Levels

Cursed places, rising pressure

Each level brings a distinct atmosphere, combat pacing, and danger curve. Enemies come from 14 archetype families — 3 are drawn at random each run.

Redesigned in version 2.0.0

Choose the next descent

The new level-selection map places every destination in the world while keeping victories, best survival times, top scores, difficulty tiers, history, and the Veil of the Damned within reach.

Level selection map showing five cursed destinations with victories, times, and top scores
Five cursed destinations. Three difficulty tiers. One path deeper into the Damned.
The Forsaken Woods

Level 1

The Forsaken Woods

Mortal Monster PowerDefault
Player SpeedNo penalty
Map SizeStandard
Attack SpeedNo penalty
XP GainNo penalty
HazardsNone
Crypt of Echoes

Level 2

Crypt of Echoes

Mortal Monster Power+35%
Player Speed−10%
Map SizeMedium
Attack Speed−10%
XP GainNo penalty
HazardsNone
Ashen Stronghold

Level 3

Ashen Stronghold

Mortal Monster Power+80%
Player Speed−15%
Map SizeLarge
Attack Speed−15%
XP Gain−10%
HazardsNone
Blighted Catacombs

Level 4

Blighted Catacombs

Mortal Monster Power+140%
Player Speed−20%
Map SizeHuge
Attack Speed−20%
XP Gain−15%
HazardsExplosions

Up to 4 blasts every 3s, each dealing 25% max health. 1s telegraph before detonation.

Crimson Rift

Level 5

Crimson Rift

Mortal Monster Power+220%
Player Speed−25%
Map SizeVast
Attack Speed−25%
XP Gain−20%
HazardsExplosions + Slow + Death Entity

Blasts from Level 4 now apply a 50% movement slow for 1 second, while a death entity spawns immediately at level start.

Enemy Archetypes

14 archetypes, 3 per run

Each run randomly draws 3 archetypes from the full pool of 14. Enemies within each archetype scale across 10 tiers — early waves spawn low-tier variants, while late waves and overtime bring elite tiers. The boss that closes the run is also drawn from the active archetypes, so every run ends differently.

PPhysical MMagic FFire CCold LLightning PoPoison

Damage lists the types a family attacks with. Resists lists the types it defends against — a red underline marks a type it resists heavily, and a green underline marks a weakness worth exploiting.

ArchetypeUnit typeBossDamageResistsNotable trait
GhostsUndead, Cursed Ghosts
Forgotten Remnant
MC
PMC
Evasion passive gives units a chance to avoid incoming hits.
WolvesBeast Wolves
Alpha Ravager
PC
PMCLPo
High movement speed and fast melee pressure.
WerewolvesBeast, Cursed Werewolves
Varkharn the Bloodmoon Alpha
PF
PMFCPo
Trigger an enrage burst on damage taken.
RavenkinBeast Ravenkin
Veyrakk the Carrion King
ML
PMLPo
Elite tiers switch from melee to ranged attacks.
SpidersInsect Spiders
Arakthra the Broodmother
PPo
PMCPo
Split into smaller spiders on death.
Corrupted TreantsCursed Corrupted Treants
Morgroth the Blighted Heartwood
PPo
PMCPo
Very slow, with extreme armor.
Baba YagaCursed Baba Yaga
Yagorva the Iron Toothed
MF
PMCPo
Support nearby units with powerful spells.
BugsInsect Bugs
Kharub the Thousand Legged
PPo
PFPo
Split into smaller bugs on death.
GolemsConstruct Golems
Vargrom the Living Monolith
PL
PFLPo
Very slow, with immense physical and elemental resistance.
LeshenCursed Leshen
Borovyk the Hollow Grove
MPo
PMFCPo
Spawns wolves.
SkeletonsUndead Skeletons
Ostovar the Bone King
PC
PFCPo
Resurrects on death.
StrigaUndead, Cursed Striga
Morana the Unfed Curse
PPo
PMPo
Armor reduction attacks.
VampiresUndead, Cursed Vampires
Vela'mor the Crimson Veil
PF
PMF
Powerful melee attack.
VodyanoyCursed Vodyanoy
Vodnik the Drowned Tsar
MC
PMCLPo
Magic penetration attacks.

Difficulties

Mortal, Broken, Damned

Mortal, Broken, and Damned form one fixed 15-stage Monster Power curve. Mortal runs from +0% to +220%, Broken continues from +300% to +875%, and Damned continues from +1000% to +2400%. Broken adds +200% defense and +10% speed; Damned adds +400% defense and +20% speed.

Survival

Runs are timed pressure tests

Every level has a configured run duration. When the limit is reached, overtime disables hero healing and lifesteal, begins a rising Doom damage ramp after 10 seconds, and guarantees death at 120 seconds if the boss remains alive. Run history tracks victory or defeat, time survived, final score, modifiers, and full stat details.

Score

Harder runs pay more

Score starts at 100%. Active Veil modifiers add score reward from their configured level, and those bonuses stack additively before the level and result multipliers are applied.

Run Modifiers

Veil choices

Mortal rolls no random modifiers. Broken rolls 1. Damned rolls 3. Players can equip up to 3 discovered modifiers before a run, while random locked modifiers can be discovered by winning with them active.

Pressure

The screen fights back

Enemy pressure limits regular wave spawns at 350 active and queued enemies, but crowded screens make new enemies more dangerous. Above 70% pressure, new enemies scale toward up to +100% health, damage, movement speed, and size.

Progression

Victories open the road

Completing a level unlocks the next level in the same difficulty and opens that level in the next difficulty. Clearing all Damned levels marks endless mode as unlocked for future expansion.