Arena clear
Defeat the final boss and the run is won. Time slows, the remaining enemies vanish and every XP gem, coin and key left on the ground flies to you. The first clear of an arena pays a bonus and unlocks the next one.
How a run flows from PLAY to victory or defeat: the clock, experience, level-up offers and what you pick up along the way.
A run is one game on the arena you picked, from PLAY until your hero dies, you defeat the final boss or you quit to the menu.
Level, attacks and stat cards reset when the run ends. Coins, keys and gear stay.
Permanent UPGRADES can change the start: HEAD START gives a free pick at 0:00, VETERAN starts the weapon at level 2. Heroes & upgrades →
The clock alone never ends a run. At 13:30 a BOSS warning sounds and at 13:33 the arena’s final boss enters.
BOSS 13:30
The three final bosses 13:33
Defeat the final boss and the run is won. Time slows, the remaining enemies vanish and every XP gem, coin and key left on the ground flies to you. The first clear of an arena pays a bonus and unlocks the next one.
Your health hits 0 and the run is over. The results show your level, kills, time, coins and keys.
QUIT in the pause menu leaves the run for the main menu.
However it ends, the coins and keys you picked up are already in your wallet. Arena events and first-clear rewards →
Every enemy drops its XP as a gem. When the bar fills you level up, and any extra XP carries into the next level, so a big pickup can give several level-ups in a row.
The size only shows the gem’s base value. An elite scatters its tripled XP as three gems; the mini-boss and the final boss drop a ring of ten.
The Experience stat multiplies every gem by (1 + bonus) when you pick it up, so a 1-XP gem with +40% is worth 1.4 XP. Fractions are kept, never rounded away. Experience →
XP to the next level is 5 + 4 × level + 2 × level^1.5, rounded down.
| Lv | Next | Total | Lv | Next | Total | Lv | Next | Total |
|---|---|---|---|---|---|---|---|---|
| 1 | 11 | 0 | 11 | 121 | 553 | 21 | 281 | 2,454 |
| 2 | 18 | 11 | 12 | 136 | 674 | 22 | 299 | 2,735 |
| 3 | 27 | 29 | 13 | 150 | 810 | 23 | 317 | 3,034 |
| 4 | 37 | 56 | 14 | 165 | 960 | 24 | 336 | 3,351 |
| 5 | 47 | 93 | 15 | 181 | 1,125 | 25 | 355 | 3,687 |
| 6 | 58 | 140 | 16 | 197 | 1,306 | 26 | 374 | 4,042 |
| 7 | 70 | 198 | 17 | 213 | 1,503 | 27 | 393 | 4,416 |
| 8 | 82 | 268 | 18 | 229 | 1,716 | 28 | 413 | 4,809 |
| 9 | 95 | 350 | 19 | 246 | 1,945 | 29 | 433 | 5,222 |
| 10 | 108 | 445 | 20 | 263 | 2,191 | 30 | 453 | 5,655 |
Each level-up shows up to three cards and you take one. Several levels at once give one pick per level, in order.
Every card is drawn with a grade, shown by the colour of its inner frame.
Stat cards
Gray, Blue, Gold or Red. The grade multiplies what that pick adds.
Combat cards
Luck multiplies the Blue, Gold and Red odds, and the red combat odds, by (1 + Luck). Every stat card, its gain and its cap →
Lv 15+
From level 15 a one-time Ultra Magnet card can show up in the stat pool. After it, every XP gem, coin and key flies to you from anywhere at once; hearts stay on the ground. Pickup Radius cards stop showing up.
Lv 8
When an attack reaches level 8 and you own its catalyst stat at any level, a separate choice between its two evolutions opens at once. It does not use up a level, does not change the alternation and cannot be rerolled. While an attack at level 8 is still missing its catalyst, that catalyst is guaranteed a place in stat offers.
Loot inside your pickup radius flies to you, faster the closer it gets (3 to 14 units/s). The radius starts at 1.3 units.
Dropped by every enemy you kill.
Worth 1, 5 or 25 and go straight to your wallet.
Open equipment chests and stay between runs.
Heal 25 HP. They never fly to you: walk over them.
The Ultra Magnet makes XP gems, coins and keys fly in from anywhere at 30 units/s. Chests and gear →
Every hit is split into up to six damage components. Each component is boosted only by its matching stats, then everything is added into the enemy’s one health pool.
An attack that hits many times per activation shares its flat bonus between those hits, so a fast multi-hit weapon does not multiply flat damage.