Queen's Domain ships with a single balance and no difficulty option to turn down, so the difficulty is something you manage rather than something you select. It comes from three places: enemies that punish the wrong damage type, areas that are tuned for a later point in the run, and the fact that a death costs you everything back to your last save.
There is no difficulty setting
The game asks you to change how you play instead of changing the numbers. There is no easy mode, no difficulty slider, and no way to reduce incoming damage. What you can change is your weapon, your route, and how often you save.
That matters more than it sounds, because the game also has no autosave. The practical difficulty of any given area is a function of how far it is from your last Crystal Monument as much as it is a function of the enemy in front of you.
Queen's Domain difficulty comes from damage types, not health
The difficulty of a fight is set by the enemy's damage-type resistances rather than by a big raw health pool, so the correct weapon matters far more than the weapon's level. Skeletons are weak to blunt impact damage and resist swords. Plant and bug enemies are weak to swords. An impact-type hit staggers a skeleton, and landing a hit in the moment before it swings cancels its attack outright.
Against the regular enemies, the plague chicken is the hardest one in the game. If you are being punished in an area, check the bestiary entry for that creature: it lists its resistances and its EXP value, and it fills in the moment you first kill it. The full damage type system is in the weapons guide.
The places that are tuned for later
The intended order is starting area, then the Obmuer Temple, then the Tower of Knowledge. Areas meant for a later game punish you for arriving early:
- The Library is a high-tier location whose mobs account for 140 or more bestiary entries, and it is pitch dark down there. Bring a light or you will be fighting enemies you cannot see.
- The fish-man island cannot be reached at all without a wind dash.
- The Tower of Knowledge is the other rough spot: it is where most people get stuck on the geometry and start to think they are soft-locked. Its spiral staircase has a lever that only works from one side, and that is the kind of thing that eats an evening.
The area-by-area order, including the points players most often get stuck at, is in the where to go next guide.
The traps that cost you a run
Two mistakes cost far more than any boss.
- Jumping into the well at the start of the game. The water there is out of bounds, so it damages you and teleports you back to the last solid ground you stood on. The way out is a teleporter you can reach from the save point by going right across the bridge and looking to your right.
- Dying without a recent save. There is no autosave, so a death in a hard area sends you back to your last Crystal Monument with nothing to show for the trip.
Both of these are navigation problems rather than combat problems, which is why the map and navigation guide is worth reading before you push into a new region.