Guides
A DRAPLINE run is 48 weeks long and about an hour of your time
The game is built for repetition — a full run is short, endings branch, and the interesting decisions repeat every seven in-game days. These guides cover the systems rather than one lucky route: what each season demands, how personality and aura differ, and where the money maths breaks.
Shape of a run
48 weeks
Four boss weeks. One aura check.
The first year, week by week
What happens in each season, the four boss weeks, and the three habits that decide whether the run survives to week 48.
Rule, Wild and what they really change
The sliding bar, the two permanent buffs it grants, the fifth skill slot, and why the aura is a different system entirely.
Money, debt and the ending it causes
Where gold comes from, what meals cost, and the arithmetic that separates a loan from a lost run.
FAQ
How long a run takes, whether the aura matters mechanically, how many endings there really are, and the rest of the questions the game does not answer.
The year at a glance
| When | What | Why it matters |
|---|---|---|
| Weeks 1–20 | Spring | Setup: naming Coo, the first meals, meeting the village, and Morgentiana's offer. |
| June, Week 4 | First calamity | Cham, Melty or Thunder. A health check more than a wall. |
| Sept, Week 4 | Second calamity | Labryn or Noir. Also the aura deadline — the check runs right after. |
| Oct, Week 1 | Aura locks | Coo's portrait becomes permanent for the year. |
| Dec, Week 4 | Third calamity | Moon. The fight that punishes coasting through autumn. |
| Mar (Y2), Week 4 | Final calamity | Ouroboros, at run week 48, followed by the ending. |
Six auras
What the October check is reading, and how to steer it.
Meal table
The category-to-stat map with printed numbers.
Endings
Five named outcomes and the 25 futures that follow.
Season and boss-window structure assembled from in-game progress reports transcribed by the community and cross-checked against the achievement set. Run length per the store page (“as little as about one hour”).