Intermediate Mode
<infobox>
<title source="title1"><default>Intermediate Mode</default></title>
<image source="image1"></image> <label>Map</label> <label>Waves</label> <label>Level Requirement</label> <label>Starting Cash</label> <label>Shared Cash</label> <label>Max Base Health</label> <label>Health Scaling</label> <label>Estimated Match Time</label> <label>Suggested Towers</label> <label>Triumph Rewards</label> <label>Modifiers</label> <group> <header>Timeline</header> <label>Chapter</label> <group row-items="2"> <label>Previous Mission</label> <label>Next Mission</label> </group> </group> <group collapse="closed"> <header>Star Requirements</header> <label>3 Star Health</label> <label>3 Star Time</label> <label>2 Star Health</label> <label>2 Star Time</label> </group> <group collapse="closed"> <header>Music</header>
</group> </infobox>- "For players who are familiar with the game and want a balanced experience."
- ―Description in Elevators
- "For players who are experienced with the game and want a little challenge."
- ―Former Description in Elevators
Description
[edit]Intermediate mode is one of the six main survival modes. It has 30 waves, and the final boss is Patient Zero.
Cash is only gained if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained is a set amount of cash, which is not always equal to the enemy's health. It uses a slightly different method of distributing cash between players, as enemies split their cash between players, regardless of how much damage the player dealt to it. If, in a duo, one player does all the damage to an enemy, both players will receive 50% of the cash the enemy would normally give in solo. This means that in solo, you receive 100% of the cash when an enemy is killed, or it is damaged enough. With each additional player, this is reduced to 50% in duo, 33% in trio and 25% in quad. If it is a decimal, it gets rounded up or down depending on the decimal value. If it is at least 0.5, it gets rounded up. If it is less than 0.5, it gets rounded down.
Rewards
[edit]For former rewards, see this mode's Rewards page.
The game calculates how many Coin Coins and Experience EXP you receive based on how many waves you survived and if you won a match. During periods of 100% more Experience EXP (Friday – Sunday), any Experience EXP earned is multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplies any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts are additive. Some maps like Mason Arch can also increase all rewards by a specific amount. Regular Experience EXP boosts are multiplicative with other modifiers.
Any rewards that end in a decimal point is rounded down, no matter the first figure of the leading decimal.
Rewards are calculated as:
| Coins Reward | EXP Reward | Tower EXP Reward |
|---|---|---|
| Coin 500 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin 100 (Triumph Only) | Experience 120 EXP ÷ (1 + [(30 ÷ Current Wave) - 1]) | Tower Experience 35 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Tower Experience 40 EXP (Triumph Bonus) |
Triumphing Intermediate mode can give out an additional reward, which can be a crate, consumable or ticket. They are meant to be guaranteed, though due to a bug this does not always happen. Additionally, items are sometimes not given out. These items are:
- Common (65%)
- Time Scale Ticket Time Scale Ticket
- Revive Ticket Revive Ticket
- Grenade (1-3)
