FAST ANSWER / NEW GAME PLUS
Use Try Again, then audit Day 1.
After a completed run, choose Try Again on the ending screen. The reported result returns you to Day 1 with new knowledge or dialogue opportunities, but the full list of retained state is still community evidence.
- Finish the run and record the ending title, recruits, upgrades, contacts, and Demon Power state.
- Back up the local Godot app-data folder before choosing Try Again.
- Choose Try Again, then compare Day 1 roster, map, dialogue, contacts, and rewind options.
- Test one carry-over claim per run and note the current build.
Try Again is not the same as Demon Rewind
Demon Rewind changes the current run's timeline. Try Again is the ending-screen restart flow reported to begin a new Day 1 route. Keep their counters and consequences separate when documenting NG+ behavior.
Carry-over ledger
Before and after the reset, compare five groups: knowledge/dialogue, contacts, roster and recruitment access, tower upgrades and items, and Demon Power or rewind state. Do not assume that a character appearing in dialogue means the entire route is retained.
- Day 1 dialogue and omniscience options
- Map contacts and early recruit invites
- Roster cap, known knights, and route flags
- Annexes, equipment, treasury, and consumables
- Demon Power count and visible ending consequences
True-ending caution
The community often recommends a no-rewind NG+ run for the Epicrates or Last King route. Keep that as a strong route lead, not a universal condition, until the same build reproduces the ending with the exact recorded state.
Baseline source: official Sovereign Tower page on Steam. Additional reference: Steam NG+ and time-rewind discussion. / Steam NG+ failure report. / Public competitor New Game Plus guide. This note is an independent editorial guide; evidence status is shown where it matters. Last checked: August 15, 2026. Changelog: Added a dedicated NG+ page instead of hiding the search intent inside the ending guide. Separated Try Again, Demon Rewind, and Steam Cloud behavior.