STAGE 01Dark Forest
1.00×Standard horde. Forest Ogre.
BOSS: Forest Ogre · MERCHANT: no
Ramp: basePROTOCOL 03 // ARENAS
Each arena combines base pressure, a time limit, a T1–T7 Kill Contract, a boss, its own horde profile and climax. Contracts only raise the kill target: they do not add enemies or modify HP, damage, or density.
CATALOG // STAGE-012
STAGE 01Standard horde. Forest Ogre.
BOSS: Forest Ogre · MERCHANT: no
Ramp: base
STAGE 02Aggressive horde. Ancient Reaper.
BOSS: Ancient Reaper · MERCHANT: yes
Ramp: base
STAGE 03Heavy horde. Dungeon Lord.
BOSS: Dungeon Lord · MERCHANT: no
Ramp: base
STAGE 04Blazing horde. Lava Elemental.
BOSS: Lava Elemental · MERCHANT: yes
Ramp: base
STAGE 05Icy horde. Ice Colossus.
BOSS: Ice Colossus · MERCHANT: yes
Ramp: base
STAGE 06Amphibious horde. Swamp Guardian.
BOSS: Swamp Guardian · MERCHANT: yes
Ramp: base
STAGE 07Agile horde. Sand Sultan.
BOSS: Sand Sultan · MERCHANT: yes
Ramp: base
STAGE 08Elite horde. Fallen Archangel.
BOSS: Fallen Archangel · MERCHANT: no
Ramp: base
STAGE 09Numerous horde. Abyssal Tide Beast.
BOSS: Abyssal Tide Beast · MERCHANT: no
Ramp: baseRising acceleration. Abyss Herald.
BOSS: Abyss Herald · MERCHANT: yes
Ramp: 10% time · 1.2% per level · cap 1.42×Cascading elites. Rift Heart.
BOSS: Rift Heart · MERCHANT: no
Ramp: 14% time · 1.6% per level · cap 1.55×Maximum pressure. Void Sovereign.
BOSS: Void Sovereign · MERCHANT: yes
Ramp: 18% time · 2% per level · cap 1.68× · density 1.45×Arena presentation is also part of the current contract: all 12 stages resolve a dedicated thematic background, and the merchant uses a dedicated visual shop landmark whenever available. The artwork does not block enemies or create a safe zone.
| Arena | Visual |
|---|---|
| Dark Forest | Dedicated arena theme |
| Profaned Cemetery | Dedicated arena theme |
| Forgotten Dungeon | Dedicated arena theme |
| Crimson Volcano | Dedicated arena theme |
| Glacial Peak | Dedicated arena theme |
| Dark Swamp | Dedicated arena theme |
| Gale Desert | Dedicated arena theme |
| Empty Cathedral | Dedicated arena theme |
| Forgotten Cove | Dedicated arena theme |
| Abyss of the Starved | Dedicated arena theme |
| Unstable Rift | Dedicated arena theme |
| Void Citadel | Dedicated arena theme |
StageAssetResolver maps each of the 12 published arenas to its own thematic background. arena_background_v2.png remains only as the explicit fallback when a stage-specific asset is unavailable.
When the merchant is available, ArenaSpriteRenderer draws merchant_shop_world_v1.png as the shop landmark behind the character; the old procedural booth is not stacked over the dedicated artwork.
MerchantWorldPresentationRules is explicitly visual-only. The stall artwork creates no collision, spawn exclusion, or enemy safe zone.
0.1.19 removed merchant enemy-exclusion rules. Enemies may approach or cross the visual landmark area; only interaction distance remains owned by merchant systems.
gfx/stages/common/arena_background_v2.png remains the fallback; the current resolver has a dedicated path for every published arena.Each arena stores its own completed Tier. T1 uses the base goal; T2–T7 multiply that same goal up to 7×. An exceptional run can cross several tiers at once, but each reward is granted only once per arena.