- Flash Bang (1-3)
- Molotov (1-3)
- Easter Egg (1-3)
- Uncommon (20%)
- Low Grade Crate
- Spin Ticket Spin Ticket
- Barricade (1-2)
- Supply Drop (1-2)
- AirStrike (1-2)
- Ducky Squad (1-2)
- Rare (10%)
- Legendary (5%)
Badges/Achievements
[edit]There are badges and achievements that you can or could obtain when playing this mode, which may have additional rewards alongside them. These are:
Seasons
[edit]During some Passes, the Intermediate mode could give currency rewards which you used to progress through a season. Rewards for all the seasons were calculated as:
| Season | Rewards |
|---|---|
| Operation I.C.E Battle Pass | Bell 10 per wave |
| Ducky Revenge Battle Pass | Ducky Egg 10 per wave |
| Surf & Turf Battle Pass | Beach Balls 10 per wave |
| Null & Void Battle Pass | Gum Drops 10 per wave |
| The Final Act Battle Pass | Plushie Snowmen 10 per wave |
| Spring Frenzy Battle Pass | Bunz 10 per wave |
Enemies
[edit]| [[File:{{#choose:NormalAnim1.png|NormalAnim2.png|NormalAnim3.png}}|center|150px|link=Normal]] | [[File:{{#choose:SlowAnim1.png|SlowAnim2.png}}|center|150px|link=Slow]] | ||
| Normal Wave 1 42 Total |
Speedy Wave 3 21 Total |
Slow Wave 4 20 Total |
Normal Boss Wave 6 4 Total |
| [[File:{{#choose:AbnormalFallen.png|AbnormalFallenAnim2.png}}|center|150px|link=Abnormal]] | [[File:{{#choose:HeavyFallen.png|FallenHeavyAnim2.png}}|center|150px|link=Heavy]] | ||
| Abnormal Wave 7 26 Total |
Quick Wave 7 34 Total |
Heavy Wave 7 54 Total |
Elite Abnormal Wave 9 22 Total |
| Hidden Wave 10 56 Total |
Breaker2 Wave 12 179 Total |
Breaker N/A[1] 179 Total |
Bolt Wave 13 159 Total |
| [[File:{{#choose:HazmatAnim1.png|HazmatAnim2.png|HazmatAnim3.png}}|center|150px|link=Hazmat]] | |||
| Reaver Wave 15 75 Total |
Ghoul Wave 16 74+ Total[2] |
Boomer Wave 17 13+ Total[2] |
Hazmat Wave 18 62 Total |
| Living Experiment Wave 18 26+ Total[2] |
Speedy Boss Wave 20 10+ Total[2] |
Slime Wave 21 144 Total |
Breaker4 Wave 22 38 Total |
| [[File:{{#choose:EliteHazmatWalk1.png|EliteHazmatWalk2.png|EliteHazmatWalk3.png}}|center|150px|link=Elite Hazmat]] | |||
| Breaker3 N/A[3] 114 Total |
Elite Hazmat Wave 23 121 Total |
Hidden Boss Wave 23 4 Total |
Failed Experiment Wave 25 3 Total |
| Giant Boss Wave 28 2 Total |
Patient Zero Wave 30 1 Total |
Wave Structure
[edit]In Intermediate mode, the formula for calculating the wave bonus on each wave is:
Depending on player count, the wave bonus is reduced using multipliers. These multipliers are:
| Players | Reduction per Player | Total Reduction |
|---|---|---|
| Solo | 0% | 0% |
| Duo | 6% | 12% |
| Trio | 7% | 21% |
| Quad | 6% | 24% |
Prior to the 11th of September 2024, the formula for calculating the wave bonus depended on the wave. They were:
- Between Waves 1-10 and on Wave 30:
- Between Waves 11-20 and on Wave 30:
- Between Waves 21-28 and on Wave 30:
- On Wave 29:
- Cash$15,000 ÷ (1 - 0.08 × Players)
The wave clear bonus appears when every enemy from that wave was killed. It is 35% of the wave bonus in solo, while for duo, trio and quad it is 20%.
The waves in Intermediate mode follow these timings:
| Waves | Wave Timer | Skip Time[4] |
|---|---|---|
| 1-29 | 1:00 | 0:19[5] |
| 30 | ∞ | N/A |
Bolded names indicate an enemy type's debut.
There is a total of 1,483 enemies in Intermediate mode, excluding uncountable summoned enemies from Patient Zero.
For former wave structures of Intermediate mode, visit the Waves page.
