Keep the purchase slot usable
The jldark89 report ↗ (opens in a new tab) uses five Spears as the working core and a temporary sixth weapon for the cycle. The earlier Caveman discussion ↗ (opens in a new tab) describes a similar slot plan with axes. Both are launch-week player reports. Confirm the current trait and qualifying weapon class on your character sheet.
- Read which weapons qualify as Primitive.
- Build a core that can clear the next wave without its temporary purchase.
- Lock a suitable future purchase when available.
- Complete the burn action in the shop and inspect the effect before leaving.

Spend on weapons you will keep
Spears are the starting hypothesis from the newer report. Axes are an alternative in the earlier thread. Invest upgrades in the working core and preserve enough materials for the cycle. These reports establish a practical slot-management approach, not a universal best weapon or a guaranteed Nightmare clear.
Account for permanent fog
The developer’s November beta notes explicitly mention Caveman’s permanent fog and a visibility tooltip fix. Reduced visibility makes chasing drops riskier. Judge an exit before committing to a path. Developer notes ↗ (opens in a new tab)
Mutation on the optional beta
In 1.2.0.2.beta-1, Mutation excludes copies of Caveman’s weapon-burning effect. Keep the shop cycle grounded in the character’s own ability. Developer beta-1 notes ↗ (opens in a new tab)
If the cycle keeps failing
Check weapon class, spare slot and purchase budget. If the cycle works but the next wave still kills you, improve the working core or learn the fog on a lower difficulty. A successful shop interaction alone does not show that the loadout can survive.