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 = 1B = 2A = 3S = 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.