| Arena | Kills/min | T1 | T2 | T3 | T4 | T5 | T6 | T7 Supreme |
|---|---|---|---|---|---|---|---|---|
| Dark Forest | 50 | 750 | 1,500 | 2,250 | 3,000 | 3,750 | 4,500 | 5,250 |
| Profaned Cemetery | 60 | 900 | 1,800 | 2,700 | 3,600 | 4,500 | 5,400 | 6,300 |
| Forgotten Dungeon | 75 | 1,125 | 2,250 | 3,375 | 4,500 | 5,625 | 6,750 | 7,875 |
| Crimson Volcano | 85 | 1,275 | 2,550 | 3,825 | 5,100 | 6,375 | 7,650 | 8,925 |
| Glacial Peak | 90 | 1,800 | 3,600 | 5,400 | 7,200 | 9,000 | 10,800 | 12,600 |
| Shadow Swamp | 95 | 1,900 | 3,800 | 5,700 | 7,600 | 9,500 | 11,400 | 13,300 |
| Windblown Desert | 100 | 2,000 | 4,000 | 6,000 | 8,000 | 10,000 | 12,000 | 14,000 |
| Empty Cathedral | 105 | 2,625 | 5,250 | 7,875 | 10,500 | 13,125 | 15,750 | 18,375 |
| Cove of the Forgotten | 110 | 2,750 | 5,500 | 8,250 | 11,000 | 13,750 | 16,500 | 19,250 |
| Abyss of the Starved | 115 | 3,450 | 6,900 | 10,350 | 13,800 | 17,250 | 20,700 | 24,150 |
| Unstable Rift | 120 | 3,600 | 7,200 | 10,800 | 14,400 | 18,000 | 21,600 | 25,200 |
| Void Citadel | 125 | 3,750 | 7,500 | 11,250 | 15,000 | 18,750 | 22,500 | 26,250 |
Each arena's canonical kill goal is now its T1 contract. Completing it for the first time marks the stage mission and still unlocks the next arena as before.
Each tier requires 1×, 2×, 3×, 4×, 5×, 6×, or 7× the stage base goal. The contract itself never increases spawn, density, HP, or enemy damage.
Kills are measured within the same run. If the run reaches several new contract thresholds, every newly reached tier is consolidated and paid once for that arena.
Finalization evaluates contracts from the run's actual kill count even without victory. Infinity is separate and does not advance T1–T7 contracts.
The first T7 completion grants 1 Core, records Supreme, and permanently removes the directive from that stage. During the same run it disappears as soon as the T7 target is reached.
| Tier | Coins | Essence | Core | Rule |
|---|---|---|---|---|
| T1 | 1× stage reward | 5 + 2× stage index | 0 | If normal victory already paid the stage reward, T1 does not duplicate that payment. |
| T2 | 1× stage reward | 0 | 0 | One-time reward per arena. |
| T3 | 1× stage reward | 0 | 0 | One-time reward per arena. |
| T4 | 1.5× stage reward | 0 | 0 | One-time reward per arena. |
| T5 | 2× stage reward | +1 | 0 | Economy reinforcement. |
| T6 | 2.5× stage reward | +1 | 0 | Penultimate contract. |
| T7 SUPREME | 3× stage reward | +2 | 1 | Retires contracts for that arena. |
Forest uses dedicated time windows and is deliberately restricted to SWARM, GRUNT and RUNNER. Other arenas advance through progress bands that change archetype eligibility and relative weight. Infinity keeps its own endgame curve.
| Arena | Profile | Pacing | Bands | Identity |
|---|---|---|---|---|
| Dark Forest | Runner Introduction | confidence | 0–25 s · 25–45 s · 45–70 s · 70–90 s · 90 s+ | opens with 100% SWARM; gradually introduces GRUNT and RUNNER and keeps only those three archetypes throughout Stage 1 |
| Profaned Cemetery | Siege of the Swift | sequential | 0% · 15% · 35% · 55% · 75% · 90% | GRUNT/RUNNER open the stage; goblins and ranged arrive later while heavies, summoners and elites are reserved for later arenas |
| Forgotten Dungeon | Wall of the Heavy | sequential | 0% · 15% · 35% · 55% · 75% · 90% | TANK defines the identity and progressively gains support from other archetypes |
| Crimson Volcano | Blazing Clamor | sequential | 0% · 15% · 35% · 55% · 75% · 90% | SWARM appears from the start and the mix grows with ranged, tank and elite |
