How to play
Weather, terrain & hazards
The field reference. Know what you’re working with.
fight with the district
Rail crossings crush ordinary pursuers. Each passing train can hit a boss once for up to 12% of its maximum health and interrupt its attack; armor still applies. The flooded district's poles mark lightning areas: bait a strike, then leave. The Wilds has webs and burrowing worms. A worm's growing warning follows you before locking; escape once it stops tracking.
the world changes
Each wave has weather and a day/night state. Seasons change every five waves. Night strengthens the Rotborn. Cold, heat and rain affect weapons and support effects, so inspect the climate banner rather than assuming last wave's conditions.
protect your escape
Bright projectiles and committed attack warnings take priority over blood and decorative effects. Poison can persist after a carrier dies. Webs slow you; the roaming spiders and burrowing worms are terrain hazards, not enemies to farm.
