Drapline Lab

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 year at a glance

WhenWhatWhy it matters
Weeks 1–20SpringSetup: naming Coo, the first meals, meeting the village, and Morgentiana's offer.
June, Week 4First calamityCham, Melty or Thunder. A health check more than a wall.
Sept, Week 4Second calamityLabryn or Noir. Also the aura deadline — the check runs right after.
Oct, Week 1Aura locksCoo's portrait becomes permanent for the year.
Dec, Week 4Third calamityMoon. The fight that punishes coasting through autumn.
Mar (Y2), Week 4Final calamityOuroboros, 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”).