| Wave | Commander Dialogue | Enemy Type & Amount | |
|---|---|---|---|
| 1 | There's reports of zombie activity nearby. File:IntermediateWave1-1.ogg |
4x Normal | |
| Secure the area and keep an eye out. We have teams that are pushing them in our direction. File:IntermediateWave1-2.ogg | |||
| 2 | - | 7x Normal | |
| 3 | We've got Speedy zombies coming in! File:IntermediateWave3-1.ogg |
6x Normal, 3x Speedy | |
| 4 | - | 4x Normal, 5x Speedy, 4x Slow | |
| 5 | It's nice to have some normal missions for a change. It's been awhile after everything that's happened. File:IntermediateWave5-1.ogg |
6x Slow, 6x Speedy, 6x Normal | |
| Well, as normal as it can be. File:IntermediateWave5-2.ogg | |||
| 6 | - | 8x Normal, 3x Slow (Bloated), 1x Normal Boss | |
| 7 | Something's not right about the hoard. It looks like they've… mutated? File:IntermediateWave7-1.ogg |
2x Normal, 2x Speedy, 2x Slow, 4x Abnormal, 4x Quick, 4x Heavy | |
| I'm contacting V for more insight. Be careful. File:IntermediateWave7-2.ogg | |||
| 8 | - | 4x Abnormal, 8x Heavy, 6x Quick (Nimble) | |
| 9 | I don't like the look of that Boss. These things are strong! File:IntermediateWave9-1.ogg |
8x Abnormal, 8x Heavy, 1x Elite Abnormal (Boss) | |
| I don't want any surprises. Make sure we can see any Hidden enemies that could get behind us. File:IntermediateWave9-2.ogg | |||
| 10 | - | 6x Heavy, 8x Quick (Nimble), 10x Hidden | |
| 11 | Commander? It's V. I'll be overviewing your mission while Dispatcher is… away. File:IntermediateWave11-1.ogg |
4x Heavy (Bloated), 3x Quick (Nimble), 4x Heavy, 3x Quick, 8x Hidden, 2x Elite Abnormal | |
| From what I can tell, Patient Zero's virus has started to evolve. It'll definitely need to be studied, so drag me back a corpse or two? File:IntermediateWave11-2.ogg | |||
| 12 | - | 6x Breaker2, 5x Hidden, 3x Heavy, 7x Hidden, 2x Elite Abnormal | |
| 13 | That looks like a Bolt zombie! Medic has been dying to cut into one of those! Hmm… Maybe when she's done, I could use a hydraulic press and shove it into a battery. File:IntermediateWave13-1.ogg |
8x Bolt, 5x Breaker2, 3x Elite Abnormal, 6x Heavy (Bloated), 5x Breaker2 | |
| There is something seriously wrong with the both of you! File:IntermediateWave13-2.ogg | |||
| By the way, there are a lot of old files here about the virus, I will let you know if I find anything interesting. | |||
| 14 | - | 6x Bolt, 10x Hidden, 5x Abnormal (Bloated), 5x Quick (Bloated), 8x Breaker2, 4x Bolt (Nimble) | |
| 15 | - | 5x Hidden, 3x Reaver, 5x Hidden, 3x Reaver, 5x Breaker2, 4x Bolt (Bloated), 2x Elite Abnormal, 1x Elite Abnormal (Bloated) | |
| 16 | Watch out! There's a mutated ghoul somewhere in the hoard. It looks like it's Hidden, so be careful. File:IntermediateWave16-1.ogg |
6x Hidden, 4x Bolt (Hidden), 2x Reaver (Hidden), 5x Breaker2, 2x Elite Abnormal, 1x Ghoul (Boss, Bloated, Hidden) | |
| 17 | - | 6x Heavy (Bloated), 2x Elite Abnormal, 1x Elite Abnormal (Bloated), 3x Reaver, 3x Bolt, 1x Boomer, 1x Bolt (Nimble), 1x Bolt (Nimble, Bloated), 3x Ghoul (Hidden), 8x Breaker2, 4x Bolt | |
| 18 | I see a Living Experiment up ahead! File:IntermediateWave18-1.ogg |
6x Hazmat, 4x Reaver, 8x Bolt, 4x Ghoul (Hidden), 4x Reaver, 6x Hazmat, 1x Living Experiment (Boss), 4x Breaker2 | |
| Take it out quickly! File:IntermediateWave18-2.ogg | |||
