Choose a hero
Each character enters with unique base stats, a starting weapon, talents, and unlock requirements. The first hero is available immediately; the others depend on stage progression or secret objectives.
↘PROTOCOL 01 // FIRST RUN
Horda Zero is an auto-attack arena survival game. Current onboarding teaches movement, XP, build choices, and economy across a 12-wave warm-up curve — and the starting hero already enters with a permanent mechanical Signature.
ROUTE // RUN-001You choose a hero and an arena, enter with a starting weapon, and move while attacks happen automatically. The loop does not end when the kill goal is reached: the arena continues until the time limit, defeat, abandonment, or Infinity's special behavior.
Each character enters with unique base stats, a starting weapon, talents, and unlock requirements. The first hero is available immediately; the others depend on stage progression or secret objectives.
↘Stage selection shows the kill goal, duration, reward, merchant availability, native modifier, and associated secrets. The kill goal is a milestone, not the end of the stage.
↘Attacks are automatic. You move, collect XP, choose upgrades, manage slots, open chests, find runes, buy from the merchant, and react to arena events.
↘Victory, defeat, and abandonment are separate states. The results screen summarizes the build, metrics, events, and rewards; eligible coins, essence, and milestones are persisted according to retention rules.
↘Contact damage is still the immediate threat, but staying still for too long also raises pressure from several climaxes and hazards.
Secure a main weapon, a passive, and one survival upgrade before chasing a rare combination.
Overclock: Projectile hits build Overclock. Ascensions speed up charge and strengthen Overclock. Its meter is visible on the HUD and grows with the hero's identity.
Health pickups are deliberately rare. Movement, positioning, and explicit sustain sources matter more than waiting for a potion to drop.
| Source | Physical coins | HEALTH | RPG Chest | Guaranteed |
|---|---|---|---|---|
| Non-boss | 6.0% · 3 | 0.10% · 22 HP | — | — |
| Elite | 6.0% · 3 | 1% · 22 HP | 0.10% base | — |
| Boss | 75.0% · 3 | 10% · 22 HP | 15% base | normal Treasure + rune |
Waves still last 30 seconds, and the warm-up is spread across 12 tiers. The first six shown below are only the first half of the curve; maximum tier arrives on wave 12. From wave 2 onward transitions give a 3-second spawn breather, and bonus spawns only become eligible from wave 7 — after the first three minutes.
Spawn 0.60× · group 0.78× · HP 0.92× · damage 0.90× · speed 0.95×.
confidence openingSpawn 0.64× · group 0.80× · HP 0.93× · damage 0.91× · speed 0.96×.
3-second opening breatherSpawn 0.68× · group 0.82× · HP 0.94× · damage 0.92× · speed 0.97×.
warm-upSpawn 0.72× · group 0.84× · HP 0.95× · damage 0.93× · speed 0.98×.
warm-upSpawn 0.76× · group 0.86× · HP 0.96× · damage 0.94× · speed 0.99×.
warm-upSpawn 0.80× · group 0.90× · HP 0.97× · damage 0.95× · speed 1.00×.
last wave without bonus spawnsEvery non-boss, non-Elite enemy uses a 0.10% chance to drop HEALTH.
Elites have a 1.00% chance to drop HEALTH.
Bosses have a 10% chance to drop HEALTH.
Healing pickups remain in the arena until collected or until the HEALTH pool must recycle its oldest pickup.
HEALTH has its own physical pool with 256 slots. Multiple healing pickups may coexist; when the pool saturates, only the oldest HEALTH pickup is replaced.
Each eligible XP drop performs an independent 0.20% Soul Magnet roll for common enemies.
Strong archetypes use 0.30%, elites 0.80%, and bosses 4%. There is no cooldown, pity, threshold, or active-magnet exclusivity.
Soul Magnet uses a separate 64-slot special pool, multiple copies may coexist, and saturation recycles only the oldest special pickup. Collection delay: 0.35 s.
These five IDs are choice rewards used by special chests and physical exploration POIs. They are not the three slots of a normal Treasure chest, which is a collect-all bundle of concrete coin/build rewards.
+80 session coins
Direct run reward.+25% of XP remaining to next level
Moves the next level-up forward without granting a full level automatically.+1 level to an equipped weapon below Lv7
Character and special weapons share the same pool. If every equipped weapon is capped, it tries +1 orbital; with orbitals capped, it applies +10% damage.choose 1 of 3 uncollected runes
Opens a second step in the same modal. At 3/3 runes, Runic Chest stops appearing in newly spawned special chests.+30 max health and full heal
Explicit run sustain source.+12% movement speed for the run
heals 50% max health through the explicit pipeline
+18% player damage for the run
DESKTOP
ANDROID
Ranged enemies own a warning state, a target locked when the telegraph begins, a projectile, and a dedicated cooldown. Climax pressure can accelerate cooldowns, but never shortens the visual warning time.
| Archetype | Warning | Cooldown | Range | Projectile | Damage |
|---|---|---|---|---|---|
| RANGED | 0.55 s | 2.60 s | 175–460 | 285 u/s | 0.85× enemy damage |
| INK_WRAITH | 0.70 s | 3.20 s | 190–500 | 235 u/s | 1.05× enemy damage |
Coins fall around the survivor.
The horde spawns at twice the intensity.
All experience earned is worth three times more.
Multiple bosses break through the arena's normal limit.
Vision is limited to a small circle around the hero.
Finalizes the arena reward, coins, essence, victories, mastery, weekly ranking, and eligible unlocks.
Phoenix or revive can interrupt the ending. Without them, the run ends as a defeat and does not become a victory.
The game marks the run as ended. Eligible progress remains, but abandonment does not count as a win.