| Glacial Peak | Frost Vigil | sequential | 0% · 15% · 35% · 55% · 75% · 90% | TANK opens pressure while ranged/summoner enter later windows |
| Dark Swamp | Swamp of Hunters | sequential | 0% · 15% · 35% · 55% · 75% · 90% | mixes hunters and goblins early and broadens composition late |
| Gale Desert | Storm of the Swift | aggressive | 0% · 15% · 35% · 55% · 75% · 90% | RUNNER carries major weight and remains relevant through final assault |
| Empty Cathedral | Choir of Elites | aggressive | 0% · 15% · 35% · 55% · 75% · 90% | RANGED and ELITE gain weight with summoner support late |
| Forgotten Cove | Combined Horde | aggressive | 0% · 15% · 35% · 55% · 75% · 90% | combines land and aquatic rosters including Brine Stalker, Coral Bulwark and Ink Wraith |
| Abyss of the Starved | Abyss of the Hungry | aggressive | 0% · 15% · 35% · 55% · 75% · 90% | RUNNER and Brine Stalker pressure early; Ink Wraith and support appear later |
| Unstable Rift | Unstable Rift | aggressive | 0% · 15% · 35% · 55% · 75% · 90% | RUNNER opens the stage and SUMMONER/ELITE grow as the rift escalates |
| Void Citadel | Void Citadel | aggressive | 0% · 15% · 35% · 55% · 75% · 90% | TANK enters immediately and the full roster converges late |
| Infinity | Merciless Infinity | infinity | 0% · 30% · 55% · 78% · 92% | dedicated profile increasingly weights elites, summoners and endgame composition |
WavePacingRules spreads the opening across roughly six minutes: each wave lasts 30 seconds, the first twelve tiers rise progressively, and wave 12+ keeps the maximum base tier while Difficulty Director continues scaling by progress, level and dominance. Bonus spawns start only at wave 7.
| Wave | Window | Spawn | Group | HP | Damage | Speed | Read |
|---|---|---|---|---|---|---|---|
| 1 | 0–29 s | 0.60× | 0.78× | 0.92× | 0.90× | 0.95× | confidence opening |
| 2 | 30–59 s | 0.64× | 0.80× | 0.93× | 0.91× | 0.96× | 3-second opening breather |
| 3 | 60–89 s | 0.68× | 0.82× | 0.94× | 0.92× | 0.97× | warm-up |
| 4 | 90–119 s | 0.72× | 0.84× | 0.95× | 0.93× | 0.98× | warm-up |
| 5 | 120–149 s | 0.76× | 0.86× | 0.96× | 0.94× | 0.99× | warm-up |
| 6 | 150–179 s | 0.80× | 0.90× | 0.97× | 0.95× | 1.00× | last wave without bonus spawns |
| 7 | 180–209 s | 0.85× | 0.94× | 0.98× | 0.96× | 1.01× | bonus spawns become eligible |
| 8 | 210–239 s | 0.90× | 0.98× | 1.00× | 0.98× | 1.02× | mid pressure |
| 9 | 240–269 s | 0.96× | 1.02× | 1.02× | 1.00× | 1.03× | damage baseline |
| 10 | 270–299 s | 1.02× | 1.07× | 1.04× | 1.02× | 1.04× | pressure above baseline |
| 11 | 300–329 s | 1.10× | 1.13× | 1.07× | 1.05× | 1.05× | advanced escalation |
| 12+ | 330 s+ | 1.18× | 1.20× | 1.10× | 1.08× | 1.06× | max tier; Director keeps scaling |
In Forest, common enemies stay at 0.60× nominal difficulty for the first 180 seconds and smoothly recover to 1.00× from 180–360 seconds.
Cemetery does not receive an extra common-enemy opening ramp.
Opening difficulty starts at 1.08× on Stage 3 and rises +0.045 per stage, capped by target difficulty; interpolation uses smoothstep.
Difficulties above 1.35× use cadence compression with a 1.85× cap so later arenas do not open at endgame frequency.
From wave 2 onward, the first 3 seconds recover the spawn multiplier from 0.64× to 1.00×.
The climax system is enabled across all 12 stages. Forest stays on the baseline with no special climax; from Stage 2 onward each arena gets its own triggers, pressure and — in several cases — dedicated hazards. Climax is separate from regular temporary stage events.