| 19 | - | 4x Reaver, 2x Ghoul (Hidden), 8x Hazmat, 4x Breaker2, 4x Bolt, 4x Bolt (Bloated, Nimble), 6x Hazmat, 3x Ghoul (Hidden), 4x Reaver, 6x Hazmat | |
| 20 | Concentrate your fire on that Speedy Boss! Don't let it get past us! File:IntermediateWave20-1.ogg |
8x Bolt, 8x Bolt (Bloated), 8x Bolt (Bloated, Nimble), 1x Speedy Boss (Boss, Bloated) | |
| 21 | - | 6x Hazmat, 7x Slime, 5x Breaker2, 3x Reaver, 5x Breaker2, 7x Slime, 3x Reaver (Bloated, Nimble), 3x Elite Abnormal, 2x Living Experiment (Bloated), 4x Ghoul (Hidden), 4x Slime | |
| 22 | Hey Commander, I've made some discoveries going through the files. File:IntermediateWave22-1.ogg |
3x Bolt (Bloated, Nimble), 1x Boomer, 5x Slime, 1x Living Experiment, 3x Breaker4, 1x Speedy Boss, 7x Hazmat, 3x Ghoul (Hidden, Bloated, Nimble), 6x Bolt (Bloated, Nimble), 1x Living Experiment (Bloated), 5x Hazmat | |
| It seems a medical specialist named Dr. Herrschaft used to work at a local town hospital, but was fired for experimenting on his patients. File:IntermediateWave22-2.ogg | |||
| According to the documents gathered so far, he spent time as a virologist who worked on viruses that were thousands of years old. That's insane. File:IntermediateWave22-3.ogg | |||
| 23 | - | 1x Living Experiment, 5x Breaker2, 4x Slime, 6x Hazmat, 4x Slime, 8x Elite Hazmat, 4x Ghoul (Hidden), 2x Breaker4, 5x Elite Hazmat, 1x Boomer, 5x Bolt (Bloated, Nimble), 1x Hidden Boss (Boss, Bloated, Nimble), 7x Slime, 5x Elite Hazmat | |
| 24 | Here's some more. It was a hunch, but Dr. Herrschaft had created the foundation for the healing tech we use because of his cell replication studies. File:IntermediateWave24-1.ogg |
6x Elite Hazmat, 3x Breaker4, 4x Reaver (Bloated), 6x Slime, 1x Speedy Boss, 6x Bolt, 4x Ghoul (Hidden, Bloated), 6x Slime, 1x Boomer, 6x Elite Hazmat, 1x Speedy Boss (Nimble), 6x Bolt (Bloated, Nimble), 6x Elite Hazmat, 3x Breaker4, 6x Slime, 4x Ghoul (Hidden), 1x Boomer, 3x Reaver (Nimble), 2x Living Experiment, 1x Living Experiment (Bloated) | |
| That healing technology is based off of a virus that forces damaged cells to repair and multiply, and that was the center of his work. Instead of losing all that research, TDS took possession of it and had Medic create a healing particle beam. Woah. File:IntermediateWave24-2.ogg | |||
| 25 | From my guess, Dr. Herrschaft lost his license and went to his hometown to work on the virus once more. This date is right around the time the zombie outbreak happened! File:IntermediateWave25-1.ogg |
6x Slime, 2x Ghoul (Hidden), 3x Hidden Boss, 6x Elite Hazmat, 4x Breaker4, 5x Slime, 3x Reaver, 3x Ghoul (Hidden), 3x Slime, 1x Failed Experiment (Boss), 4x Bolt | |
| Wait... What if Dr. Herrschaft is Patient Zero? I mean, it wasn't until after the zombies started taking over the cities, and if he were to get infected it wouldn't surprise me he would be first in contact. File:IntermediateWave25-2.ogg | |||
| I'll contact Headquarters. This discovery needs to be reported ASAP. Keep everything that was found between you and I. File:IntermediateWave25-3.ogg | |||
| Yes sir... File:IntermediateWave25-4.ogg | |||
| 26 | - | 3x Living Experiment, 3x Breaker4, 4x Ghoul (Hidden), 6x Slime (Bloated, Nimble), 1x Boomer, 6x Hazmat, 6x Elite Hazmat (Nimble), 5x Reaver, 6x Slime, 4x Ghoul (Hidden, Bloated), 3x Living Experiment, 1x Speedy Boss, 6x Bolt (Bloated, Nimble) | |
