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Gameplay
Home · Controls · Weapons · Equipment · Game-Systems
- Choose a mode, map, atmosphere, character, and—before a Classic run—an optional risk/reward modifier.
- Spawn in a cleared starting area with the Pistol.
- Defeat a finite wave budget while additional enemies are paced into the arena.
- Collect dropped loot, use cover and explosive barrels, unlock weapons with score, and manage health, ammunition, stamina, and cooldowns.
- Clear the remaining enemies to advance the wave. In solo Classic, choose from a three-box perk gamble between waves.
- Continue until death. Classic has no final victory state; the objective is the best wave and score possible.
Tutorial mode has an endless practice roster rather than normal wave progression. Multiplayer uses host-synchronized waves; see Multiplayer.
| Mode | Confirmed behavior |
|---|---|
| Classic | Solo endless survival with selectable difficulty, map, time of day, optional generated run modifier, wave perks, score unlocks, and persistent progression for signed-in players. |
| Tutorial | Guided, paused instruction steps; unlimited health and stamina; weapons are available for practice; enemies unlock by tutorial kill milestones. No normal waves, achievements, or weapon mastery accrual. |
| Multiplayer | Peer-hosted match with shared enemy world, lobby options for Co-op Survival or Last Man Standing, optional time limit, chat, spectating, and scoreboards. |
The starting wave uses a finite enemy budget. The base budget is 7 + wave × 3, scaled by difficulty and any run modifier, with a minimum of four. Up to five enemies are seeded at wave start and the rest arrive in paced batches.
Enemy health increases by 15% per wave. Enemy damage rises 2% per wave and movement speed 0.6% per wave, both capped at the wave-40 contribution. The mix escalates from Normal enemies to Fast enemies at wave 2, Tanks at wave 3, and Snipers at wave 4; higher waves increase the chance of harder archetypes.
| Difficulty | Enemy health | Enemy damage | Spawn count | Enemy speed | Score multiplier |
|---|---|---|---|---|---|
| Easy | 1.00× | 0.90× | 0.80× | 0.70× | 0.60× |
| Medium | 1.40× | 1.25× | 1.00× | 1.00× | 1.00× |
| Hard | 2.20× | 1.85× | 1.40× | 1.50× | 1.70× |
| Adaptive | 1.30× initial | 1.20× initial | 1.00× initial | 0.95× initial | 1.30× |
Adaptive mode periodically adjusts future enemy health, damage, spawn rate, and a smoothed speed target from recorded player performance.
Boss timing is difficulty-scaled, not fixed at wave 10:
| Difficulty | Boss era starts |
|---|---|
| Hard | Wave 5 |
| Medium | Wave 7 |
| Adaptive | Wave 8 |
| Easy | Wave 10 |
From that point a boss is seeded every wave, with a second boss on every fifth wave. Before the boss era, every fifth wave adds a Crowned Elite Tank with four times health and three times score. See Enemies.
Combat is confirmed PvE: firearms, rockets, hacked enemies, hazards, and abilities damage enemy entities. Players can damage themselves with nearby explosive barrels, but there is no confirmed direct player-versus-player hit path wired from the gameplay loop.
The multiplayer lobby exposes Last Man Standing, and the networking layer has message shapes for player shots and kills. However, implementation evidence shows player death being caused by shared enemies; direct player-shot handling is not connected from App.tsx. Treat direct PvP combat as unconfirmed / not implemented, rather than assuming the label adds a deathmatch ruleset.
Base kill values are Normal 10, Fast 15, Tank 30, Sniper 28, Boss 100, and Revenant 65. A Crowned Elite pays three times its underlying score. Destroying a Sentinel awards 150 before difficulty and run-modifier multipliers.
Kills less than two seconds apart grow both the combo and kill streak. Each chained kill adds combo × 5 points before the same score multipliers. Taking damage reduces an active combo; a normal wave transition resets the combo and streak unless the Streak Keeper perk was earned.
Classic mode offers three generated, daily-seeded Raise the Stakes cards. Each card comes from a distinct archetype—offense, fragility, horde, scarcity, precision, or chaos—and can change player damage or health, enemy health/damage/speed/spawn density, starting magazine size, or enforce headshots-only damage. The score multiplier is derived from the rolled risk and ranges from 1.25× to 2.75×.
After a solo wave, one of three Mystery Boxes contains a run perk. A picked perk lasts for that run; empty boxes award consolation weapon-mastery XP. Perks do not appear in multiplayer and do not persist between runs. See Game-Systems.
- Classic: health reaching zero ends the run immediately and shows the game-over screen. Restart begins a fresh run.
- Tutorial: damage is effectively disabled; it is a learning space, not a failure mode.
- Multiplayer: a defeated player enters spectator mode. The match manager ends Co-op Survival when all players are dead, or Last Man Standing when one of multiple players remains. There is no confirmed mid-match respawn implementation.
- Time-limited multiplayer: the host can enable a 60–1,800 second limit in 30-second increments. The UI displays remaining time; end-of-match authority is host-side.
Each map is an open combat space with streamed terrain chunks, collision props, map-specific atmosphere, safe spawn clearance, and a player-centered tactical radar. Exploration supports tactical positioning rather than questing: trees and other collidable terrain block line of sight, bushes slow movement, and barrels form both cover and hazards. See World and AI.