HORDA ZERO
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PROTOCOL 03 // ARENAS

The map bites back.

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.

Real Horda Zero arenaCATALOG // STAGE-012
12

Arena map

STAGES 01–12 · SOURCE f7d2644
Official cover for Dark ForestSTAGE 01

Dark Forest

1.00×

Standard horde. Forest Ogre.

15:00limit750T110base coins

BOSS: Forest Ogre · MERCHANT: no

Ramp: base
Official cover for Profaned CemeterySTAGE 02

Profaned Cemetery

1.35×

Aggressive horde. Ancient Reaper.

15:00limit900T120base coins

BOSS: Ancient Reaper · MERCHANT: yes

Ramp: base
Official cover for Forgotten DungeonSTAGE 03

Forgotten Dungeon

1.75×

Heavy horde. Dungeon Lord.

15:00limit1,125T135base coins

BOSS: Dungeon Lord · MERCHANT: no

Ramp: base
Official cover for Crimson VolcanoSTAGE 04

Crimson Volcano

2.10×

Blazing horde. Lava Elemental.

15:00limit1,275T145base coins

BOSS: Lava Elemental · MERCHANT: yes

Ramp: base
Official cover for Glacial PeakSTAGE 05

Glacial Peak

2.50×

Icy horde. Ice Colossus.

20:00limit1,800T160base coins

BOSS: Ice Colossus · MERCHANT: yes

Ramp: base
Official cover for Dark SwampSTAGE 06

Dark Swamp

1.90×

Amphibious horde. Swamp Guardian.

20:00limit1,900T180base coins

BOSS: Swamp Guardian · MERCHANT: yes

Ramp: base
Official cover for Gale DesertSTAGE 07

Gale Desert

2.30×

Agile horde. Sand Sultan.

20:00limit2,000T1100base coins

BOSS: Sand Sultan · MERCHANT: yes

Ramp: base
Official cover for Empty CathedralSTAGE 08

Empty Cathedral

2.60×

Elite horde. Fallen Archangel.

25:00limit2,625T1110base coins

BOSS: Fallen Archangel · MERCHANT: no

Ramp: base
Official cover for Forgotten CoveSTAGE 09

Forgotten Cove

2.40×

Numerous horde. Abyssal Tide Beast.

25:00limit2,750T1120base coins

BOSS: Abyssal Tide Beast · MERCHANT: no

Ramp: base
NO COVER IN THE
CURRENT CANONICAL PACKAGE
STAGE 10

Abyss of the Starved

2.95×

Rising acceleration. Abyss Herald.

30:00limit3,450T1145base coins

BOSS: Abyss Herald · MERCHANT: yes

Ramp: 10% time · 1.2% per level · cap 1.42×
NO COVER IN THE
CURRENT CANONICAL PACKAGE
STAGE 11

Unstable Rift

3.35×

Cascading elites. Rift Heart.

30:00limit3,600T1170base coins

BOSS: Rift Heart · MERCHANT: no

Ramp: 14% time · 1.6% per level · cap 1.55×
NO COVER IN THE
CURRENT CANONICAL PACKAGE
STAGE 12

Void Citadel

3.80×

Maximum pressure. Void Sovereign.

30:00limit3,750T1200base coins

BOSS: Void Sovereign · MERCHANT: yes

Ramp: 18% time · 2% per level · cap 1.68× · density 1.45×
NEW GOAL AUTHORITY. `KillGoalCatalog` now uses the T1 value from `StageKillContractCatalog` on every arena. The old 60/80-style goals are no longer the canonical objective for HUD, climax, or telemetry.
WORLD

Every arena has its own scenery.

12 BACKGROUNDS · VISUAL LANDMARK

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.

