Income pays forever on one fixed, visible 5-second cycle. Buying one of the 50 hostile contracts raises that recurring payday exactly once and permanently adds its listed bodies to every later wave. Hardest roster enemies return first, followed gradually by easier ones. Each actual kill awards one immediate bounty only.
Fifty contractsFive cost tiers run from expendable scouts to catastrophic late-game threats. Every purchased body remains in your permanent roster and returns each wave.
Continuous unit AutosEvery contract has its own Auto toggle. Enabled Autos buy one affordable, in-stock contract at a time, always choosing the cheapest ready option first. Reserve protects shared gold from every Auto.
Stock and restockingEach contract consumes one stock, even packs containing several bodies. Larger inventories restock steadily, so unchecked purchasing can overwhelm a future wave.
Gear and relicsThe Forge spends the same gold as summons. Gear raises core stats; relics stack distinct-target projectiles, non-repeating bounces, first-impact AOE, and autonomous revenants. Grave Pact raises ambient non-boss foes as allies until its fixed cap is full.
Late siegeLater waves accelerate sharply in size and strength. Expensive contracts compound that pressure, so income, summons, gear, and relics must stay balanced.
Hostile hexesA nearby weakening enemy reduces direct Warden damage by 15%. Hexes never stack, and they do not slow movement, attack speed, Sentinels, or revenants.
Q — Rift DashDash toward your aim, cutting through foes.
E — Prism NovaBlast and slow all nearby enemies.
R — SentinelSummon a temporary turret beside the crystal.
Space — PauseThe wave clock, restocks, Autos, and fixed 5-second payday meter all stop.