| 27 | - | 2x Living Experiment (Bloated), 3x Reaver, 9x Elite Hazmat, 5x Reaver (Hidden), 5x Breaker4, 1x Living Experiment, 6x Slime, 10x Bolt (Bloated, Nimble, Hidden), 4x Ghoul (Hidden), 4x Ghoul (Bloated, Nimble, Hidden), 7x Elite Hazmat, 6x Slime, 1x Failed Experiment, 3x Reaver, 3x Breaker4, 1x Living Experiment, 6x Elite Hazmat, 6x Bolt (Bloated, Nimble), 1x Speedy Boss (Bloated, Nimble), 4x Breaker4, 5x Elite Hazmat, 5x Slime, 4x Ghoul (Hidden, Bloated, Nimble) | |
| 28 | We've got eyes on Patient Zero. Make sure all units are ready! File:IntermediateWave28-1.ogg |
10x Bolt (Bloated, Nimble), 6x Elite Hazmat, 1x Boomer, 1x Living Experiment, 3x Ghoul (Hidden, Bloated, Nimble), 6x Elite Hazmat, 6x Slime, 5x Bolt (Bloated, Nimble, Hidden), 5x Reaver (Bloated), 1x Boomer, 3x Breaker4, 6x Slime, 1x Speedy Boss, 2x Reaver (Bloated, Nimble), 1x Giant Boss (Bloated, Boss) | |
| When we get back to base, I'm going to have a long talk with Medic. File:IntermediateWave28-2.ogg | |||
| 29 | - | 6x Elite Hazmat, 1x Boomer, 8x Bolt (Bloated, Nimble), 4x Ghoul (Hidden, Nimble), 2x Speedy Boss, 3x Breaker4, 7x Slime, 8x Elite Hazmat, 2x Living Experiment, 3x Ghoul (Hidden), 1x Boomer, 5x Reaver, 8x Slime, 8x Elite Hazmat, 4x Ghoul (Hidden, Bloated), 1x Living Experiment (Bloated), 1x Failed Experiment, 1x Speedy Boss (Bloated, Nimble), 6x Bolt (Bloated, Nimble, Hidden) | |
| 30 | There's Patient Zero, give it everything we've got! File:IntermediateWave30-1.ogg |
5x Normal (Bloated), 5x Speedy (Bloated), 5x Slow (Bloated), 5x Abnormal (Bloated), 5x Quick (Bloated), 5x Heavy (Bloated), 5x Slime, 1x Boomer, 3x Normal Boss (Bloated, Nimble), 3x Elite Abnormal (Bloated), 2x Breaker4, 1x Boomer, 5x Slime, 3x Reaver (Bloated), 3x Ghoul (Hidden, Bloated, Nimble), 6x Bolt, 2x Living Experiment, 1x Patient Zero, 1x Giant Boss (Bloated), 1x Boomer, 3x Elite Hazmat (Nimble), 3x Bolt (Nimble), 5x Slime, 1x Living Experiment | |
| Lose Dialogue | |||
| One icon and dialogue is randomly chosen upon defeat:
•We're toast! | |||
Soundtrack
[edit]Wave 1-9 & Wave 10-14
These soundtracks can be randomly chosen to play between these waves.
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.
Wave 15-24
These soundtracks can be randomly chosen to play between these waves.
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.
Wave 25-29
These soundtracks can be randomly chosen to play between these waves.
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.
Final Wave
This soundtrack is played on the final wave.
-
YouTube Upload
-
In-Game Version
Ambience
This soundtrack used to play between Wave 1-29.
-
YouTube Upload (3 May 2024 – 25 September 2024)
-
In-Game Version (3 May 2024 – 25 September 2024)
Gallery
[edit]Icons
-
Current Intermediate mode icon.
-
Version 3 Intermediate mode icon.
-
Version 2 Intermediate mode icon.
-
Version 1 Intermediate mode icon.
Trivia
[edit]- Intermediate mode is the first regular survival mode to have music play on waves other than the final wave.
- Hardcore mode had music play on Waves 45-50 before Void Reaver spawns and it was added before Intermediate mode, making it first, though it is not a survival mode.
- Intermediate mode was first teased in an update forecast in September 2023, slated to release in early November 2023.
