Endless Mode
Endless Mode after 0.1.8.7: Unfair+ / Incremental only, 5-floor difficulty steps, Survival Trials, Monster Cards, and endgame tips.
Endless Mode
Endless Mode launched in 0.1.7.4 and was heavily reworked in 0.1.8.7. It is the ultimate test of build optimization, sustain, and Incremental difficulty climbing.
How Endless Mode Works
Start Endless only on Unfair+ or Incremental. Each floor is a trial. Every 5 floors difficulty rises and that floor becomes a 2-minute Survival Trial. After a floor you pick Monster Cards that buff enemies — Monster Health is always one of the two stats.
0.1.8.7 Rework Highlights
Floor skipping removed. Monster density +30%. Default elites 5 (scale to 6). Maps feel shorter but pressure is higher so builds eventually face enemies stronger than the player. Frost Ball of Galaxy was also fully reworked in the same patch.
Core Rules (Post-Rework)
- 1 Access: Unfair+ or Incremental difficulties only.
- 2 Difficulty increases every 5 floors; those floors are Survival Trials lasting 2 minutes.
- 3 Monster density increased by 30%; elites start at 5 and can reach 6.
- 4 Monster Health is always offered on Endless Monster Cards.
- 5 Floor skipping is removed — climb one meaningful step at a time.
- 6 Toggle the DPS meter (0.1.8.8) to evaluate which spells actually carry your floor.
Endless Mode Tips
- 1 Stick with your constellation's spells — swapping breaks specialized patron buffs.
- 2 Equip Lifesteal before deep climbs; you cannot out-DPS infinite Monster Health forever.
- 3 Hybrid Fire & Ice still clears packs, but Contagious Spread and Interlace often beat Black Hole for raw DPS.
- 4 Gemini projectile scaling and Leo AoE remain top archetypes for density spikes.
- 5 Use Constellation Ban early to lock Gemini / Leo / Libra before the pool floods.
- 6 Watch for Poison physical spells and a new class/constellation — announced as in development alongside more trials.
Monster Cards
After each Endless floor you choose enemy buffs. Since 0.1.8.7, Monster Health is always one of the two offered stats — builds must eventually face tougher packs.
| Card Focus | Effect | Survival Tip |
|---|---|---|
| Monster Health | Always offered as one of the two Endless card stats after 0.1.8.7 — enemies eventually out-tank naive DPS. | Pair with Lifesteal and pierce / chain clear; do not skip sustain for pure glass. |
| Monster Damage | Raises enemy hit pressure on later floors and Survival difficulty-ups. | Movement speed, shields, and Lifesteal matter more than raw DPS alone. |
| Density / Elite pressure | Endless baseline already includes +30% density and 5–6 elites; cards amplify how punishing packs feel. | Leo AoE and Gemini projectiles excel; keep Skill Opacity low for readability. |
| Elemental resistance trends | Slow Resistance stacks (0.1.8.3+) and elite innate slow resist punish pure control. | Mix damage types; do not rely on Virgo slow alone for Incremental climbs. |
Difficulty Tiers
Progress through standard tiers into Unfair+, then Incremental (+1, +2…). Endless Mode requires Unfair+ or Incremental after the 0.1.8.7 rework.
| Tier | Description | Unlock |
|---|---|---|
| Normal / Easy tiers | Learning curve — base spells and evolutions are sufficient. Practice manual aim and trial banners. | Available from start |
| Hard → Very Hard | Mid-game scaling — fusion evolutions and relic synergies become mandatory. Mid-run events appear more often. | After early biome clears |
| Unfair | Endgame fixed tier — hybrid elemental builds and optimized relic loadouts required. | After Void Sanctum / desert progress |
| Unfair+ | Peak fixed tier before Incremental. Events spawn frequently; Lifesteal and fusion paths matter. Gateway to Endless (0.1.8.7+). | Clear Unfair |
| Incremental (+1, +2…) | Each +1 adds the same stat jump as Unfair → Unfair+ (fixed in 0.1.8.3). Endless accepts Incremental starts. | Clear Unfair+ |
Gameplay Videos
Watch official trailers and community gameplay covering Early Access launch, Endless Mode, Black Hole, desert frost runs, and secret fusion hunts.