| Arena | Climax | Trigger | Activation | Duration | Hazard | Pressure |
|---|---|---|---|---|---|---|
| Dark Forest | No special climax | arena baseline | — | — | none | normal profile |
| Profaned Cemetery | Necromancy | time ≥ 70% OR dominance ≥ 18% | never before 35% | 55 s · repeatable after 45 s | none | spawn up to 1.08× · group 1.10× · runner/elite reinforcement |
| Forgotten Dungeon | Iron Siege | kill goal OR time ≥ 70% | never before 35% | 60 s | none | spawn 1.20× · group 1.35× · tank/elite focus |
| Crimson Volcano | Eruption | time ≥ 65% | 65% | 75 s | fire zone · 4.5 s | hazards gain weight with camping |
| Glacial Peak | Whiteout | time ≥ 70% | 70% | 70 s | ice zone · 5.5 s | fewer runners, more ranged/elite |
| Dark Swamp | Corruption | time ≥ 48% | 48% | persistent | corruption zone · 7 s | spawn 1.08× · group 1.10× · phase 2 at 80% |
| Gale Desert | Sand Hunt | dominance ≥ 18% OR time ≥ 70% | never before 35% | 65 s | none | spawn/group 1.18× · large RUNNER bonus |
| Empty Cathedral | Fallen Choir | time ≥ 70% | 70% | 70 s | none | spawn 1.12× · group 1.16× · ranged/summoner/elite |
| Forgotten Cove | Drowned Tide | kill goal OR time ≥ 75% | never before 45% | 70 s | none | spawn 1.18× · group 1.28× · combined roster |
| Abyss of the Starved | Abyssal Hunger | time ≥ 50% | 50% | persistent · phases at 75% and 90% | rift portal · 7 s | spawn 1.20× · group 1.25× · ranged/summoner accelerate |
| Unstable Rift | Rift Breach | time ≥ 65% | 65% | persistent | rift portal · 5 s | spawn 1.18× · group 1.28× · elite/summoner |
| Void Citadel | Void Siege | time ≥ 40% | 40% | persistent · phases at 70% and 90% | void zone · 5.5 s | spawn 1.22× · group 1.28× · ranged/summoner/elite |
| Hazard | Warning | Duration | Canonical effect |
|---|---|---|---|
| Fire Zone | 0.85 s | 2.8 s | 13 base damage per tick before intensity; ticks every 0.55 s |
| Ice Zone | 1.10 s | 5 s | 3 base damage per tick and movement reduced to 0.72× |
| Corruption Zone | 1.10 s | 7 s | 5 base damage per tick; area and damage scale |
| Void Zone | 0.90 s | 4 s | 10 base damage per tick |
| Rift Portal | 1.00 s | 1.8 s | opens a reinforcement of 2–5 enemies |
Infinity does not progress T1–T7 contracts. Its own mastery remains independent per arena through 7,500 → 12,500 → 20,000 → 32,500 → 50,000 → 75,000 → 100,000 → 125,000 → 150,000 → 175,000, then +25,000 kills per additional farm.
The account's first eligible Infinity completion grants one global one-time Core.
+1 Ascension Core in that stage.
+1 Ascension Core in that stage.
+1 Ascension Core in that stage.
The difficulty director measures progress, expected level, proximity, dominance, kill speed and camping signals. At each band, group size, health, damage, speed, spawn rate and XP scale together; climax adds its own layer on top of that snapshot.
Base pressure; the player has room to establish the first build decisions.
Spawn 1× · group 1× · HP 1× · damage 1× · speed 1× · XP 1× · distance 860–1120Pacing accelerates and the composition begins to demand repositioning.
Spawn 1.22× · group 1.15× · HP 1.07× · damage 1.05× · speed 1.05× · XP 1.04× · distance 780–1000Enemy health, damage, pacing, and speed rise; bosses can overlap depending on the arena.
Spawn 1.45× · group 1.35× · HP 1.15× · damage 1.12× · speed 1.12× · XP 1.08× · distance 700–900Horde volume and concurrent boss capacity enter the siege phase.
Spawn 1.70× · group 1.60× · HP 1.24× · damage 1.20× · speed 1.20× · XP 1.14× · distance 620–820The game shows the final warning and raises multipliers before the arena's real time limit.
Spawn 2.05× · group 1.95× · HP 1.32× · damage 1.26× · speed 1.30× · XP 1.20× · distance 560–760S1 215/240 s · S2 120/180 s · S3 135/195 s · S4 120/180 s · S5 150/210 s · S6 216/360 s · S7 216/360 s · S8 200/300 s · S9 270/420 s · S10 324/540 s · S11 324/540 s · S12 324/540 s.
The simultaneous cap grows from 1 to 3 with progress; Infinity and invasions can raise the ceiling to 4.
The kill grants 15 base coins before multipliers. Physical pickup rolls are separate: 75% chance and common value 1.