- The mode is not named after its final boss, Patient Zero.
Update History
[edit]- 3 May 2024 - v1.20.0
- Intermediate Mode added.
- Bug: Commander's observant animation does not play on Wave 16.
- Bug: Rewards are unaffected by the difficulty based rewards on community maps.
- 6 May 2024 - v1.20.1
- Now rewards a badge upon triumphing this mode for the first time.
- Wave structure changed.
- 10 May 2024 - v1.21.0
- Bugfix: Commander's observant animation now plays on Wave 16.
- 18 May 2024 - v1.22.0
- Triumphing now has a chance to give one of these rewards:
- Low Grade Crate with a 25% chance.
- Mid Grade Crate with a 10% chance.
- Time Scale Tickets with a 10% chance.
- Triumphing now has a chance to give one of these rewards:
- 23 May 2024 - v1.23.0
- Bug: Consumable crate and Time Scale Ticket Time Scale Ticket rewards can no longer be gotten.
- 31 May 2024 - v1.23.5
- Starting cash is now Cash$500 regardless of player count.
- 19 July 2024 - v1.26.0
- Triumph bonus reduced from Coin 100 to Coin 50.
- Bonus rewards for triumphing changed.
- Now has a 65% to give one of these Common items:
- Time Scale Ticket Time Scale Ticket
- Revive Ticket Revive Ticket
- Grenade (1-3)
- Flash Bang (1-3)
- Molotov (1-3)
- Now has a 20% chance to give one of these Uncommon items:
- Low Grade Crate
- Spin Ticket Spin Ticket
- Barricade (1-2)
- Supply Drop (1-2)
- AirStrike (1-2)
- Now has a 10% chance to give one of these Rare items:
- Now has a 5% chance to give one of these Legendary items:
- Now has a 65% to give one of these Common items:
- Bug: Spin Ticket Spin Ticket and Revive Ticket Revive Ticket triumph rewards are not always given out despite being shown on the triumph screen.
- Bug: Triumph rewards sometimes are not given out or shown in the triumph screen.
- Bugfix: Triumph rewards now work again.
- 6 August 2024 - v1.27.2
- Bugfix: Spin Ticket Spin Ticket and Revive Ticket Revive Ticket triumph rewards are now given out.
- 11 September 2024 - v1.31.0
- Wave structure changed.
- Wave bonus equation changed.
- 25 September 2024 - v1.33.0
- Wave structure changed.
- Updated ambient music.
- Coin Coins and Experience EXP rewards increased.
- 23 October 2024 - v1.37.0
- Updated bonus triumph rewards.
- Uncommon rewards now also include the Turkey Leg (1-3) and Pumpkin Bomb (1-2).
- Rare rewards now also include the Sugar Rush (1-2).
- Updated bonus triumph rewards.
- 11 December 2024 - v1.45.0
- Updated description.
- Updated icon.
- Changed Wave 24 and 28 dialogue.
- 15 January 2025 - v1.49.0
- Updated bonus triumph rewards.
- Turkey Leg, Pumpkin Bomb and Sugar Rush removed from the reward pool.
- Common rewards now also include the Fruit Cake (2-4).
- Uncommon rewards now also include the Present Cluster Bomb (1-3).
- Rare rewards now also include the Festive Tree (1-3) and Santa's Air Strike (1-3).
- Updated bonus triumph rewards.
- 26 February 2025 - v1.55.0
- Updated ambient music.
- Early-game tracks now include Biohazard and Synthesia instead of Into The Void, Melancholy Hill, Rebelution, Rain Dance and The Horde.
- Mid-game tracks now include Liminal Oblivion, Oasis Plague and Drezzed instead of Contaiment Breach, Shellshock, Neuro Raze, Art Of War and Fill Them With Lead.
- Late-game tracks now include Sound The Alarm!, Funky Zombie and Contaiment Breach instead of Catharsis, Desolate Dystopia and Portal To Hell.
- Updated ambient music.
- 5 March 2025 - v1.56.0
- Base coins reward increased from Coin 450 to Coin 500.
- Triumph bonus increased from Coin 50 to Coin 100.
