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Eon Commando 3.0.0 — endless mode
Endless mode is in, and the title screen is a real menu.
How it plays
The camera locks, the gate shuts, and hostiles arrive from both sides and from above. Wave one is two grunts. The pool widens as you go — drones, then jumpers and snipers, then swarms and shielders, then turrets and brutes — and the crowd keeps growing. Every fifth wave adds a boss from the campaign rotation, on top of the crowd.
The multiplier is the point. Each wave adds 0.15× to your score — wave seven pays 1.90×. Dying is the only way a run ends, so every wave asks the same question: push one more? You also get a grenade back per wave cleared, so a long run has a resource rhythm rather than just attrition.
The title screen had to change first
Endless needed an entry point, and a keyboard-only E key would have repeated exactly the mistake I'd just fixed on mobile. So the title is now a menu — Campaign, Endless, Daily Run, Watch Last Run, Two Players — navigable with arrows or by tapping. The Two Players toggle replaces "press 2".
One bug worth naming
A boss dying in endless called the campaign boss-death handler, which fired the stage-clear sequence and would have dropped you into era two mid-run. Game.mode now gates that: in endless a boss death just ends the wave.
Also caught: the title still said V2.3.0 — the single VERSION constant I introduced two releases ago to stop exactly this had itself never been bumped. It reads 3.0.0 now.
Numbers
| Game | index.html — 178 KB, single file |
| Gzipped | 49 KB |
| Enemy types in the pool | 9, unlocked by wave |
| Boss cadence | every 5 waves |
| Dependencies | 0 |
Full notes in CHANGELOG.md.
