The Nightmare Realm has been removed from the game as of the 20th of November 2024 as it was part of the Hexscape Event. This page has been preserved for historical purposes.
The Nightmare Realm was the event map for the second night of the Hexscape Event. Like other event maps, this map had a specialized wave structure with special enemies. Players started with a varying amount of cash, based on how many players there were in the match. The rewards you receive were based on how many waves you survived and if you won a match. This map had two difficulties, Easy and Hard.
Cash was only gained if an enemy was killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained was a set amount of cash, which was not always equal to the enemy's health. In solo, you received 100% of the cash when an enemy was killed, or it was damaged enough. With each additional player, this decreased by 25%, which meant that in a trio, you only got 50% of the cash. This amount was distributed between players based on how much damage they dealt. However, if a player did not deal any damage, they would receive a percentage of the enemy's full cash upon its death or when it was damaged enough, which was 12.5% in duo and 16.7% in trio. If it was a decimal, it got rounded up or down depending on the decimal value. If it was at least 0.5, it got rounded up. If it was less than 0.5, it got rounded down. For example, the Conserver gave $40,000 after losing 5% of its health in solo, $30,000 in duo and $20,000 in trio between the players that damaged it. Players that did not damage it received $5,000 in duo and $6,680 in trio.
Health of enemies in this mode scaled with player count. The increase was 5% for each player, starting from two players, with an added set amount of health added on top of that increase. The first increase was not always the same amount, while the second increase had a varied amount it increases health by. Both increases were affected by enemy health.
This map had the HP Locked modifier, which set the base health to 100, the Blood modifier, which made enemies drop blood when killed and the Farm Banned modifier, which made Farms not generate cash, though this effect was on the map before, it was just not displayed visually along with other modifiers.
The Nightmare Realm was located in a different world, which resembled some form of underworld. It had a red atmosphere with violent black winds. This world had a bleak red landscape, with a large black castle near the path and additional structures in the distance. Multiple spikes were also around the structures. There were also multiple rocks placed around the map. On one side of the map, a large black portal with orange outlines could be seen. On the other, a broken Super Computer could be seen, with multiple Super Computer Parts placed around it. These parts could be fixed, which moves them to the Super Computer.
The path started from a portal, which emitted electrical particles and had swirling winds around it, the path turned and looped around itself once before reaching the Super Computer.
Interactive Map
Loading scripts
Objective
When starting the match, players would be notified of an objective that told them to "Rebuild Super Computer". This was done by buying Super Computer Parts, interactables with varying costs that completed a structure at the map exit. If this was not done by Wave 20, the Conserver would spawn with massively increased health. However, this did not mean that a match was lost. If the Conserver was beaten, it still resulted in a triumph. This only made it significantly harder to triumph.
Preset Loadouts
In the Easy difficulty, there were three preset loadouts: Field Commander, Enforcer and Big Spender. If not chosen after 30 seconds, the loadout chosen would be randomized.
Field Commander
A mixture of support, utility, units, and high firepower.
Enforcer
Close quarters towers mixed with AOE and air-support.
Big Spender
Expensive towers but with high damage potential.
Rewards
The game calculated how many Coins and EXP you receive based on how many waves you survived and if you won a match. During periods of 100% more EXP (Friday – Sunday), any EXP earned was multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplied any EXP earned by 1.25x through the VIP Boost modifier. These two boosts were additive.
There were also a few badges which could be obtained when playing this map. These were:
Night II Easy
✖ UNOBTAINABLE
No description available
702,789 players earned this
Night II
✖ UNOBTAINABLE
No description available
365,672 players earned this
Wave Structure
The Nightmare Realm had two wave bonuses, based on the difficulty. In Easy, the wave bonus was calculated as:
From Waves 1–15:
$500 + ([Waves Completed - 1] × $125)^1.15
From Waves 16–19:
$500 + ([Waves Completed - 1] × $125)^1.175
In Hard, the wave bonus is calculated as:
From Waves 1–15:
$500 + ([Waves Completed - 1] × $125)^1.2
From Waves 16–19:
$500 + ([Waves Completed - 1] × $125)^1.225
Regardless of difficulty, Wave 20 gave $20,000.
Depending on player count, the wave bonus was reduced using multipliers. These multipliers were:
Players
Reduction per Player
Total Reduction
Solo
0%
0%
Duo
5% (Easy) 2% (Hard)
10% (Easy) 4% (Hard)
Trio
1%
3%
For example, on Wave 2 when difficulty was set to Hard, the wave bonus was $828.31597555, rounded down to $828. The full number was used in the equation. In duo, it was $795 ($828.31597555 × 0.96), while in trio, it was $803 ($828.31597555 × 0.97). The wave clear bonus appeared when every enemy from that wave was killed and no damage was dealt to the base health. It was 25% of the wave bonus in solo, while for duo, trio and quad it was 20%.
Waves could not be skipped in The Nightmare Realm. The waves in The Nightmare Realm mode followed these timings:
Great job! We've just established a secure connection. Let's get you all home. We just need is a strong enough power source to jump start this device.
Find the artificial God Cube, and use it to boot up the computer! Hopefully it didn't end up in the wrong hands...
Lose Dialogue
One icon and dialogue is randomly chosen upon defeat:
•We're toast! •OOF! •Mission Failed, we'll get em' next time. •Not enough numbers! •Mistakes are just part of the journey.. •We're overrun chief! •We'll get them next time! •Don't give up! •We need back up sergeant! •We just had our grave dug.. •We have to fall back soldier! •Oops! Try again! •The enemies got to the base! •Strategy is key!
Strategy
The area around the loop that this map has is a great spot for towers, as it allows them to cover a large amount of the path and is close to multiple cliff spots.
The Farm should not be used here, as it does not generate any cash.
Multiple Tank can appear on this map on the Hard difficulty.
Collision damage from unit collisions and the Trapper's traps can eliminate them quite easily.
The Gatling Gun is quite useful as it can damage multiple enemies while also dealing large amount of damage, make sure to line it up on a straight path so that it can fully utilize its pierce ability.
Gallery
Icons
The Nightmare Realm on the game icon.
Thumbnails
The Nightmare Realm on the game thumbnail.
Renders
The Nightmare Realm on a render.
Badges
The Nightmare Realm on the Night II Easy Badge.
The Nightmare Realm on the Night II Badge.
Miscellaneous
The Nightmare Realm in a v2.11.0 update log image.