Campaign

The core PvE experience. Progress through 40 stages of escalating difficulty across four acts, unlocking new items with each first-time victory.

Campaign select
Campaign

Each campaign stage is a self-contained 3-week run. Every week follows the same Day/Night exploration cycle and ends with a boss fight. Defeat all three weekly bosses to clear the stage and advance to the next one.

Act Structure

The 40 stages are divided into four acts of 10 stages each, labeled A through D. Acts alternate between two biomes, and later acts layer on additional modifiers that increase boss strength.

ActStagesBiomeNotes
Act 1 (A)1–10Biome ABase difficulty; introductory enemy set
Act 2 (B)11–20Biome BBiome B's own boss roster and field-enemy mix
Act 3 (C)21–30Biome AAct+ modifier: +1 ATK (+2 on Week 3)
Act 4 (D)31–40Biome BAct+ modifier: +1 ATK/+1 SPD (+2 ATK on Week 3)

Biome A appears in Acts 1 and 3, while Biome B appears in Acts 2 and 4. Each biome brings its own pool of field enemies and boss variants, so returning to a familiar biome in a later act still feels different thanks to the Act+ modifier system.

Weekly Flow

Each of the 3 weeks within a stage follows the same structure: explore during the Day phase, survive the Night phase, then face a boss at the end of the week. The boss encounter determines whether you advance to the next week or fail the run.

Boss Cycling

Bosses are not static per stage. Within each act, the Week 1 boss cycles through a pool of 5 boss variants as you progress through stages. The Week 2 boss draws from the same pool but with an offset, so you rarely face the same pair twice. Week 3 alternates between two final boss variants for that act.

Level Scaling

Boss HP also grows continuously across all 40 campaign levels rather than resetting each act. Week 1 bosses barely grow with level, Week 2 bosses grow moderately, and Week 3 finals grow the most, so the same boss variant hits harder the later you meet it. The first 5 levels are softened for new players, and each boss carries its own hand-tuned HP multiplier on top of the shared curve. ATK, ARM, and SPD are not affected by level scaling on their own — only by the Act+ modifiers below.

Act+ Modifiers

Acts 3 and 4 apply Act+ modifiersto every boss, on top of the level scaling above: a flat ATK/SPD bump. Act 3 bosses get +1 ATK on Weeks 1–2 (+2 ATK on the Week 3 boss). Act 4 bosses get the same ATK bump plus +1 SPD. Familiar boss variants from earlier acts become meaningfully harder as a result, on top of the higher level's HP growth.

Starting HP & Gold Scaling

Starting Gold scales down with campaign level progression to increase difficulty; starting HP is flat at every level. See Player Stats for the full tables.

Item Unlocking

Each first-time stage clear unlocks a random item from your locked pool. See the Items page for full details on the unlock mechanism.

Target Difficulty

The campaign is balanced around a full-stage clear rate that falls progressivelyas you climb — no early plateau, no late cliff. These are the design targets for a “Reference Player” (someone who understands the mechanics and builds sensibly, without prior map knowledge or perfect play), alongside a skilled-ceiling and a new-player-floor band:

PlayerStage 1Stage 10Stage 20Stage 30Stage 40
Reference Player~85%~65%~45%~30%~12%
Skilled ceiling≤97%~90%~75%~60%~40%
New-player floor≥40%~25%~12%~5%~1%

Within a stage, each week's boss is targeted to be survived by roughly 90% / 80% / 65% of the players who reach it, for weeks 1, 2 and 3 respectively.