Fell and Sell's death penalty is official Steam text: die and lose the entire unbanked haul. The escape point and the teleportation circle are the only exit surfaces. Run a risk-threshold check across health, potions, gear, and unbanked loot value before each deep-floor decision, and bank the haul whenever the marginal loss outweighs the marginal gain.
What "unbanked haul" means
The unbanked haul is everything the player is carrying on the run that has not yet been banked to the shop surface. The official Steam feature list states "Die and lose your entire unbanked haul", which makes the haul the single largest economic surface at risk on every run. Materials, gear, and currency in the unbanked pool are all subject to the death penalty until they reach the shop.
The escape point and teleportation circle
The escape point and the teleportation circle are the only exit surfaces from a run. Players who reach the escape point can bank the haul and return to the shop surface without further risk. Players who push past the escape point or fail to reach it before death lose the unbanked haul. The location and pacing of the escape point are attributed to guide sources.
Risk-threshold checks across health, potions, gear, and loot value
A risk-threshold check has four inputs: current health, remaining potions, gear durability and tier, and the unbanked haul's market value. If any single input falls below its threshold, the right move is to extract and bank rather than push the next floor. The threshold framing is attributed to guide sources; the existence of the death penalty is official Steam text.
When a deeper floor is not worth it
A deeper floor is not worth it when the marginal payout is smaller than the marginal loss from a death. The math is the unbanked haul value times the probability of death on the next floor; if that product is larger than the expected payout, extract. The math itself is a guide-source framing; the death-penalty mechanic that makes the math matter is official Steam text.
How banking feeds the shop
Banking is the bridge between the dungeon side and the shop side of the loop. Banked haul moves onto the shop surface where it is priced, displayed, and sold for gold. Gold funds furniture buffs, crafting, and shop upgrades that feed back into the next dungeon run. The banked-haul framing is part of the gameplay loop description.
FAQ
When should I leave a Fell and Sell dungeon run?
Leave whenever the unbanked haul value times the probability of death on the next floor exceeds the expected payout of the next floor. The risk-threshold check covers health, potions, gear, and loot value.
What is the difference between banked and unbanked haul?
Banked haul has reached the shop surface and is no longer at risk; unbanked haul is everything the player is carrying on the run that has not yet reached the shop. The death penalty applies only to the unbanked haul.