ArenaVisual
Dark ForestDedicated arena theme
Profaned CemeteryDedicated arena theme
Forgotten DungeonDedicated arena theme
Crimson VolcanoDedicated arena theme
Glacial PeakDedicated arena theme
Dark SwampDedicated arena theme
Gale DesertDedicated arena theme
Empty CathedralDedicated arena theme
Forgotten CoveDedicated arena theme
Abyss of the StarvedDedicated arena theme
Unstable RiftDedicated arena theme
Void CitadelDedicated arena theme

12 dedicated backgrounds

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.

Visible in-arena shop

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.

The stall is presentation-only

MerchantWorldPresentationRules is explicitly visual-only. The stall artwork creates no collision, spawn exclusion, or enemy safe zone.

Merchant position does not block combat

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.

FALLBACK, NOT DEFAULT. gfx/stages/common/arena_background_v2.png remains the fallback; the current resolver has a dedicated path for every published arena.
T1–T7

Per-arena Kill Contracts

7 CONTRACTS · T7 SUPREME

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.

ArenaKills/minT1T2T3T4T5T6T7 Supreme
Dark Forest507501,5002,2503,0003,7504,5005,250
Profaned Cemetery609001,8002,7003,6004,5005,4006,300
Forgotten Dungeon751,1252,2503,3754,5005,6256,7507,875
Crimson Volcano851,2752,5503,8255,1006,3757,6508,925
Glacial Peak901,8003,6005,4007,2009,00010,80012,600
Shadow Swamp951,9003,8005,7007,6009,50011,40013,300
Windblown Desert1002,0004,0006,0008,00010,00012,00014,000
Empty Cathedral1052,6255,2507,87510,50013,12515,75018,375
Cove of the Forgotten1102,7505,5008,25011,00013,75016,50019,250
Abyss of the Starved1153,4506,90010,35013,80017,25020,70024,150
Unstable Rift1203,6007,20010,80014,40018,00021,60025,200
Void Citadel1253,7507,50011,25015,00018,75022,50026,250

T1 replaces the legacy mission

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.

T1 → T7 raises the goal, not the horde

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.

One run can skip several tiers

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.

Defeat and abandon can still advance

Finalization evaluates contracts from the run's actual kill count even without victory. Infinity is separate and does not advance T1–T7 contracts.

T7 Supreme retires the directive

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.

TierCoinsEssenceCoreRule
T11× stage reward5 + 2× stage index0If normal victory already paid the stage reward, T1 does not duplicate that payment.
T21× stage reward00One-time reward per arena.
T31× stage reward00One-time reward per arena.
T41.5× stage reward00One-time reward per arena.
T52× stage reward+10Economy reinforcement.
T62.5× stage reward+10Penultimate contract.
T7 SUPREME3× stage reward+21Retires contracts for that arena.
NO EXTRA MOBS. Contracts only measure how many enemies were killed in the same run. Spawn, density, health, and damage remain owned by horde/difficulty systems. After the first T7 completion, the directive permanently disappears from that arena.
HORDE

Every stage owns its roster.

STAGE HORDE CATALOG

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.

ArenaProfilePacingBandsIdentity
Dark ForestRunner Introductionconfidence0–25 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 CemeterySiege of the Swiftsequential0% · 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 DungeonWall of the Heavysequential0% · 15% · 35% · 55% · 75% · 90%TANK defines the identity and progressively gains support from other archetypes
Crimson VolcanoBlazing Clamorsequential0% · 15% · 35% · 55% · 75% · 90%SWARM appears from the start and the mix grows with ranged, tank and elite
Glacial PeakFrost Vigilsequential0% · 15% · 35% · 55% · 75% · 90%TANK opens pressure while ranged/summoner enter later windows
Dark SwampSwamp of Hunterssequential0% · 15% · 35% · 55% · 75% · 90%mixes hunters and goblins early and broadens composition late
Gale DesertStorm of the Swiftaggressive0% · 15% · 35% · 55% · 75% · 90%RUNNER carries major weight and remains relevant through final assault
Empty CathedralChoir of Elitesaggressive0% · 15% · 35% · 55% · 75% · 90%RANGED and ELITE gain weight with summoner support late
Forgotten CoveCombined Hordeaggressive0% · 15% · 35% · 55% · 75% · 90%combines land and aquatic rosters including Brine Stalker, Coral Bulwark and Ink Wraith
Abyss of the StarvedAbyss of the Hungryaggressive0% · 15% · 35% · 55% · 75% · 90%RUNNER and Brine Stalker pressure early; Ink Wraith and support appear later
Unstable RiftUnstable Riftaggressive0% · 15% · 35% · 55% · 75% · 90%RUNNER opens the stage and SUMMONER/ELITE grow as the rift escalates
Void CitadelVoid Citadelaggressive0% · 15% · 35% · 55% · 75% · 90%TANK enters immediately and the full roster converges late
InfinityMerciless Infinityinfinity0% · 30% · 55% · 78% · 92%dedicated profile increasingly weights elites, summoners and endgame composition
WAVES

