The 1.0 release raised the cap from 35 to 70, expanded the talent tree, reworked Life Skills and added a Paragon tab. Demo saves are wiped.
Deskrawl Demo vs Full Release: What Changed in 1.0
No — the demo's characters, gear and stash are gone, and the demo can no longer be downloaded. First Day Games shut it down on the evening of September 26 (PDT), two days before launch, and pulled the download. Retail 1.0 is also not a superset of what you played: it caps at level 70 instead of the demo's 20–25, and it added a third progression tab, Paragon, that had no demo equivalent.
There is no official demo-to-1.0 change list. But the retail build ships its own per-asset record of what was demo-gated, and that record is readable — which is why most "they cut everything" claims on Steam do not survive a check.
The four questions, answered up front

| Question | Answer | Source |
|---|---|---|
| Do I keep my demo character? | No. Wiped. | Steam thread, player consensus; no developer statement |
| Can I still download it? | No. Store page returns demos: null. |
Steam appdetails API, 2026-09-30 |
| What is the level cap in 1.0? | 70. Not 35, not 25. | GameConfig.MaxPlayerLevel + achievement LEVEL_70 |
| Did they cut my talents and map? | The config says the opposite. Content volume went up; visibility went down. | IsLockedInDemo flags across out/values/ |
Your save is gone, and the demo is not coming back
The demo ran from June 15 until the evening of September 26. The shutdown was announced on September 25:
Official source: ONLY 3 DAYS TO GO!
To focus our resources and servers on the full game, demo will be shut down on Sep 26 evening (PDT).
The thread Do I get to keep my character from the demo? (opened August 5, during closed beta) never got a developer answer. It got im 100% sure everything gets wiped and, further down, Nope. All will be wiped. Community consensus, not an official promise — but with the demo offline, the question is settled by default.
deskrawl idle rpg demo survives as a live Google suggestion across several seeds, but the store's demos field returns null as of 2026-09-30. A guide telling you to "grab the demo first" predates September 26 and has not been checked since.
The level cap is 70 — the "35" figure is beta-era
The confusion traces to one number that was true for about six weeks in August and is now wrong everywhere.
| Period | Cap | Source |
|---|---|---|
| Demo at launch, June 15 | 20 | The warrior hero will be available to play (up to level 20) — June 8 announcement |
| Demo after patch 0.1.11, June 19 | 25 | Level Cap Raised to 25 — 0.1.11 |
| Closed beta, Aug 19–28 | 35 | BetaGameConfig.MaxPlayerLevel = 35 (shipped inside the retail build) |
| Retail 1.0, from Sept 28 | 70 | GameConfig.MaxPlayerLevel = 70 |
Two independent confirmations: the achievement LEVEL_70 — "Peak of Power" reads "Raise a character to level 70," and sits at 0.5% on the unlock snapshot taken 2026-09-30. A beta-era guide saying the game ends at 35 describes a build that no longer exists. The real ceiling and the eleven zones leading to it are in Zones and Level Order.
What the retail build says was demo-gated
Every content asset in the 1.0 build carries an IsLockedInDemo boolean — on TalentData, MapData, AbilityData, LifeSkillNodeData, SlaveData, HeroData, RecipeData and LuckyWheelData — and the UI prefabs still ship matching DemoLockOverlay objects in TalentSlotUI, LifeSkillNodeUI and AbilityEntryUI. As of the 1.0 launch build (2026-09-28):
| Asset set | Total in build | Flagged IsLockedInDemo = 1 |
Not flagged |
|---|---|---|---|
Talent nodes (out/values/talents/) |
185 | 59 | 126 |
Maps incl. towns and fishing (out/values/maps/) |
82 | 48 | 34 |
Hero abilities (out/values/heroes/) |
58 | 24 | 34 |
Life skill nodes (out/values/lifeskills/) |
85 | 52 | 33 |
Minions (out/values/slaves/) |
67 | 37 | 30 |
| Recipes | 7 | 0 | 7 |
| Heroes | 4 | 1 | 3 |
The demo shipped the Warrior and nothing else. Yet MageHero and MonkHero are not flagged, and no Hunter talent carries the flag — because the Hunter did not exist during the demo. Treat these as the developer's own curation marks, not an exact replay of the demo build. The level-gate arithmetic below does not depend on them.
Your Warrior talent tree grew — it just stopped being visible
The loudest complaint in the launch-day thread Why full release is so different, than the demo? was "Combat Talent tree has waaay less talents." The demo capped at level 20–25, so most of the tree was unreachable. Counting LevelRequirement across the 57 Warrior nodes in 1.0:
| Level requirement | Warrior nodes | Reachable in demo (cap 25)? | Reachable in 1.0? |
|---|---|---|---|
| 0–20 | 23 | Yes | Yes |
| 21–25 | 0 | Yes | Yes |
| 26–35 | 5 | No | Yes |
| 36–50 | 11 | No | Yes |
| 51–70 | 4 | No | Yes |
| 71–99 | 0 | No | Yes |
| 100 | 14 | No | Only after Paragon |
23 reachable nodes in the demo, 57 in 1.0. What changed is that a quarter of the tree now sits behind level 100 — past the cap — so it renders as unavailable. Capstone rules and refund costs are in Talents.
Life Skills hit the same wall. The community's reply in that thread — "the nodes and connectors appear gradually as you unlock them" — matches how the tree reads on a fresh account: empty, then filling in. Which nodes to take first is covered in Life Skills Tree.
