open the World Picker, choose a world, drop into one of its chapters, and play that chapter's 16 nodes as a single gauntlet run. The nodes are grouped into four sprints of four (nodes 1–4, 5–8, 9–12, 13–16), with a checkpoint after nodes 4, 8, and 12 that restores your team to full health. Clearing node 16 completes the chapter — that's victory.

See Run Mode for how the gauntlet, checkpoints, and carry-over health work in full.

One locked team

Before the run starts you pick one team of three, and it is locked for the entire run. You cannot swap fighters, change gear, change specializations, re-ascend, or sell anything mid-run. Whatever you bring is what finishes the chapter — so team choice up front is the real decision, not something you fix on the fly.

A loss ends the run

If your team wipes on a node, the run ends — but you keep every reward you already earned. Retrying restarts you at node 1. So "continue vs. abandon" is a genuine call: a greedy push that fails costs you the un-banked progress of that attempt, not the loot you already have.

Where it fits

The Journey feeds the rest of the game. Every node you clear drops ingredients for the Kitchen and rewards that build up your fighters in the Roster:

clear a node → earn loot (bonus while Attuned)
ingredients → Kitchen recipes
Avatar Essence → forge and deepen fighters
Ascension Aspects → ascend fighters
RSNC + Battle XP + Activity Score

stronger fighters → harder nodes + better Arena standing → repeat

If the Arena is where you prove a team, the Journey is where you build it — same fighters, same combat, pointed at the campaign instead of other players.

The short version

  • Nodes are always playable — Attunement (energy) is a loot bonus, not a gate. Playing while you have it pays extra; it refills on its own, so there's a natural daily rhythm.
  • Each node is a turn-based battle against a set enemy team.
  • A chapter is one 16-node run — four sprints of four, checkpoints after 4/8/12, victory at 16.
  • Your team is locked the moment the run begins.
  • Different nodes demand different teams — see Node types. Build a small roster, not one "best team."
  • First clears and boss first-clears pay big; replays and sweeps pay lean but keep your Kitchen stocked.
  • You climb a Battle Level — your personal PvE rank, which lifts your whole team in the Journey.

What's on these pages

PageWhat it covers
Getting startedWorlds, prerequisites, and starting your first run
Run ModeThe 16-node gauntlet, checkpoints, difficulty tiers, retries
Node typesStandard / Elite / Swarm / Boss / Trial — and why you need a roster
EnergyAttunement — the loot bonus, your pool, and refills
Loot & rewardsWhat each attempt pays, and how Sweep farms it
ProgressionStars, milestones, Battle Level, and Echo's Ladder
BestiaryHow to read a node's Enemy Preview and scout ahead
Daily TrialsThe daily 4-node challenge and its leaderboards

See also

  • Battle — The Arena — the PvP side that shares the same fighters and combat, now relaunched as The Requiem (a card in the Journey World Picker)
  • Your fighters — build the team you'll adventure with in the Roster
  • The Kitchen — where Journey loot gets put to use