Difficulty warms up by wave and by stage.

30 S · 12 WARM-UP TIERS

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.

WaveWindowSpawnGroupHPDamageSpeedRead
10–29 s0.60×0.78×0.92×0.90×0.95×confidence opening
230–59 s0.64×0.80×0.93×0.91×0.96×3-second opening breather
360–89 s0.68×0.82×0.94×0.92×0.97×warm-up
490–119 s0.72×0.84×0.95×0.93×0.98×warm-up
5120–149 s0.76×0.86×0.96×0.94×0.99×warm-up
6150–179 s0.80×0.90×0.97×0.95×1.00×last wave without bonus spawns
7180–209 s0.85×0.94×0.98×0.96×1.01×bonus spawns become eligible
8210–239 s0.90×0.98×1.00×0.98×1.02×mid pressure
9240–269 s0.96×1.02×1.02×1.00×1.03×damage baseline
10270–299 s1.02×1.07×1.04×1.02×1.04×pressure above baseline
11300–329 s1.10×1.13×1.07×1.05×1.05×advanced escalation
12+330 s+1.18×1.20×1.10×1.08×1.06×max tier; Director keeps scaling

Stage 1 has a six-minute confidence window

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.

Stage 2 preserves nominal difficulty

Cemetery does not receive an extra common-enemy opening ramp.

Stages 3+ warm up from 12% to 82%

Opening difficulty starts at 1.08× on Stage 3 and rises +0.045 per stage, capped by target difficulty; interpolation uses smoothstep.

Advanced cadence is compressed

Difficulties above 1.35× use cadence compression with a 1.85× cap so later arenas do not open at endgame frequency.

Wave transitions provide a short breather

From wave 2 onward, the first 3 seconds recover the spawn multiplier from 0.64× to 1.00×.

ANTI-CLUMPING. EnemySpatialIndex remains shared by movement and local queries. The arena separates a 300-slot physical pool, 180 common-enemy baseline, stepped headroom up to 280 and 4 boss-reserved slots. Cell 80 u, up to 10 relevant neighbors, 28 u max push, padding boss +30 · heavy +14 · swarm↔swarm +5 · default +9.
CLIMAX

The arena changes rules near the end.

STAGES 1–12 ROLLOUT

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.

