Steam page live since 27 October 2026 · release window 2028 · every field on this site re-checked 28 October 2026
Wonderful Neoran Valley Guide

Jewels, Sigils and Traits

The build layer around your team: what Jewels do, how Sigils rewrite an action, and the Steam Jewel example the studio showed in the trailer.

Last checked 2026-10-28 · Game build Announcement build, Oct 2026

Quick answer

Jewels are passive Neura artifacts forged by Iris; Sigils are modifiers attached to a single Neoran action; Traits are the broader passives that can affect every creature on the field. Jewels define a run's build, Sigils add the fine print.

Last checked: 28 October 2026 — studio gameplay page, Jewels and Sigils sections.

There are two passive layers under the seven-turn queue, and they do different jobs. Jewels decide what your team is for. Sigils decide how a single action misbehaves. Confusing the two is the fastest way to build a team that looks synergistic and fights like six strangers.

Jewels: the build

Jewels are artefacts of Neura, forged by Iris, that passively grant bonuses to the team. The studio calls them the foundation of a solid strategy and says they will be what most defines your build in every run — which is a strong statement for a roguelite, because it means the run-defining choice may be an item, not a creature.

The only concrete example published so far is the Steam Jewel, shown in the trailer: it boosts the power of Blue attacks and Red attacks when they are placed next to each other inside your timeline.

Read that again as a design rule, because it tells you what kind of game this is:

Property of the Steam JewelWhat it implies
It cares about colourActions carry colour categories
It cares about adjacencyPosition in the queue is a resource, not just order
It rewards two colours togetherTeam building is about pairing types, not stacking one
It is passiveYou do not activate it; you arrange your plan around it

A Jewel like that does nothing on its own. It turns slot planning into a matching puzzle: you want your two strongest blue and red actions adjacent, which may mean moving a block one slot later, which may mean eating a hit you would rather not eat. That trade is the build.

Sigils: the fine print

Sigils are modifiers applied to a Neoran's Actions. They increase strength or change how the action works. The studio describes them as less common than Jewels but more adaptable, and says they allow an immense number of different effect combinations.

The distinction matters:

JewelSigil
ScopeTeam-wide passiveOne action
RarityCommon layerLess common
FunctionDefines the buildRewrites a specific move
FlexibilityCommits you to a planAdapts a plan mid-run
ExampleSteam Jewel: blue and red adjacentNot yet shown in public

Because Sigils attach to actions rather than creatures, a good Sigil can follow the action when you swap the creature carrying it — which in a roguelite is the difference between a run that survives a bad recruit and one that does not.

Traits: the third word

The studio mentions Traits in the same breath as Jewels and Sigils, and adds that some Jewels and Traits have global effects that apply to every creature on the field. Traits are therefore not a creature's stats — they are properties, and the global ones cut both ways: if a global Trait is on the field, it is probably buffing the enemy's team too.

How the three layers stack

A working model, from the studio's descriptions:

LayerAttaches toChangesVisible where
ActionsA NeoranWhat happens on a slotAction menu
SigilsA single actionHow that action behavesAction menu
JewelsThe teamWhat your plan is worthPassive, team-wide
TraitsCreature or fieldPassive properties, sometimes globalPassive, field-wide
SynapseA NeoranWhat happens before slot 1Pre-timeline

When you get the game, the first useful experiment is not "which creature is strongest" but "which two Jewels change how I want to order my slots". The second is "which Sigil makes my cheapest action worth a slot".

What this means for a 2028 purchase decision

None of this is testable yet, so the useful thing to watch for is not a tier list — it is whether the game ships enough Jewel variety to make runs feel different. The studio's own claim is that Jewels will be the main thing defining a build in every run. If that holds, the replay value lives in the item pool rather than the creature pool, and the first thing worth reading on release day is the Jewel list, not the roster.

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