Last updated: July 2026
Tears of Metal Village Guide
Village hub guide for Tears of Metal meta progression: settlement upgrades, Training Grounds, Scout Tent, soldiers, companions, and how village power carries into each roguelike Act.
Why the Village Matters
The village is your persistent meta layer between roguelike Act runs. Campaign maps reset left-to-right paths, Threat counters, and Hazard stacks, but village upgrades, trained soldiers, unlocked companions, and expanded shops carry forward. A weak village makes every Act 2 fork feel unfair; a strong village turns manageable routes into reliable progression. Because soldiers die permanently during campaigns, the village is also where you rebuild battalion strength—recruitment pools, Training Grounds drills, and companion assignments determine whether the next push starts stable or already crippled.
Village progression consumes currency and materials earned from combat nodes, elites, bosses, and daily challenges. Spending without a plan wastes resources on cosmetic or low-impact upgrades while Training Grounds and Scout Tent tiers remain offline. Use a priority mindset: unlock tools that improve information (scouting), reduce casualties (training, defensive amenities), then expand economic options (shops, charm vendors). The village priority checklist tool summarizes recommended orders; this hub links deeper pages for each subsystem.
Village power never replaces in-run skill. Threat and Hazard management still govern map survival. Meta upgrades narrow the difficulty band—fewer surprise Hazard stacks, tougher soldiers, better shop stock—but they do not trivialize bosses. Treat village investment as compounding interest across campaigns rather than a single-run cheat code. When a campaign fails in Act 3, ask whether village upgrades were simply one tier behind the content curve.
Core Village Systems
Settlement upgrades expand physical buildings: barracks, Training Grounds, Scout Tent, smithing, charm markets, and companion halls. Each building unlocks mechanics—drill perks, map intel, gear tiers, recruit slots—not just stat bumps. Training Grounds passively improve soldier baseline stats and may unlock command abilities used on the roguelike map. Scout Tent reveals extra branches or Hazard types on upcoming tiers, directly interacting with Threat planning. Details live in settlement upgrades.
Soldiers are permanent-roster units who fight alongside your hero until they die in a campaign. Death is permanent for that soldier; you recruit replacements but lose levels and aura bonuses tied to the fallen. Managing soldiers means balancing XP gain from elites against casualty risk. The soldiers guide covers recruitment pacing, formation priorities, and when to skip fights to keep veterans alive.
Companions are persistent allies with unique kits and village-side progression tracks. They appear in battles under AI or co-op-style rules depending on mode, and they grant bonuses even when you swap heroes between campaigns. Companion upgrades cost separate currencies from soldier training; overlapping investments stretch early budgets. Read companions guide for slot unlocks and ability synergies with Emblem families from Emblem families.
Linking Village to Campaign Acts
Act 1 viability improves with even modest Training Grounds investment—faster combat node clears mean lower Threat. Scout Tent tier one helps Act 2 more than Act 1 because fork complexity spikes mid-campaign. Act 3 expects multiple village systems online: high Training Grounds, mid-tier Scout Tent, expanded shops, and at least one companion slot contributing crowd control or shields. Players who rush Acts without village loops hit difficulty cliffs that look like boss skill checks but are actually meta under-investment.
Between Acts, spend currency before browsing optional side modes. Upgrade paths that affect the next Act immediately outperform long-term luxury unlocks. If soldiers died during an Act, recruit before spending on cosmetic upgrades. If Threat traumatized your last run, invest in Scout Tent intel to reduce future Hazard surprises. Cross-reference walkthrough routing guides at walkthrough hub, Act 2, and Act 3 to align village spending with map pain points.
Daily challenges and supplemental guides feed village currency efficiently when main campaigns stall. See daily challenges and village upgrades guide for economy tips that complement this hub. Village planning and walkthrough routing together form the full Tears of Metal progression loop—neglect either side and “random” losses usually trace back to preventable gaps.
Related Pages
Frequently Asked Questions
When do I return to the village during a campaign?
After completing each Act and when a run ends in defeat. You cannot mid-Act teleport to village services; plan upgrades between Acts.
What should I upgrade first in a new account?
Training Grounds for soldier durability and basic combat perks, then Scout Tent for map intel. Exact order depends on your pain points—use the priority checklist tool.
Do village upgrades affect co-op runs?
Generally yes for hosts; co-op rules may vary by patch. Host village upgrades typically determine shop stock and soldier baselines for the party.
Can I recover permanently dead soldiers in the village?
No. Dead soldiers leave the roster until you recruit new ones. New recruits start at baseline training levels unless upgrades say otherwise.
Are companions the same as soldiers?
No. Companions are unique allies with special abilities and separate progression. Soldiers form your battalion line with Emblem aura support.