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Rounds and Map Flow

Map Structure

Runs are divided into levels, and each level generates a procedural map.

  • Total stages per level: 4 + level
  • Level 1 has 5 stages, Level 2 has 6, Level 3 has 7, and so on.
  • The first stage is always a Round.
  • The last stage is always a boss Rage.
  • Maps can branch, and players choose their route through connected nodes.

Node Distribution

  • Base stage distribution is roughly 90% Round and 10% Rage before forced placements.
  • Each map contains between 2 and 5 rage encounters, not counting the final boss rage.
  • Store nodes appear after progression nodes and act as the main upgrade checkpoints.
  • A stage can contain up to 4 nodes.

Rage Placement

  • Rages are spread through the map instead of being front-loaded.
  • The final rage of each level is always the strongest encounter of that map.
  • Some rage effects cannot appear together in the same round.

Rage Round Power System

Each rage node has a power budget that determines how many rage effects can be rolled.

  • Non-final rages use min(rage encounter count, 8) as the budget.
  • Final boss rages use min(rage encounter count, 8) + 2.
  • Rage rarity also determines power cost:
    • C = 1
    • B = 2
    • A = 3
    • S = 4

The game keeps selecting unique rage cards until the budget is spent.

Rage Round Configuration

  • Initial random rage chance: 35%
  • Chance increase per round: +15%
  • Maximum active rages in one encounter: 4
  • Minimum round level before rage activation: 3
  • Level cooldown: 1

Round Target Score Curve

The round counter is global across the whole run. It does not reset when a new level begins.

  • Rounds 1-5: 300 * round
  • Rounds 6-11: 2,400 + (round - 6) * 900
  • Rounds 12-18: 10,500 + (round - 12) * 3,600
  • Rounds 19-26: 50,100 + (round - 19) * 18,000
  • Rounds 27-35: 284,100 + (round - 27) * 108,000
  • Rounds 36-45: 1,904,100 + (round - 36) * 756,000
  • Rounds 46-56: 14,756,100 + (round - 46) * 6,048,000
  • Rounds 57+: 178,052,100 + (round - 57) * 54,432,000

The curve accelerates hard, so late-run consistency and scaling matter more than raw early tempo.