Gamemodes

Gamemodes are special modifiers given to players when they begin a run. They can be activated via the Prestige Shop, which can be unlocked with research.

Gamemodes cannot stack.

The potential gamemodes are as follows:

Classic

 * The standard mode, begins when no gamemode is selected. Does not change anything.
 * Potential rewards for completing classic mode:
 * Beating the Last Defender at 140% difficulty or higher will complete a class challenge, giving a permanent minor stat boost depending on the class played that applies to all classes.
 * Beating the Last Defender at 200% difficulty or higher is a required step for each classes' insanity challenge.
 * The Insanity Challenge is a difficult challenge which is tracked individually for each class. Completing the challenge will reward the player with a permanent minor change to that class.

Madness



 * Unlocks after defeating the Last Defender once. Costs 125 data to begin a run with madness selected.
 * Start with mildly boosted android stats and greatly increased terrorlevel.
 * Intended to be a harder mode with a faster pace than classic.
 * Beating the Last Defender at 140% difficulty or higher on this gamemode is a required step for each classes' insanity challenge.

Hyper Adrenaline



 * Unlocks after defeating the Last Defender twice. Costs 125 data to begin a run with hyper adrenaline selected.
 * All damage dealt and received is 300% of normal. (Damage absorb is made to be -200 to start and damage output is made to be 300.)
 * Everything is a matter of life and death.
 * Beating the Last Defender at 140% difficulty or higher on this gamemode is a required step for each classes' insanity challenge.

Tactical



 * Unlocks after defeating the Last Defender twice. Costs 125 data to begin a run with tactical mode enabled.
 * The player moves slower, with next to no shield. Start with slightly higher max health, healing starts at half power.
 * Lowered firerate, increased heat generation and recoil, far longer dash cooldown.
 * Humanoid enemies have greater health, and the player deals more damage to bosses.
 * Start with a few random items from a small pool as well as the selected classes' core item.
 * Start with 2000 credits, and all items have 200% power when picked up. However, normal item crates do not spawn.
 * A slow and methodical approach is required to succeed unharmed.
 * Beating the Last Defender at 140% difficulty or higher on this gamemode is a required step for each classes' insanity challenge.

Daily Run



 * Costs 0 data to begin, can be played once per day.
 * Start with a random weapon, and two random items which replace the player's selected starting items, excluding their core item.
 * The player also gains 30% more experience while playing in daily mode.
 * A quick run to gain experience and data with little consequence.

Loop



 * More of a status effect than a gamemode, a stack of loop is gained upon entering the teleporter after the Last Defender fight. Another stack of loop is applied each subsequent floor.
 * Loop is always applied regardless of the selected gamemode.