GAME TOPIC
Fell & Sell: Release, Gameplay, Multiplayer, and Fixes
A launch hub for the released game loop, buying facts, support changes, and current patch behavior through version 1.1.3.

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GAME INTRODUCTION
What to know before you play
Fell & Sell released August 26, 2026 as a Windows single-player game that combines first-person dungeon runs with shop management. Loot gathered in dungeons or the forest becomes stock, crafting material, equipment, or Quest Board progress; unbanked loot is lost when a dungeon run ends in death. The current US Steam price is $8.99 during its 10% launch offer, down from $9.99.
Open the exact answer
- Release date, US price, demo save, and demo reward
- Multiplayer, co-op, console, and platform status
- Controller, Steam Deck, key rebinding, and settings update
- Minimum and recommended PC requirements
- Current patch fixes for dungeon generation, saves, Quest Board, and inventory
- Dungeon, forest, crafting, shop, pricing, and death-risk loop
The complete loop, not a store-description list
A run starts by choosing whether to enter the descending dungeon or forage in the forest. Dungeon depth increases loot rarity, but the carried haul is not secure until the player escapes. Altars can change the run with effects such as size changes, Midas Touch, or cycling combat states. The forest adds goblin raids, storms, and mushroom-season effects rather than duplicating the same corridor loop.
Back at the cabin, materials and recipes feed weapons, armor, fixtures, and decor. Quest Board objectives convert completed expedition feats into gold, gear, or items. Furniture is not purely cosmetic: the official description says layout can supply permanent combat bonuses and raise shop appeal.
Opening the shop turns stock into the next upgrade budget. Prices respond to supply, demand, prestige, and decoration bonuses. Asking too much can leave goods unsold; underpricing cuts the profit needed to grow the business. That is the official structure. A claim about the single best item, weapon, altar, or price needs repeatable release-build evidence and is not inferred here.
Current patch boundary
Version 1.1.1 targets house contents being cleared after returning from a dungeon or the forest, restores named Quest Board behavior, and adds Unstuck plus a temporary Return to Village option. Version 1.1.2 adds automatic handling for empty, corrupted, legacy, and MainMenu-scene saves. Version 1.1.3 fixes special dungeon rooms reloading incorrectly and adds a safety net that can move older missing furniture into the Construction Chest, primarily for players updating from version 1.1.0 or earlier.
Those patches protect several specific failure paths. They do not establish that every save problem is solved: the developer asks players to report recurring missing furniture, and version 1.1.1 describes Return to Village as temporary while occasional dungeon-generator behavior is addressed.
Sources & evidenceOpen the references used for this page
OFFICIAL SOURCE MEDIA
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Each image comes from a publisher or platform-holder source and is selected to explain a different part of the game.

Dungeon runs produce shop stock, but dying removes the unbanked haul carried during that expedition.Official media · source listed with the page evidence

Returned loot can be priced and displayed while decor changes both sales appeal and permanent combat bonuses.Official media · source listed with the page evidence

The forest is a second resource space with foraging, goblin raids, storms, and changing conditions.Official media · source listed with the page evidence
OFFICIAL VIDEO
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This developer or storefront-listed media shows the current game. It is source material, not independent review footage.
YOUTUBE & COMMUNITY
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Official channels establish announcements. Forum threads show current player problems and reports—not developer-confirmed mechanics.
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