Paragon is the tab that did not exist before
TalentLifeSkillParentPanelUI declares three tabs: Talent = 0, LifeSkill = 1, Paragon = 2. The third is new. GameConfig.ParagonStats defines 15 nodes in four categories, SavedParagon carries its own Unlocked, Level and XP fields, and ParagonPointsPerLevel = 1 feeds it per level past 70.
| Category | Stats | MaxPoints per stat |
|---|---|---|
| Core | Strength, Dexterity, Intelligence, MoveSpeedPercent, MaxMana | 0 (uncapped) for the three attributes; 50 for the other two |
| Offense | CritChance, CritDamage, AttackSpeed, CooldownReduction | 50 |
| Defense | ArmorPercent, MagicResistPercent, MaxHealthPercent, LifeRegen | 50 |
| Utility | LifeOnHit, HpPotionFind | 25 / 0 |
One point per level is a slow drip — which is why the hardest achievements sit near 0.0–0.5% in the achievement list.
Names moved out from under old guides
| Demo-era term | Retail 1.0 term | Where it lives now |
|---|---|---|
| Ancient Legendary (patch 0.1.12) | Divine — ItemRarity enum value 4 |
Item Rarity Tiers |
| Rune slots from level 30 | Level 40, then every 5 | Runes |
| Nightmare / Inferno difficulties | Same two, alongside the new Paragon track | Difficulties and Inferno |
ItemRarity in the retail assembly is unambiguous: Common = 0, Uncommon = 1, Rare = 2, Legendary = 3, Divine = 4, RuneSet = 5. "Ancient Legendary" exists nowhere in the shipped build — it was beta-period vocabulary.
Demo-era advice: dead, still valid, or moved
| What you learned in the demo | Verdict in 1.0 |
|---|---|
| "Warrior is the only class" | Dead — Hunter, Sorcerer and Monk all ship |
| "Level 20/25 is the ceiling" | Dead — 70, then Paragon |
| Treasure node material at 0.1% | Dead — TreasureNodeMaterialChance is 0.0005 in retail config |
| Black Mist at 3% | Dead — BlackMistChance is 0.002 in retail config |
| Divine gear is impossible | Dead — RandomEquipmentLootVector.DivineChance is 0.00007 in retail config, 0 in beta config |
| Boss materials worth 5 levels per unit | Dead — 10 in retail config |
| Life skill unlocks in order | Dead — 52 of 85 node assets carry the demo-lock flag |
Each retail-versus-beta pair is a real diff between GameConfig/LootConfig and the Beta* counterparts shipped in the same build.
Read the first-hour unlock order instead of anything demo-era. The demo taught you a 20-level game; 1.0 is a 70-level one, and the ordering advice does not transfer.
What First Day Games has never published
Four gaps worth knowing before you trust any "demo vs 1.0" list, including this one:
- No official demo-to-1.0 changelog. Nothing on the announcement hub or in the 26 archived posts says what was removed.
- No official save carry-over policy. The wipe is community consensus, not a published rule.
- No talent removal list. Talent deletions are player memory only.
- No explanation for the sparser-looking world map.
MapDatagrew from 34 unflagged assets to 82 total, contradicting "locations were deleted."
Where these numbers come from
Unpack data is from the 1.0 launch build (2026-09-28); Steam is live as of 2026-09-30, on patch 1.0.0g. Announcement text is quoted verbatim from the Steam news API. Player quotes come from the two linked Steam discussions and are labelled as community reports.
FAQ
Can I still play the Deskrawl demo?
Not through Steam. The store's appdetails API returns demos: null as of 2026-09-30, and the developer shut it down on the evening of September 26 (PDT). No replacement has been published.
Do demo-only items or minions carry over? Nothing does. The demo ran on a separate branch, and no carry-over policy was ever published. The only reward path mentioned was distributing Big Treant challenge reward minions from the demo leaderboard, phrased as future intent on September 25 — no follow-up post confirms it shipped.
Why do my Life Skills and Talent panels look empty?
Both panels render nodes as you unlock them, so a fresh account shows almost nothing. Separately, 14 of the 57 Warrior talent nodes carry LevelRequirement = 100 — past the level-70 cap, so they stay locked until Paragon progress.
Was the launch build different from what is on Steam now? No. The only patch since is 1.0.0g on 2026-09-29: loot distribution, RAM use and bug fixes — no level cap, talent count or node count. Read every number here as "as of patch 1.0.0g on 2026-09-30."
Related Guides
More Deskrawl: Idle ARPG Guides
All 20 Deskrawl bosses and minibosses in progression order, each with its official zone, level band, exact map and live unlock rate from 91.8% down to 1.1%.
Demon Skulls are the only entry currency, and the rule is odd: entry only checks your balance, and the skull is deducted after you clear the stage.
Deskrawl has exactly three difficulties. Inferno multiplies enemy HP sixfold and is the only tier that drops Divine gear, rune sets and Mythic content.
The real Deskrawl loot table from the 1.0 build — 87-95% no-drop rolls on trash mobs, chest contents, and what patch 1.0.0g actually changed.
The verified Deskrawl +10 upgrade table: four guaranteed levels, then 75%, 50%, 40%, 30%, 20% and 10% — plus the material each slot needs.
The 68 official Deskrawl stat affixes and the per-slot roll pools, plus the 11-vs-12 equipment slot puzzle solved: rings occupy two slots.
Exact Deskrawl socket costs from the 1.0 build: 100 ore plus 400 gold per item level, level 30 to unlock, and the five slots that cannot be socketed.
There is no gold map in Deskrawl. Gold comes from offline mob rolls scaled by difficulty bonus, Life Skills gold find, and the lucky wheel.
