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I got Dead God with ZERO Deaths, AMA :3

Heya, I'm Vicfis! A full-time content creator and I recently achieved a full Dead God save file from start to finish without seeing the 'Game Over' screen or resetting. The entire thing was done live, and all the VODs can be found on my YouTube (will be a playlist for it soon™)

640 Achievements

45 Challenges

186 Runs

Zero Resets

Zero Deaths


What are the rules?

  • Must get all 640 achievements and finish the last run

  • If I see the game over screen at any time I immediately delete my save file and start over from zero

  • No holding R or resetting (using the R Key item is allowed)

  • No pausing and exiting the game to reset a hostile room/pause buffer dodges/escape from an intentional soft lock (the only exception to this is to remove the "I'm excited" pill effect, ONLY when I am NOT going for a time-gated unlock)

  • No using the Clicker item to cheese marks

  • Despite not showing on the stats screen, I did count deaths during challenges as file-resets. This means I needed to first try all the hard/RNG challenges like Ultra Hard, Backasswards, and Delete This, with no resets

What about Scissors?

This challenge starts on a slightly modified file, since two achievements are impossible to get: Scissors (Game Over 100 times) and Mr. Resetter (Reset 7 times in a row).

These two achievements are pre-unlocked via a save editor before I start the file, as well as Daily Run & Online achievements.

Daily run achievements are pre-unlocked as well since they are 'solved' (ie. I could choose to only do the easy curated dailies or only dailies that feature easy characters like Azazel since you know the character before starting the run)

Online runs are pre-unlocked for a similar reason. (A 4-person run with viewers or other amazing creator friends like CommentBagel, Hutts, AnotherMatt, BamboChutafreak, LazyMatt, SlayXc2, etc. would be incredibly easy).

So since they are solved and add a month's worth of runs to an already very long challenge, daily and online runs are both pre-unlocked.

How??

The most fun part of this run was figuring out a route!

My game plan was to complete the hardest and most RNG-focused unlocks as soon as possible. This way when I died I would only lose a week or two of progress instead of saving something like Ultra Hard or 'DELETETHIS' for the final unlock and dying.

I have my full ruleset, route, and progress tracker spreadsheet here but this was my rough route:

  • Unlock Azazel

  • Unlock and complete Backasswards

  • Laz to Mother to unlock The Beast path (Laz for the innate extra life, we need to do the mirror world without Lost's Mantle)

  • Eden to The Beast for T.Eden unlock (this unlocks Challenge #45)

  • Complete Challenge #45 (FUCK this challenge)

  • Unlock a handful of powerful items/runes and then complete Ultra Hard

  • Unlock and complete the risky characters (lost, keeper, J&E, etc)

  • Everything else! (the easy part)

Why???

I have sunk over 8,000 hours in Isaac since first playing Flash in middle school, and have made making Isaac content my full-time job! I love a difficult challenge and win streaks were getting a bit stale and repetitive, so I figured tackling this challenge would be a fun way to break things up, and try something new.

It was by far the hardest and most fun challenge I've done so far! And I am already cooking up more difficult stuff to do in the future >:)


should soldier rocket be 0 size too? Abilities that you use like once every 10 second are find to have larger size.

These are very different abilities. One is a slow moving projectile on a 6 second cooldown. The other is a instant hitscan shot that bleeds over time on an 8 second cooldown, that can also be instantly refreshed with deadeye and roll, which can further be reduced with his passive.

Winrate isn't everything, as a DPS main I can tell you it is way too easy to hit a silver bullet into another or followup with regular shots and kill someone with very low TTK. Having an ability like that with a basketball sized hitbox and very low functional cooldown feels awful to play against.


commented

So what is ACTUALLY happening here is an annoying fact about Deli that almost never comes up:

Delirium has full damage immunity for about a second when you first enter the room.

Why? No idea, probably because Ed hates us all. You used Plan C during this window so instead of dealing 9,999,999 damage, it dealt 0.

Some comments have said Plan C doesn't work on Deli, it does. I think they are confusing it with Delierum's immunity to Chaos Card.

Deli does have some weird boss armor mechanics that apply for the first 4 seconds of the fight where it'll re-apply it's armor, but Plan C fully bypasses boss armor.






they were crashing out over the patch

As stated multiple times during that stream I said the patch was overall good and a banger. I was animated and high-energy because as a content creator that is my job. Especially when the content is just reading.

