All Army Attack Hats

Updated

Buy the hat that prints a number. Merchant Hat, on an official store screenshot of the base menu, reads +2 income per turn. The November 10 Steam briefing says to equip hats with useful stats. The store page's own about text says you can put hats on your characters and does not mention stats. A hands-on preview calls the hats cosmetic. The briefing and the screenshot agree. The cosmetic line disagrees.

Play it as a stat item. Recheck the tooltip in the demo in case the marketing shot is ahead of the build. Do not skip the menu because a preview used the word cosmetic.

What is actually printed

The screenshot shows Merchant Hat and the income line. A cost number beside it is too muddy to publish. Do not budget 60 or 160 or any other figure you saw in a blur. The effect is the fact. +2 income per turn feeds the shop every turn you are preparing, which is the half of the game you control. See Fight or Flight for when that income should change a push.

The briefing says to put hats on your troops and, in the same note, on the idea of a military budget that finally buys something useful. The store about text folds hats into the home-base paragraph with the town, the bonuses, and the unlocks. Hats live in the home base, not in the battle HUD.

Who should buy it first

Buy Merchant Hat before an unlabeled decoration if your first runs feel gold-starved. Warcluck's plan is a wide army, and wide armies want Refresh and Upgrade. Income per turn feeds both. The Warcluck page is the commander most likely to feel +2. A Plant plan that already prints free Refreshes from the 60-gold card on the cards page needs the hat less on minute one and still wants it before a Muddy Waters turn makes Refresh painful. That curse is on bosses.

Tip: Read the hat tooltip the way you read a card. If the line is a stat, buy it when the stat matches your shortage. If a later hat is only a color, buy it after the income hat.

Why the sources split

PowerUp's preview, played from an early code, lists cosmetic rewards and then says the cosmetics are hats. Output Lag and MonsterVine use the same cosmetic wording in their announcement writeups. Checkpoint Daily, repeating the briefing, says the hats have useful stats. The screenshot is a picture of a tooltip. Prefer the tooltip.

Nothing here says every hat has income. One hat has income. Another hat could be a different stat or a pure costume. The full hat list is unconfirmed. When the demo shows the list, add rows. Do not fill them from the beach screenshot's tiny characters, who are wearing all sorts of silliness with no readable text.

The builds page treats Merchant Hat as a multiplier on whatever tag you drafted, not as a faction. Factions stay Neutral and Plant. A hat does not replace a tag.

Verdict: Take Merchant Hat early if the demo sells it. Trust +2 income over a cosmetic summary. Ignore hat prices you cannot read.

FAQ

Do hats go on the commander or the troops?

The store about text says characters. The briefing says troops. Merchant Hat's screenshot does not zoom the wearer. Equip it on the slot the demo offers, and expect both words to mean the army you field.

Is +2 income per turn strong?

It is a flat shop bonus every turn. On a short Prologue it is noticeable. On a long Arid Wastes climb it is the floor under your Refresh budget. It will not beat a curse by itself. Pair it with a preserve-or-sell plan.

Could the tooltip change before 2027?

Yes. Marketing screenshots can move. If the demo hat differs, the update log and this page should change the same day. Until then, +2 is the published line.

Sources: Steam community announcement, Steam store page, store screenshot, PowerUp hands-on, Output Lag, MonsterVine, Checkpoint Daily