Horripilant starts with almost nothing: a sapling, a voice and a staircase. The early hours are about building the engine that lets you idle efficiently later, and a few decisions make that engine much better. This guide uses the store page, the official achievement list and reviews at Boss Rush, WayTooManyGames and Try Hard Guides, naming the source where only one reports a detail.
1 The first minutes
The store sets the scene: you wake as an old knight, the voice demands you hit a strange tree, and a twig falls to the ground. That is your first wood, and the first achievement is Twig Collector. Rock and iron follow as you progress, each with its own first collection achievement. Early on, everything comes from clicking, so the first job is to make clicking and production stronger.
Strike the sapling until you can afford a first upgrade.
Put materials into gear and head down the staircase for your first kills.
Move from clicking to production so progress continues without you.
2 Click versus production
The achievement list tracks two separate growth paths for each material: how much one click gives, and how much is produced per second without clicking.
| Path | Achievement thresholds |
|---|---|
| Per click | 10 (Click I), 250 (Click II), 2,500 (Click III) |
| Per second | 10 (Production I), 1,000 (Production II), 100,000 (Production III) |
3 Storage is the hidden limit
WayTooManyGames explains that storage caps grow exponentially, from 20 wood at the start to more than 200,000,000 later. A full storage means production is wasted, which is especially painful for an idle game. The Greater Capacity achievement marks your first storage upgrade.
4 Hired help
Boss Rush and WayTooManyGames both describe spending materials to hire creatures that mine for you, which is how passive production grows. The achievements also mention familiars: getting your first, losing one in battle, nursing one back to full health and getting every familiar at least once. Treat them as companions worth protecting, since one can be lost in a fight.
5 The dungeon: floors, boons and meat
Each floor holds enemies and a boss, fought automatically. Boss Rush explains that clearing a floor gives meat and a choice of one boon before you descend. You can set an exit floor to return to camp with your loot. If you are defeated or give up, you crawl back to camp and lose some of the meat you collected, which is what the Dropped Meat achievement refers to.
The store also warns that every boon has its burden, so read what a boon costs as well as what it gives before choosing.
6 Gear and stats
Materials level up weapons and armour. Boss Rush describes planning around defence, attack, attack speed and evasion. Try Hard Guides found the upgrades to be flat stat increases rather than build defining choices, so the decision is mostly about balance: if you die quickly, favour defence and evasion; if fights drag on, favour attack and speed.
7 Puzzles around camp
The store promises cryptic puzzles and exploring the depths of your camp. Boss Rush notes that many puzzles cannot be solved right away, and WayTooManyGames says they unlock dungeon rooms. Several hidden achievements with names about gates, doors and crumbling sounds suggest a chain of these discoveries. If a puzzle makes no sense yet, leave it and return after more progress. Even small actions count: one achievement is for turning off the campfire.
Start by striking the sapling, then shift spending from click upgrades to production, which keeps working while you are away. Raise storage alongside production and spend down before idling so nothing is wasted. Hire creatures to mine and protect your familiars. In the dungeon, fights are automatic, each cleared floor gives meat and a boon with a cost, and failing loses some meat, so set an exit floor short of your usual limit. Balance gear stats against how you die, and revisit camp puzzles as you progress.
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