Digbot Swarm

What it is

An industrial-themed boss encounter built as a single shared health bar split across one hundred individual drone bodies. There is no positional boss to focus on — the entire arena fills with workers, and every drone destroyed drains the same pool. One drone is designated as the foreman: it anchors the health bar, owns the boss’s sole offensive ability, and is the only body that runs a full death cinematic. The other ninety-nine are silent bodies that only contribute hit points and visual mass. Pool tier is mini-boss, so when this encounter rolls on a boss-tier level the per-body HP and damage are doubled by the encounter runtime.

Identity

FieldValue
Display nameDIGBOT SWARM
Pool tiermini
Primary colorbronze (#aa7733)
Secondary colorelectric blue (#3388ff)
Warning coloramber (#ffaa00)
Cool / shadow colorsteel (#666666)
Hot / overcharge colorovercharge blue (#88ccff)
Bar colorbronze

The bar carries the foreman’s name. Drone bodies use the same bronze outline tint as the bar, reading as one mass rather than ninety-nine independent enemies.

Arena

FieldValue
Shapecircle
Radius450
Closing duration (seconds)8
Terrain patternopen

The arena is open ground — no terrain features to break sightlines or block movement. Persistent ambience layers (skipped under low-performance mode) include drifting bronze gear-fragment dust motes and scrolling electric-blue floor stripes.

Arena ambience parameters

LayerParameterValue
Dust motesdensity0.5
Dust motesdrift0.04
Floor glow stripesperiod200
Floor glow stripesscroll rate (Hz)0.4
Floor glow stripesalpha0.15

Body composition

The encounter spawns exactly one hundred bodies. All share the same enemy sprite identity and the same AI behavior — they disperse outward to fill the arena. Every body shares the boss’s health pool, so each death subtracts its hit points from the bar.

RoleCountPositionIs bar anchorHP per bodyShare poolAIAbilities
Foreman1centeryes60yesdisperse to fillradial burst
Drone body99ring around foremanno60yesdisperse to fillnone
Pool statValue
Total bodies100
HP per body60
Total bar HP pool6000
Contribution per body1%

Every drone is targetable. Affixes are empty on both roles — the encounter relies entirely on body count, the foreman’s burst, and the shared pool.

Phases

The encounter has no scripted phase transitions, no HP-threshold triggers, and no respawn-based phase shifts. Pressure builds purely as a function of how many drones remain alive and where they have dispersed to in the arena. The foreman runs its single ability on a fixed cooldown for the entire fight, until it dies.

Abilities

The foreman is the only body that fires. The ninety-nine drone bodies have no offensive abilities — they exist to absorb damage and occupy space.

Foreman radial burst

A telegraphed radial volley fired from the foreman’s position. Sixteen bronze projectiles launch outward in evenly-spaced directions after a telegraph window.

ParameterValue
Patternradial burst
Projectile count16
Projectile speed180
Projectile damage15
Projectile radius6
Projectile colorbronze (#aa7733)
Telegraph (ms)1600
Cooldown (seconds)6.0

The ability is registered locally on module init — its tuning lives with the boss rather than in the global ability table — but it follows the standard radial-burst pattern.

Spawn profile

FieldValue
Profile idnone

There is no pressure-add profile. The encounter spawns no additional enemies on a timer, no recurring waves, no phase-triggered adds. The hundred-body shared roster is the entire fight.

Persistent VFX layers

Three categories of persistent visual run during the encounter:

Per-drone core pulse

Every drone carries a single additive blue core pulse layer — a tight, point-of-light additive dot that pulses at a fixed frequency. To stay within the per-body operations budget, only every fourth drone renders the pulse under normal performance mode, giving roughly twenty-five visible pulse points across the arena. The foreman always pulses regardless of sampling. Under low-performance mode, only the foreman pulses; the rest of the swarm reads through its sprite outlines alone.

ParameterValue
Colorelectric blue (#3388ff)
Frequency (Hz)2.0
Alpha0.4
Radius4
Sampling factor (normal perf)every 4th body
Sampling (low perf)foreman only

Foreman leader markers

The foreman is wrapped in three additional layers so the player can pick it out of the crowd.

LayerColorParameterValue
Auraamberradius45
Auraamberpulse rate (Hz)0.6
Auraamberalpha0.6
Orbital ringamberradius55
Orbital ringamberrotate rate (Hz)0.5
Orbital ringamberdash count6
Orbital ringamberalpha0.5
Under shadowsteelradius50
Under shadowsteelalpha0.4

Body death effects

Drone deaths must scale to roughly thirty per second under sustained fire, so each non-foreman death is restricted to a minimal effect budget. The foreman’s death is a full three-stage explosion.

