Arms of God Walkthrough, Boss Guides, Best Builds & Hidden Secrets

2026-06-05·Walkthrough

This is the all-in-one guide. If you read nothing else on this site, read this. I'm condensing everything I know about Arms of God into a single walkthrough that covers builds, bosses, secrets, and progression from your very first run to your first Act 4 clear.

The game was made by one developer in Poland , Dominik Sójka, working as Dark Jay Studio with publisher Galaktus. It launched in Early Access on June 8, 2026. Sixty handcrafted levels across four Acts. Ten bosses. Over sixty weapon models. More than a hundred blessings. Ten playable characters, each with unique abilities and skill trees. A full Cathedral meta-progression hub. And a DOOM-inspired metal soundtrack by Ivory Tower Soundworks that makes dying feel epic.

The Core Loop

Each run starts you at level 1. Enemies spawn in waves. Your five weapons auto-fire while you dodge. Between waves you pick one of three offered blessings. Every 15 levels you face an Act boss. When you die , and you will die, a lot , you return to the Cathedral hub and spend the currency you earned on permanent upgrades.

A full clear takes 35 to 55 minutes depending on your build and Cathedral upgrades. The game respects your time. Even a death in Act 2 gives meaningful progress toward your next run being stronger.

Your First Five Runs

These aren't about winning. They're about learning and farming Cathedral currency. Pick the character with the defensive Divine Form. Focus on staying alive as long as possible, not on maximizing damage.

Don't merge weapons in your first 10 levels. Fill all 5 slots first. Your weapon priority: AoE first, knockback second, fire rate third, single-target damage last. You're clearing waves, not fighting bosses, and AoE carries the early game.

When you die, spend Cathedral currency on Training Ground movespeed. Max it before anything else. Then HP. You'll need about 5 deliberate farming runs to max both. The difference between a fresh account and a maxed Training Ground account is genuinely like playing a different game.

Intermediate Strategy

Now you can push for actual clears. Your weapon merge strategy: first merge is AoE onto your fastest-firing weapon, by level 15. Second merge is elemental damage onto that same weapon. Third merge is utility , knockback or slow , onto any other weapon in your loadout.

By level 20 you should have a clear theme. Fire, lightning, physical crit, knockback fortress , pick one based on what drops. Don't fight the RNG. If three of your first five weapons are lightning, congratulations, you're a lightning build. Commit to it and stop second-guessing.

Blessing priority is simple: projectile count is the single best blessing in the game and I will die on this hill. Piercing second. Chain or bounce third. Movespeed fourth. AoE radius fifth. Status duration sixth. Everything else is situational or bad. Skip flat damage increases entirely , they pad numbers without changing how your build functions.

Boss Quick Reference

Act 1 final boss: stay below it. Vertical positioning avoids more attacks. Bring one knockback weapon.

Act 2 mid-boss: kill adds, they shield the boss. AoE weapons mandatory. Piercing lets you damage through adds.

Act 2 final boss: four breakable pillars each drop a heal. Space them out. Movespeed blessing strongly recommended for the phase 2 bullet hell.

Act 3 mid-boss: stack status effects. Burn plus poison plus slow equals zero resistance. Fewer effects means higher resistance and a longer fight.

Act 3 final boss: stop firing during mirror phase. Walk toward the boss when reflected projectiles release. Patience wins, aggression kills you.

Act 4 penultimate boss: three phases with different damage types. Hybrid build with varied elements recommended. Break the braziers for emergency heals.

Act 4 final boss: save Divine Form for phase 3. Sacred Crux beam mode for consistent damage. Movespeed mandatory. If your build hasn't come together by level 50, you probably won't clear.

The Hidden Weapons Route

Every single run, do this: grab the Act 1 Level 8 piercing legendary behind the destructible wall in the northwest corner. Then grab the Act 1 Level 12 high-rarity blessing behind the breakable stained glass. Two guaranteed power spikes before the first boss.

If you make it to Act 3, grab the chain lightning legendary behind the Level 35 waterfall. If you reach Act 4, the omni-element legendary at Level 52 is worth the backtrack.

Cathedral Endgame

After movespeed and HP are maxed, unlock 4 to 6 weapons in the Armory with a focus on piercing and AoE. Grind Alchemy Chamber until the hidden blessing upgrade unlocks (requires 10 prior purchases). Then do whatever you want in the Bell Tower.

A fully upgraded Cathedral changes everything. Runs that used to be stressful become comfortable. Bosses that one-shot you become survivable. The progression curve is steep but fair , you feel every upgrade.

Final Word

This game was made by someone who clearly loves bullet heavens and DOOM. It shows in every system. The weapon merge depth, the Sacred Crux skill tree, the metal soundtrack that makes your 20th death feel cinematic, the hidden rooms that reward exploration, the blessing synergies that make you feel clever when you discover them.

Don't optimize the fun out of it. Some of my most memorable runs were the ones where I experimented with weird weapon combinations instead of following the meta. You might discover something the wiki hasn't documented yet. And in a game this new, there's still plenty left to find.I should mention one more thing that doesn't fit neatly into any of the sections above. The Early Access build as of June 2026 is remarkably polished for a solo developer project. Dominik Sójka clearly put the time in before launching. I've encountered maybe two minor bugs across 50-plus hours. The frame rate on Steam Deck is locked at 60 even during the most chaotic Act 4 wave sections with every weapon firing and particle effects filling the screen.

The weapon balance isn't perfect , some weapons are clearly better merge bases than others , but that's part of the fun in a roguelite. Figuring out what's strong and what's a trap is half the game. The other half is execution. And the metal soundtrack.

If you're on the fence about buying this in Early Access, I'd say go for it if you like bullet heavens. The content is substantial for the price. Four full Acts, 10 bosses, 10 characters, 60-plus weapons, 100-plus blessings, a meta-progression system that makes every run feel meaningful even when you lose. And the full release with console ports is coming Q4 2026 or Q1 2027. Your Early Access purchase supports a solo developer who clearly cares about their game. That's worth something in my book.