- Removed Operation I.C.E Event consumables from the reward pool.
- 12 March 2025 - v1.57.0
- Enemies now always give the same amount of cash on death or after receiving enough damage, regardless of how much damage the player deals, but the amount is split between players, meaning in solo, an enemy gives 100% of its cash, 50% in duo, 33% in trio and 25% in quad.
- Level requirement of Level 5 added.
- 9 July 2025 - v1.70.0
- Updated bonus triumph rewards.
- Uncommon rewards now also include the Sandcastle (1-3).
- Rare rewards now also include the Heatwave (1-2).
- Updated bonus triumph rewards.
- 18 October 2025 - v1.77.0
- Updated bonus triumph rewards.
- Sandcastle and Heatwave removed from the reward pool.
- Common rewards now also include the Turkey Leg (1-3) and Pumpkin Bomb (1-3).
- Uncommon rewards now also include the Sugar Rush (1-3).
- Rare rewards now also include the Unholy Storm (1-2) and Necromancer's Tome (1-2).
- Updated bonus triumph rewards.
- 20 December 2025 - v1.83.0
- Updated bonus triumph rewards.
- Sandcastle, Heatwave, Pumpkin Bomb, Turkey Leg, Sugar Rush, Unholy Storm and Necromancer's Tome removed from the reward pool.
- Common rewards now also include the Present Cluster Bomb (1-3) and Fruit Cake (1-3).
- Uncommon rewards now also include the Santa's Air Strike (1-2) and Festive Tree (1-2).
- Updated bonus triumph rewards.
- 28 January 2026 - V1.84.0
- Wave structure changed.
- Dialogue changed.
- 3 April 2026 - v1.88.0
- Updated bonus triumph rewards.
- Present Cluster Bomb, Fruit Cake, Festive Tree and Santa's Air Strike removed from the reward pool.
- Common rewards now also include the Easter Egg (1-3).
- Uncommon rewards now also include the Ducky Squad (1-2).
- Updated bonus triumph rewards.
- 5 June 2026 - v2.0.0
- Now gives tower experience, with a Tower Experience 35 EXP base reward and an Tower Experience 40 EXP triumph bonus.
- Voiceline dialogues added.
- Bug: Audio does not play in-game.
- 8 June 2026 - v2.0.6a
- Bugfix: Voiceline dialogues now play correctly.
Notes
[edit]- ↑ Does not appear naturally, it can only be spawned by the Breaker2.
- ↑ 2.0 2.1 2.2 2.3 Number is the natural spawns. This number can be exceeded if spawned by Patient Zero.
- ↑ Does not appear naturally, it can only be spawned by the Breaker4.
- ↑ How long you have to wait before you can skip.
- ↑ Skip at 0:40.
| Gamemodes | |
|---|---|
| Survival | Easy Mode • Casual Mode • Intermediate Mode • Molten Mode • Fallen Mode (Hidden Wave) • Frost Mode • Challenge Trials |
| Hardcore | Hardcore Mode • Voidcore Mode |
| Special Maps | Polluted Wasteland II • Badlands II • Pizza Party |
| Sandbox Only | Sandbox Mode • Legacy Molten Mode • Golden Mode • Legacy Fallen Mode |
| Other | Tutorial • Story Mode • PVP |
| Removed | Versus • Pre-MEGA Modes • Legacy Hidden Wave • PVP Test |
| Waves | |
|---|---|
| Survival | Easy Mode • Casual Mode • Intermediate Mode • Molten Mode • Fallen Mode • Frost Mode • Challenge Trials |
| Hardcore | Hardcore Mode • Voidcore Mode |
| Sandbox Only | Golden Mode |
| Special Maps | Polluted Wasteland II • Pizza Party |
| Removed | Pre-MEGA Modes • PVP Test |
| Rewards | |
|---|---|
| Survival | Easy Mode • Casual Mode • Intermediate Mode • Molten Mode • Fallen Mode • Frost Mode |
| Hardcore | Hardcore Mode • Voidcore Mode |
| Special Maps | Polluted Wasteland II • Badlands II • Pizza Party |