Drone body death

ElementValue
Bronze gear-chunk particles3
Gear-chunk duration (seconds)0.4
Energy spark count1
Energy spark colorelectric blue
Energy spark duration (seconds)0.3
Shockwavenone
Screen tintnone

No per-body shockwave, no per-body screen tint — the coalescer aggregates death feedback into the bar instead.

Foreman death (1.2-second three-stage explosion)

StageTime (ms)ElementParameterValue
10Shockwave stackstart radius18
10Shockwave stackend radius140
10Shockwave stacklifetime (seconds)0.6
10Screen tint pulsecoloramber
10Screen tint pulseintensity0.3
10Screen tint pulseduration (seconds)0.5
2400Spark burstcount16
2400Spark burstcoloramber
2400Spark burstspread (degrees)360
2400Spark burstduration (seconds)0.7
3800Shard burstcount12
3800Shard burstspread (degrees)360
3800Shard burstduration (seconds)0.8

The foreman can die at any time during the fight — it is not gated to last. When it dies mid-encounter, the radial-burst ability stops firing and the bar still holds whatever pool remains across the surviving drones, but no scripted hand-off happens.

Encounter-end cinematic

When the final drone falls and the bar empties, a 2.4-second visual timeline plays before the reward sequence begins. Pool drain and body cleanup are handled by the damage pipeline; this hook is visual only.

BeatTime (ms)ElementParameterValue
Decompile0Staggered burst eventstotal events30
Decompile0Staggered burst eventsstagger window (ms)1000
Decompile0Staggered burst eventsparticles per event6
Decompile0Staggered burst eventsduration (seconds)0.5
Decompile0Staggered burst eventscolorbronze
Stripe flash0Screen tint pulsecolorelectric blue
Stripe flash0Screen tint pulseintensity0.15
Stripe flash0Screen tint pulseduration (seconds)1.4
Amber pulse400Screen tint pulsecoloramber
Amber pulse400Screen tint pulseintensity0.35
Amber pulse400Screen tint pulseduration (seconds)0.5
Arena cascade800Shockwave bandstart radius30
Arena cascade800Shockwave bandend radiusarena radius
Arena cascade800Shockwave bandcolorelectric blue
Arena cascade800Shockwave bandduration (seconds)1.0
Camera pull-back1200Camera zoom pulsefactor0.94
Camera pull-back1200Camera zoom pulseduration (seconds)0.7
Shard arc1600Shard burstcount12
Shard arc1600Shard burstspread (degrees)360
Shard arc1600Shard burstduration (seconds)1.0
Vignette close2000Edge vignettecoloramber
Vignette close2000Edge vignetteintensity0.25
Vignette close2000Edge vignetteduration (seconds)0.8

Rewards

A hundred-body kill earns a heavy payout — double the standard pick count from the boss reward chamber, plus a flat experience and currency drop.

RewardValue
Experience1000
Currency100
Extra reward picks2
Reward cascade compositiondefault (5-prop ring: 2 Scrap, 1 Mineral, 1 Comet, 1 Magnetar)

Scaling

This encounter does not declare a per-boss scaling override, so the global default scaling table applies. The level value driving these multipliers is the current run level minus one (level 1 = no scaling, raw values).

Stat dimensionPer-level growthCap typeCap valueCap steepness
HP2.00uncapped
Damage2.15uncapped
Turret fire rate1.25soft cap3.00.30
Move speed1.10soft cap2.00.25
Limb sweep speed1.15soft cap2.50.20
Spawner frequency1.20soft cap3.00.25
Projectile speed1.12hard cap2.0
Effect radius1.10soft cap2.50.20
Enrage timer0.88soft cap0.250.30

Base enrage timer at level 1 is 120 seconds, shared with every other boss. When the encounter runs on a boss-tier level instead of a mini-boss level, the runtime additionally doubles per-body HP and per-body damage on the entire roster on top of the level scaling above.


EXTRACT-CANDIDATE flags

  • The shared-bar / one-hundred-body-pool pattern is unique to this encounter so far. If a second swarm boss ships, the “shared health pool across N bodies with a designated bar anchor” mechanic should extract to the bosses overview page.
  • Per-body performance budget (operations per body per frame, particle counts at thirty deaths per second) is currently described inline. If a second high-body-count boss ships, this should extract to a shared “perf budget for swarm encounters” concept page.
  • Foreman three-stage death cinematic (shockwave stack, then spark burst, then shard burst at fixed offsets) is a reusable pattern — if a second boss adopts the same staged-explosion shape, extract to a death-cinematic concept page.
  • Encounter-end cinematic timeline (decompile, stripe flash, amber pulse, arena cascade, camera pull-back, shard arc, vignette close) is per-boss bespoke and should stay on the per-entity page.
  • Global default boss scaling table is repeated on every per-boss page; the per-level growth numbers, cap types, and cap parameters belong on a single bosses-scaling roll-up page, with per-entity pages linking to it.