The developer says the spendable leveling loop starts after boarding the train in Early Access and the full game, with Exaltation used to level up. If you are searching the demo for somewhere to spend enemy-earned currency, that version boundary is the supported explanation. The collected material does not establish the exact menu sequence or cost for raising Strength. Repeatedly fighting demo enemies is not a verified way to unlock a missing attribute button.
Why the demo can feel as though progression is missing
The September 28, 2026 clarification responds to confusion about progression. It comes from Genghis Khan, identified in the source as the project lead. The answer places the spendable upgrade loop after the train milestone in Early Access and the full game. It should be read separately from earlier speculative player comments in the discussion.
The important distinction is between seeing a resource and having access to its intended spending system. The developer names Exaltation as the leveling currency while explaining that the demo does not expose the same loop. That gives a reason for the mismatch without requiring a hidden trainer or farming threshold. Neither the source nor this guide establishes such an alternative unlock.
Leveling is one of several upgrade systems
The developer separates character leveling from weapon modifications. The same explanation also identifies weapon-channeled psi abilities and upgrades obtained through dialogue. These are related forms of progression, but they are not interchangeable evidence for how an attribute increases. Finding a weapon modification does not by itself prove that Strength has changed.
The official store describes three primary character archetypes and mixed development. That confirms a broader character system, rather than a specific spending interface. It does not supply an attribute-price table or demonstrate an allocation action. For equipment progression, use the separate weapon upgrades guide.
Choosing Strength is different from increasing Strength
Low Vibration is the documented Strength-oriented starting route. Discussions about whether it is a good class concern combat style and balance. They do not show the action required to raise an attribute after starting the game. A class guide therefore cannot substitute for an attribute-leveling procedure.
The June 22 patch substantially revised Low Vibration's melee behavior. It changed power punches, blocking interactions, healing, and Duel compatibility. Those changes matter when learning to play the class, but they are not evidence of a new Strength spending menu. The Strength build page keeps that combat topic separate from leveling.
What the later parry discussion does and does not confirm
An October developer reply mentions a Strength-linked fist-parry capability planned for Early Access. The author explicitly qualifies the remembered threshold. That makes it unsuitable as a verified target value for a leveling recommendation. This page omits the provisional number instead of telling players to spend toward an untested breakpoint.
The reply still illustrates why a desired combat capability and the method of obtaining it must be checked separately. A description of an unlock is not a demonstration of the leveling screen. It also does not establish the Exaltation price, input, or interaction needed to select Strength. The supported milestone remains the developer's train explanation.
Use the answer within its documented scope
This information was collected on October 25, 2026 from developer guidance and historical demo material. It explains why a demo player may be unable to find the leveling loop. It is not a tested Early Access menu walkthrough. The exact Strength allocation sequence remains outside the verified scope of this page.
Sources

Official screenshots · Steam media gallery · © Abraxaes and respective rights holders. Material statement.