Pass the Fear Beginner's Guide — First Run Tips & Tricks

A beginner's guide to Pass the Fear: what to do in your first 30 minutes, which hunter to pick, what to spend on first, and the mistakes new players make.

Last Updated: August 13, 2026

Pass the Fear Beginner's Guide — Surviving Your First Runs

Pass the Fear (out July 22, 2026 on Steam) is a roguelite bullet-hell shooter where demon hunters have 12 in-game hours to escape an island sealed by the Wall of Storms. The genre label undersells it: this is a build-crafting game first, a shooter second. Your first few runs are not about winning — they are about learning which weapons, relics, tarot cards and affixes agree with each other. This beginner's guide covers your first 30 minutes, the hunter worth starting with, the upgrades that matter, and the mistakes that quietly kill most new runs.

Pass the Fear early gameplay screenshot
Pass the Fear early gameplay screenshot

What you'll learn in this guide:

  • How a run is structured and why losing is part of the plan
  • The one hunter new players should start with (and the ones to avoid early)
  • What to spend your first Soul Gems and Squad Points on
  • Whether Journey or Common is the right first difficulty
  • The five beginner mistakes that end most early runs

Your First 30 Minutes: What to Actually Do

The game drops you into the camp hub after the tutorial. Before launching your first run, do three things:

  1. Open the character select and read the skill trees. Each hunter has 15 upgrades in their tree, and they are free to respec between runs. Skim every tree once — you will make better pickup decisions mid-run knowing what each hunter's tree rewards.
  2. Check the difficulty select. Only Journey is unlocked at first. It cuts incoming damage by 50% at the cost of fewer Soul Gems and Squad EXP — the correct training-wheels band, and there is no shame in staying on it for your first handful of runs.
  3. Spend nothing yet. Your first run generates the currency you need to spend later; hoarding until you understand the three progression systems (Squad Points, character trees, Team Talents) is the smarter move. The progression guide covers the full spend order.

Then start a run, pick a hunter, and go die — on purpose. The run structure is simple: fight through chapters, collect weapons, weapon parts, relics and tarot cards, dismantle what does not fit, and push toward the chapter boss. Death ends the run instantly in solo, but meta progress carries over, so every run pays out even when you wipe at the first boss.

Treat your first three runs as field trips

Do not chase a win in the first hour. Pick up every weapon, read every relic, and dismantle things you do not understand. The knowledge you bank in the first hour is worth more than any single clear — the loot pool only gets weirder as you unlock higher difficulties.

Which Hunter Should a Beginner Pick?

The full release roster is seven hunters, most of them locked behind early-stage progression. For a first-time player, the community consensus — across Destructoid's launch hunter tier list and the character guides published at launch — is that the free starter Jester is not a trap.

Hunter Starter friendly? Why
Jester (free) ✅ Best first pick Novice's Luck dodges the next incoming attack; Justice Heart gives +60% fire rate and reload speed for 8 seconds. Simple, defensive, and A-tier against bosses once you learn the combo.
Marcus ✅ Good second pick Extra bullets on crit; RNG evens out once you unlock Bullseye and Spray and Slay in his tree.
Elena ⚠️ Practice required Her power lives in the shoot-dodge-shoot rhythm of the Demon Hunting Silver Arrow (100% of your current weapon's damage on the next dodge after firing). Great, but timing-dependent.
Jenny / Long Tong ⚠️ Strong, not simple Both are S-tier (Jenny's Wildcat Bomb is 1,000% weapon damage in a 1,000-range radius), but their kits reward knowing the build system first.

The full characters guide has every kit, starting skill, and skill-tree priority if you want the deep dive before your first pick.

The First Upgrades: What to Spend On

There are three progression layers (full breakdown in the progression guide), but for your first few runs only two matter:

  1. Squad Points — permanent account-wide stat points spent at the hub with Soul Shards/Gems earned from bosses and elite kills. You cannot respec these, so the community standard is health first, then armor, then move speed. Bullet-tolerance beats everything on higher difficulties.
  2. Character skill trees — per-hunter upgrades that are free to respec. Spend freely and experiment; before a serious Hard-mode push, re-spec toward whatever the upcoming chapters demand.

