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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[]

Madness-Mode

  • Unlocks after defeating the Last Defender once. Costs 100 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[]

Hyper-Adrenaline

  • Unlocks after defeating the Last Defender twice. Costs 100 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[]

Tactical-Mode

  • Unlocks after defeating the Last Defender twice. Costs 100 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[]

Daily

  • 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[]

Curse

  • 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.
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