ArenaClimaxTriggerActivationDurationHazardPressure
Dark ForestNo special climaxarena baseline——nonenormal profile
Profaned CemeteryNecromancytime ≥ 70% OR dominance ≥ 18%never before 35%55 s · repeatable after 45 snonespawn up to 1.08× · group 1.10× · runner/elite reinforcement
Forgotten DungeonIron Siegekill goal OR time ≥ 70%never before 35%60 snonespawn 1.20× · group 1.35× · tank/elite focus
Crimson VolcanoEruptiontime ≥ 65%65%75 sfire zone · 4.5 shazards gain weight with camping
Glacial PeakWhiteouttime ≥ 70%70%70 sice zone · 5.5 sfewer runners, more ranged/elite
Dark SwampCorruptiontime ≥ 48%48%persistentcorruption zone · 7 sspawn 1.08× · group 1.10× · phase 2 at 80%
Gale DesertSand Huntdominance ≥ 18% OR time ≥ 70%never before 35%65 snonespawn/group 1.18× · large RUNNER bonus
Empty CathedralFallen Choirtime ≥ 70%70%70 snonespawn 1.12× · group 1.16× · ranged/summoner/elite
Forgotten CoveDrowned Tidekill goal OR time ≥ 75%never before 45%70 snonespawn 1.18× · group 1.28× · combined roster
Abyss of the StarvedAbyssal Hungertime ≥ 50%50%persistent · phases at 75% and 90%rift portal · 7 sspawn 1.20× · group 1.25× · ranged/summoner accelerate
Unstable RiftRift Breachtime ≥ 65%65%persistentrift portal · 5 sspawn 1.18× · group 1.28× · elite/summoner
Void CitadelVoid Siegetime ≥ 40%40%persistent · phases at 70% and 90%void zone · 5.5 sspawn 1.22× · group 1.28× · ranged/summoner/elite
ANNOUNCEMENTS. Runtime emits a dedicated callout when a climax starts. Some climaxes also suppress incompatible regular events while active.
HAZARDS

Danger is telegraphed before damage.

TELEGRAPH + FIXED POOL
HazardWarningDurationCanonical effect
Fire Zone0.85 s2.8 s13 base damage per tick before intensity; ticks every 0.55 s
Ice Zone1.10 s5 s3 base damage per tick and movement reduced to 0.72×
Corruption Zone1.10 s7 s5 base damage per tick; area and damage scale
Void Zone0.90 s4 s10 base damage per tick
Rift Portal1.00 s1.8 sopens a reinforcement of 2–5 enemies
ANTI-CAMPING. Telemetry uses a rolling 6-second window. After a full window with less than 42 units traveled, camping pressure rises after 5 seconds and normalizes by 12 seconds, scaled by the arena. Reference: 6 s window, 42 units minimum movement, 5 s grace, normalized by 12 s.
∞

Infinity mastery is per arena.

SEPARATE FROM CONTRACTS

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.

FIRST GLOBAL FARM

7,500 kills

The account's first eligible Infinity completion grants one global one-time Core.

FARM 6

75,000 kills

+1 Ascension Core in that stage.

FARM 8

125,000 kills

+1 Ascension Core in that stage.

FARM 10

175,000 kills

+1 Ascension Core in that stage.

05

Pressure bands

TIME + ADAPTIVE ESCALATION

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.

0–34%

Opening

OPENING

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 860–1120
35–59%

Pressure

PRESSURE

Pacing 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 780–1000
60–79%

Danger

DANGER

Enemy 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 700–900
80–91%

Onslaught

ONSLAUGHT

Horde 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 620–820
92–100%

Final Assault

FINAL_ASSAULT

The 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 560–760
BOSSES

Encounters have their own rhythm and identity.

NATIVE FIRST · VISITORS LATER
PER-STAGE SCHEDULE

First / interval

S1 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.

1 → 4

Concurrent limit

The simultaneous cap grows from 1 to 3 with progress; Infinity and invasions can raise the ceiling to 4.

15

Base coins per boss

The kill grants 15 base coins before multipliers. Physical pickup rolls are separate: 75% chance and common value 1.

BOSS ONBOARDING. On Stage 1 the boss uses 0.55× HP, 0.60× damage and 0.72× speed; Stage 2 uses 0.70× HP, 0.75× damage and 0.78× speed. The first encounter always uses the stage's native boss.
VICTORY ≠ CONTRACT. Normal victory still follows the stage endpoint. The Kill Contract is evaluated separately from actual kills at run finalization and may advance even on defeat or abandon.