What it is

Enemies are the hostile units the player fights during a run. There are 16 base archetypes, each appearing at five rarity tiers that scale stats. Planets pull from different spawn pools so each world has a distinct enemy mix; boss fights add pressure waves on top of the regular spawns.

Stats / variables tables

Rarity tiers

All enemies appear at five rarity tiers. Tier multipliers apply to the base archetype stats below.

RarityHP multXP multSpeed multRadius multDamage multTint
Common2.73.01.401.03.0grey
Uncommon4.956.01.471.154.5green
Rare6.9312.01.571.36.6blue
Epic9.918.01.681.48.4purple
Legendary11.8824.01.821.510.5orange

Base archetypes — core 8

These are the foundational archetypes that form the core enemy mix on most planets.

ArchetypeBase HPBase speedBase radiusBase XPBehaviorMeleeOrbit radius
Orb19293.7515orb (AoE pulse)no0
Charger441101012charger (chase)yes0
Shooter211055.518shooter (standoff)no130
Mortar151248.7525mortar (lob)no100
Gunner3633.7515gunner (hitscan burst)no0
Field12069722field (shock area)no0
Sniper72315.530sniper (charged beam)no200
Racer48313620racer (fast melee)yes0

Base archetypes — variants

These eight reuse a core behavior but tune the stats for a different threat profile.

ArchetypeBase HPBase speedBase radiusBase XPReuses behaviorMeleeOrbit radius
Brute100601425chargeryes0
Wisp62202.58orbno0
Lurker6022635sniperno240
Bombardier14018930mortarno120
Sprinter28460516raceryes0
Spitter3870728shooterno200
Burner8050626fieldno0
Suppressor12425.528gunnerno0

AoE archetypes (Orb, Wisp)

These pulse damage in a radius around themselves on a cooldown.

ArchetypeAoE radius (base)AoE cooldown (base)AoE damage (base)
Orb320.8 s10
Wisp181.5 s4

AoE radius scales by tier: common 1.0×, uncommon 1.2×, rare 1.4×, epic 1.6×, legendary 1.8×. AoE cooldown scales by tier: common 1.0×, uncommon 0.85×, rare 0.7×, epic 0.35×, legendary 0.35×. AoE damage scales by the rarity damage multiplier.

Mortar archetypes (Mortar, Bombardier)

These lob delayed-detonation projectiles at the player.

ArchetypeBlast radius (base)Fuse time
Mortar286.6 s
Bombardier429.0 s

Blast radius scales by tier: common 1.0×, uncommon 1.15×, rare 1.3×, epic 1.45×, legendary 1.6×. Fuse time does not scale by tier.

Gunner archetypes (Gunner, Suppressor)

These fire hitscan bursts at the player from range.

ArchetypeHitscan rangeBurst count (base)Burst cooldown (base)
Gunner6532.5 s
Suppressor13074.5 s

Burst count scales by tier: common 1.0×, uncommon 1.0×, rare 1.2×, epic 1.4×, legendary 2.0×. Burst cooldown scales by tier: common 1.0×, uncommon 0.9×, rare 0.8×, epic 0.65×, legendary 0.5×. Hitscan range does not scale by tier.

Field archetypes (Field, Burner)

These deploy a damaging area that fades in and lingers.

ArchetypeField radius (base)Fade-inDuration (base)Field damage (base)
Field2501.0 s3.0 s15
Burner1400.8 s6.0 s28

Field radius scales by tier: common 1.0×, uncommon 1.15×, rare 1.3×, epic 1.45×, legendary 1.6×. Field duration is multiplied by 1.5 at legendary; otherwise unchanged. Field damage scales by the rarity damage multiplier.

Sniper archetypes (Sniper, Lurker)

These charge a long beam, telegraph the line, then fire.

ArchetypeCharge time (base)Beam damage (base)
Sniper2.5 s5
Lurker4.0 s10

Charge time scales by tier: common 1.0×, uncommon 0.9×, rare 0.8×, epic 0.7×, legendary 0.5×. Beam damage scales by the rarity damage multiplier.

Personality profile per archetype

Each archetype carries a behavior weighting used for spawn placement and elite affix selection. Higher values lean further toward that trait.

ArchetypeChase (c)Telegraph (t)Standoff (s)
Orb0.30.80.2
Charger0.90.30.1
Shooter0.50.50.5
Mortar0.20.70.7
Gunner0.40.70.3
Field0.20.90.6
Sniper0.30.60.9
Racer0.80.20.1

Collision radius

Every enemy’s visual radius is multiplied by 3.85 to produce its collision radius. Touching an enemy at the collision radius deals contact damage to the player.

Enemy sets per planet

Each planet uses one enemy set. Sets determine which archetypes show up in the rare ~20% slots.