The change is not a huge deal in grand scheme of things, but I personally think it's a huge buff to an already good item. Every other item that comes close to offering a +1.7 fire rate up is conditional (Soy milk, Paschal Candle, blue Purity aura, etc).

Focusing on my reaction to this one change feels like missing the bigger point I was trying to make: Many recent balance changes have been to add a tears/damage up to an item and call it a day (See Ouija board, 2Spooky, Child Leash, Lazy Worm, etc.) instead of something more interesting and thematic.

I do not think the game should be balanced for someone like me who has nearly 9,000 hours and has done an entire file deathless. I do however, see items and mechanics getting buffed in a way that reminds me of the AB+ days, where every item was good. There were no interesting decisions to make in a run, and it was incredibly boring.

Patch is good overall, the balance decisions are a bit weird in my opinion.


Dogma's sprite in the game's sprite sheet is chroma-key blue.

This is because it's the only item in the game that has an animated texture. It's easier to make it a solid color and apply the static effect to the blue bits in-game, rather than creating an animated sprite file.

(At least, I assume that's the reason, it could just be Isaac spaghetti code and this was the way they landed on that worked)



As someone who is very anti-elitism and puts a lot of effort into making my spaces a place where players of any skill level feel welcome, this message means a lot to me!

The Isaac community definitely has an elitism issue, and being a full-time content creator definitely adds fuel to the egotistical fire.

I'd be foolish to claim I am the best at anything, there are much more skilled Isaac players than myself, like CommentBagel, Toooschi, and Chewy4u. And there are more entertaining streamers like LazyMattman, or AnotherMatt

I've never wanted to be the best, just the best I can be. I'll get off my soapbox now, just wanted to take a moment to say thank you for the kind words, and plug some very cool creators :3



This is very true! Range fix is definitely the most gameplay changing mod, if it makes you feel better Alex Hicks (the main producer of Isaac currently) even agrees himself that the way range affects melee attacks is dumb and counterintuitive.

He also agreed the way the mod works is how the base game should, and hopefully will in the near future, work.

Also also, you can change how much range range-ups give your melee weapons, I have this turned down to the minimum setting as to make it "fair" as possible



Copy/Pasting from another comment I answered :>

What I think is actually much more important, is your mental. It's easy to get hit on floor 2, miss your deal, get tilted and death spiral.

It's important to focus on the incremental improvements in life over a long time, and I apply that to how I approach games as well. It's easy to blame a loss on bad RNG, and bad RNG does happen, but thinking about how you could have prevented being in X situation or how you could have better used Y, is a much healthier mindset.

I died 9 times trying this challenge, had to delete my save and start all over again every time. It was not fun dying, but every time I died I forced myself to ask what action I took that led to the loss, and 8 times out of 9 I changed my approach and improved because of it.

It sounds super cheesy and cliche, but my goal was never to win deathless dead god. My goal was to learn and improve with every run, and every death.
When your goal is improvement, rather than finishing, you get to experience little wins and hits of dopamine all the time. The W will come eventually

As for the lost, always be flying above rocks, and don't be too greedy with your ED6. T.Lost, anything that makes cards is S tier, focus on your shops




I actually didn't die to Ultra Hard a single time during this challenge! I currently have a 9 win streak of no reset Ultra Hard. Delete this is WAY worse since any item can kill you at any time.

My very first file reset was due to my first passive item on Delete This dealing a full heart of damage to me every time I picked anything up. Items, keys, pennies, hearts. I was not a happy camper


I'm nonbinary! I prefer they/them, but I really don't mind what pronouns you use :>

I did pivot to another easier mark or end the run early via grabbing a negative and going to Isaac a couple of times. But I think the winning attempt had maybe two runs that I finished without getting a new mark due to pivoting. Usually due to my own mistakes or overconfidence :P


Yeah, I wouldn't quit out to reset the pill effect if I had a chance of boss rush or hush, or if I had any item that cared about time (like from Laz's Birthright, Red Stew, etc)

I don't really quit out the pill effect often, usually I just play with it as normal, but wanted to include it in the rules just for transparency!


I would always try and give myself the most ending options every run, like grabbing my first knife piece or sac rooming for key pieces even if I am not intending to go to Mother/Mega Stanly. The main marks I had to pivot from were Boss Rush and Hush expectedly, but I could still get a new mark.

I think there was only one or two runs during the winning attempt that I finished without earning a new mark because I had to pivot



I originally learned and played on keyboard and have about 7k hours on it. Sometime around last year I did a subathon, and my community hit a goal for deleting a save file, and doing it all over again on controller.