Per the official Pass the Fear store page: "As you venture deeper, Character Talents and Team Talents will help you grow ever stronger."

Team Talents, the squad-wide layer added at full release, matter more once you are farming higher difficulties — skip them for the first evening.

Journey vs Common: The Right First Difficulty

Journey is the intended tutorial band: 50% less damage taken, and the penalty (50% fewer Soul Gems and Squad EXP) only stings once you are farming. Run Journey until your first boss clear, then switch to Common — the unmodified game — to learn real bullet patterns.

The unlock ladder matters: per Update 7.26, clearing Hard now unlocks Nightmare, Hell and Reality all at once — no need to climb every rung. That makes Common → Hard the efficient arc for most players, with Journey as the warm-up band. The difficulty guide has the full six-tier table with every boon and curse.

Five Beginner Mistakes That End Runs

  1. Hoarding weapon parts. The game is built around dismantling what does not fit your build. Jenny's passive literally pays you a new random part every 7 dismantles; even without her, recycling parts feeds the Forge economy. See the weapons guide for the recycle loop.
  2. Chasing rarity over synergy. A lower-rarity weapon with the right affix family (Growth, Final Shot, Shatter, Embarkation, Disruption) beats a "better" orange gun that breaks your trigger chain. Read affixes before colors.
  3. Ignoring your secondary weapon. Tarot cards and relics can make the secondary slot apply status effects or even fire on its own. A status-applying secondary with a damage primary is one of the strongest early patterns — covered in the best builds guide.
  4. Going full defensive. Early crit chance and move speed scale harder than raw health pickups, because faster clears mean fewer bullets on screen and more loot picked up between waves.
  5. Skipping the Forge. The Forge turns run trash into upgrades. Dismantle ruthlessly and spend the tokens — every room is a chance to convert junk into a real power spike.
Do not hoard; recycle

The single biggest difference between first-week players who "get it" and those who stall is dismantle discipline. Every relic and part you keep "just in case" is upgrade material you are not spending.

Solo vs Co-op for Beginners

Solo is fully supported and slightly easier to learn in — the run ends the instant you go down, which keeps the pace honest. Co-op (up to 4 players via Steam lobby or LAN) changes one huge rule: a downed player can be revived, and the run only ends when the whole squad is down. That safety net is a legitimate beginner tool, but the lobby must be set up before the run launches — nobody can join after camp preparation. See the co-op guide for lobby setup and revive etiquette.

FAQ

Which hunter should a beginner pick in Pass the Fear?

Jester, who is free at the start. Novice's Luck (dodge the next incoming attack) plus Justice Heart (+60% fire rate and reload for 8 seconds) is an A-tier combo that trivializes early boss patterns. Marcus is the second-easiest onboarding pick.

What should I upgrade first in Pass the Fear?

Squad Points: health, then armor, then move speed — these cannot be respec'd, so make them count. Character skill trees are free to respec, so spend those freely. Skip Team Talents until you are farming higher difficulties.

Should I play Journey difficulty first?

Yes. Journey cuts damage taken by 50% at the cost of fewer Soul Gems and Squad EXP — the penalty only matters once you are farming, so use Journey for your first boss clear, then move to Common.

Is Pass the Fear better solo or with friends?

Both work. Solo is cleaner to learn; co-op adds revives (the run ends only when the whole squad is down), item sharing, and a live DPS panel. Just be aware nobody can join once the run starts.

What are the most common beginner mistakes?

Hoarding weapon parts instead of dismantling them, chasing rarity over affix synergy, ignoring the secondary weapon slot, over-investing in defense instead of crit and move speed, and skipping the Forge.

Official resources: Steam store page · Steam Community hub · Paras Games official site

Last updated: August 13, 2026 — patch info through Update 8.7 (V1.0.491, August 7, 2026).

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