SetBasic backboneRare slot archetypes
bugsOrb + ChargerCharger only
cityGunner + RacerGunner, Sniper, Racer, Field, Suppressor, Sprinter
bugs_mortarOrb + ChargerCharger, Mortar
bugs_shooterOrb + ChargerCharger, Shooter, Spitter
bugs_chargerOrb + ChargerCharger, Mortar
bugs_sniperOrb + ChargerCharger, Sniper
bugs_fieldOrb + ChargerCharger, Field, Burner
bugs_racerOrb + ChargerCharger, Racer, Sprinter
bugs_mixedOrb + ChargerCharger, Shooter, Mortar, Sniper
bugs_heavyOrb + ChargerCharger, Mortar, Shooter

Spawn pool progression bands

Each set defines spawn pools that step up the rarity mix as run progress climbs.

Progress bandTier mix in pool
0–8All common
8–20Mostly common, some uncommon
20–40Mix of common and uncommon
40–60Mostly uncommon, some rare
60+Mostly rare, some epic

Elite spawn rarity roll

When an elite spawns, its rarity is rolled at the moment of spawn.

Roll rangeElite rarity
0.00–0.49Rare
0.50–0.79Epic
0.80–0.99Legendary

A rarity cap (when applied) clips the result down to the cap.

Elite kill bonus

RewardValue
Bonus XP per elite kill15

Boss kill bonus

RewardValue
Bonus XP per boss kill50

Boss pressure-add profiles

Boss fights play a parallel pressure-add timeline. Each profile defines what spawns, how many, when, and where.

ProfileWave contentCadencePosition
nonenothing
light_pressure3 common Orbsevery 8 s, starting at 4 sarena edge, random
heavy_pressure5 common Gunnersevery 12 s, starting at 2 scardinal points
beacon_clearers2 common Chargersevery 15 s, starting at 10 sopposite the player
storm8 common Gunnersevery 20 s, starting at 15 sring
crescendo2 common Gunnersat boss start (cardinal); 4 at phase 1 (ring); 6 at phase 2 (ring)varies by wave

Kill-streak milestones

Streaks count consecutive kills with no hull damage. Shield damage does not break a streak. A 2-second gap between kills resets the streak.

KillsMilestone labelBonus XPColor
10STREAK ×1010green
25RAMPAGE ×2530yellow
50MASSACRE ×5080orange
100UNSTOPPABLE ×100200magenta
200GODLIKE ×200500cyan

Tier color overrides (boss roster)

Boss-roster enemies use a separate tier color set for HUD callouts.

RarityColor
Common / defaultred
Uncommonblue
Rarepurple
Legendaryorange

How it works (gameplay flow)

  • Each planet picks a single enemy set that determines its spawn pool.
  • Run progress advances over time and pushes the spawn pool to higher rarity bands.
  • Basics dominate the pool at all bands; rare-slot archetypes fill the minority percentage.
  • When the spawner picks an enemy type, it looks up the base archetype and applies the rarity multipliers to produce final HP, speed, radius, XP, and damage.
  • Enemies with active abilities (AoE pulse, mortar lob, gunner burst, sniper charge, field deployment) have those parameters scaled per tier on top of the base multipliers.
  • Contact damage triggers when the player touches an enemy inside its collision radius.
  • Melee-tagged enemies deal contact damage and have no ranged weapon.
  • Killing an enemy awards its XP value to the player.
  • Elites are special spawns that pick a leader archetype from the set’s leader list, roll a rarity, and drop a bonus 15 XP on death.
  • Boss fights run a pressure-add profile alongside the boss, dripping in additional enemies on a timeline. Some profiles escalate as the boss crosses HP-phase thresholds.
  • Boss kills award a bonus 50 XP on top of the boss enemy’s own XP value.
  • Consecutive kills without hull damage build a kill streak; reaching milestone counts (10, 25, 50, 100, 200) awards bonus XP and triggers a HUD callout.

Interactions

  • Combat — every enemy interacts with the player’s projectiles, AoE weapons, and contact damage.
  • Weapons — long-range or AoE weapons clear standoff archetypes (Shooter, Spitter, Sniper, Lurker, Mortar, Bombardier, Suppressor) without closing distance.
  • Mods and artifacts — affixes can attach to elite spawns to modify their behavior or stats.
  • Planets / world — each planet selects its enemy set, which determines the spawn pool mix.
  • Progression — XP drops feed the player’s level-up choices during the run.
  • Bosses — boss encounters add pressure-add profiles on top of regular spawns; killing a boss grants bonus XP.
  • Streak system — chaining kills without hull damage rewards bonus XP at milestone thresholds.
  • Shield system — shield hits do not break kill streaks; only hull damage does.

What it does NOT do

  • Enemies do not drop coins or items directly. The only on-kill reward is XP.
  • Enemies do not heal or regenerate HP during their lifetime.
  • Enemy stats do not change after spawn; the rarity multipliers are baked in at spawn time.
  • Rarity does not affect contact damage independently — contact damage scales through the rarity damage multiplier.
  • Hitscan range, mortar fuse time, and field fade-in do not scale with rarity.
  • Enemies do not respawn after being killed.
  • Common-tier enemies do not appear in the late-game pools; the highest band uses rare and epic only.
  • Boss pressure-add waves do not replace regular spawns; they run in addition to whatever the planet’s spawn pool is producing.
  • Kill streaks do not persist across deaths or runs; hull damage and a 2-second inactivity gap both reset them.