Since then, I play on controller partly because analog stick movement is really useful, but also because it's easier on my frail gamer wrists


Since I stream and upload to YouTube, EID allows viewers to pause and read what items do instead of asking and waiting for me to explain item effects.

It also keeps track of taken pills in the run, which is something I remember doing on pen & paper in the good ole' days :P

Also, while I do have every item memorized, since this challenge was done on REP+, items were being changed and their effects tweaked, so it was good to have on hand for the changed items.







Depends on the exact situation/character. But overall I take pills more often than I skip them.

Since the game tries to balance your pill pool, on average 2/3rds of your pills are either good or neutral, and of the bad pills the only truly awful ones are speed and tears down.

Pill gang for life


This is a hard question to answer concisely

But I think it comes down to two main things

Firstly, (and obviously) your game knowledge and mechanical skill determine what a "bad" run is for you. For instance, if I see a red or blue candle in the shop, I know I can comfortably get through the womb with that alone, but that is only because I have thousands of hours in the game. As you practice and get better at min maxing, using resources efficiently, spotting niche synergy, and mechanically just hitting/dodging shots, the bar for a winnable run gets easier to clear.

Secondly, and what I think is actually much more important, is your mental. It's easy to get hit on floor 2, miss your deal, get tilted and death spiral.

It's important to focus on the incremental improvements in life over a long time, and I apply that to how I approach games as well. It's easy to blame a loss on bad RNG, and bad RNG does happen, but thinking about how you could have prevented being in X situation or how you could have better used Y, is a much healthier mindset.

I died 9 times trying this challenge, had to delete my save and start all over again every time. It was not fun dying, but every time I died I forced myself to ask what action I took that led to the loss, and 8 times out of 9 I changed my approach and improved because of it.

Lotta yapping, but I hope it answers your question!



I have always been a Greed mode enjoyer. But me enjoying it doesn't mean I think it's a well-made game mode!

Greed has a problem of most of the runs being either a bad death spiral, or a super easy game break, with little in-between. But the spawn indicators in REP+ make the mode feel a lot more forgiving




1 Glass Cannon is really powerful, but is usually a little too scary to take on a long term challenge run like DDG or win streaking unless you're playing someone like the lost

2 T.Eve is a very feast or famine character, the start of the run is a struggle but once you get around 4 clots the run becomes very easy. Not my favorite character

3 Most difficult mark would be T.Lost to Mother

4 Clutch was rough but I think that's because they are the newest boss. The Pile is the mines/ashpit boss that sneaks a hit in on me the most

Thank you!




I started this challenge on 2/24/25, the winning attempt was started on 5/5/25, so quite a few days :P

As for how often I played, I stream full-time so I played about 5-8 hours of Isaac six days a week. I don't really get tilted at Isaac, or games in general. (Almost) every death and file reset was a lesson to learn, just a part of trying to do something of this scale!

As for games I play off stream, I practiced the hard runs like Ultra Hard, Speed, T.Lost, etc. a fair bit. But I also play a lot of other games, some of my go-to off stream games are Noita, Slay The Spire, Overwatch, and Satisfactory


Ultra Hard is one of the worst designed challenges, don't get me wrong! (although honestly removing curse of the blind would make it much more "fair")

But as someone who loves a good challenge, Ultra Hard forces you to play in a completely different way than a normal run, which makes it super entertaining for someone who's played as much Isaac as I have





The biggest advice I can give for T.Cain is do not put regular pennies in the bag until you're in the womb. You'll get so much more value using that money to buy items/consumables in the shop (especially from batteries)

And also read the wiki.gg page on bag of crafting! You have a lot more control than you'd think when crafting, but there's a lot of little rules to know that the game doesn't tell you.

Other than that, keep an eye out for cheap transformation progress and synergies (like a cheap HP up and Potato peeler), full clear as much as you comfortably can before crafting, use bombs to supplement a weak build, and min max

Hope this helps!










Without EID.

There is no such thing as cheating in a single player game, I hate the elitist who yell at others for using it (not saying you are) but it wouldn't feel right having it on for a challenge like this, and I actually prefer T.Cain without EID anyways :>


Almost! The Wiz is really powerful, but like Isaac's Heart, Guillotine and Tiny Planet, you have to adapt and change your play style to leverage their pros

Although admittedly, grabbing The Wiz from Death Certificate is also a good way to get some engagement during stream :P