Assign loot to selling, equipment, a named craft or upgrade reserve, or deconstruction. Keep scarce inputs for the next real milestone; compare an unwanted item's current sale value with the actual materials recoverable before choosing how to clear it.
What is verified
- Dungeon death removes the entire unbanked haul, increasing the value of banked progress.
- Crafting includes weapons and armor, but complete recipe data is not officially published.
- A capped observation reserve is safer than unlimited hoarding.
Version-aware guidance
What changed recently
September 4 added partial material recovery through item deconstruction. September 18 introduced Unholy Skulls, +3 gear upgrades and revised dungeon loot, changing which reserves may be useful.
Read the dated update timelineAssign every item a job
Use five jobs: sell now, reserve for a named craft or Anvil upgrade, equip, deconstruct, or briefly observe an unknown item. Unholy Skulls now have an official gear-upgrade use, so check the next upgrade requirement before treating them as spare stock. Do not infer a fixed skull drop rate from the announcement.
A named craft means you know what you are building and why. Avoid treating every possible future recipe as a reason to keep everything; reserve only the quantity connected to the next concrete milestone.
Compare urgency and replaceability
Cash pressure rises when a shop purchase or next expedition is blocked. Under high pressure, compare replaceable stock with its current sale value. If recovered materials complete an immediate craft, deconstruction can be preferable; enter the displayed return into the Deconstruct vs Sell tool instead of assuming a salvage percentage.
Replacement difficulty should be based on your observed runs, not an invented drop rate. Mark whether the item appeared frequently, once, or in a deeper biome you cannot yet reach safely.
Revisit the decision after each milestone
An item that was essential before a weapon craft may become ordinary stock afterward. Review reserves when a craft completes, a biome opens, or shop capacity changes so yesterday’s caution does not become permanent clutter.
Use the sell-or-keep tool as a decision journal. Its score is a transparent summary of your priorities, not an official item valuation, and the recommendation should be overridden when you have stronger verified evidence.
Outdated advice to avoid
Sell versus keep is no longer the only choice for unwanted crafted gear. Old prices and drop-frequency assumptions need retesting; do not assume dismantling returns every crafting input.
Frequently asked
Questions about fell and sell sell or keep
Should I keep every crafting material?
Keep materials for a named near-term craft and a small uncertainty buffer; sell repeated excess when storage or cash becomes the stronger constraint.
Is rarity enough reason to keep an item?
Rarity matters only alongside a purpose, replacement difficulty, and current cash pressure; an unused rare item can still block progress.
How was this guide verified?
Reviewed September 19, 2026 against the linked official Steam announcements. Ver. 1.4.3 is the named patch baseline; the September 18 public Dungeon Update is distinguished wherever it changes earlier advice. Older developer replies and community reports retain their original dates and labels.
Evidence registry
Sources & verification
- Official storeFell & Sell — official Steam storeSource checked 2026-09-19
Release state, official systems, achievements, developer, publishers, and platform details.
- Official announcementSHOP UPDATEPublished 2026-09-04 · Source checked 2026-09-19
Official Steam announcement. Publication timestamp: 2026-09-04T15:46:10.000Z
- Official announcementDUNGEON UPDATEPublished 2026-09-18 · Source checked 2026-09-19
Official Steam announcement. Publication timestamp: 2026-09-18T14:01:45.000Z
