Mechanics & Economy
The Run
Every run is 20 waves in a single 2000×1500 desert arena. A boss arrives on waves 5, 10, 15 and 20. Harvest level-ups pop the moment you earn them — mid-fight, with the action paused — and between waves the Saloon opens to build your loadout. Win by clearing wave 20 — victory rolls straight into Endless Mode — and lose if Johnny hits 0 HP.
Endless Mode
Beat GMO Prime and the campaign does not fade to a results screen. The VICTORY letters stamp in over the arena to the Endless Doom guitar track, and on the song’s drop a telegraphed stampede ring of mutants crashes down around Johnny — from there the run continues as an infinite horde, the wave counter flips to ∞, and a clock counts up.
Your build is locked: no shop and no coin drops. Harvest level-ups keep coming with the same thirteen stat cards up to the global level 50 cap, and you bank a flat 1 Gold Bar per second survived.
No bosses, no elites — sheer numbers. Every enemy type spawns on its own cooldown that halves every minute, the field climbs toward 250 bodies, and the one stat that scales is enemy armor: the damage mutants take is halved each minute too (hits always chip for at least 1). The swarm wins eventually — the scoreboard is how long you last. Death or Return to Menu finalizes the run; endless has no suspend.
Survival Mode
One button, one cowboy, one question: how long can you last? Survival strips Johnny to a pure-vanilla build — dual Common Revolvers, no loadout perks, no permanent upgrades — and streams an endless horde that scales up every 45 seconds. There are no waves, no shop and no gold: Harvest cards are the entire build, and weapon cards join the pool — new weapons enter at Common while slots remain, and every owned weapon can climb the rarity ladder one step per pick, all the way to Legendary.
Death is the only exit, and the run records exactly one thing: your best survival time. Elites arrive harder as the clock climbs, so every extra minute is earned.
Waves & Phases
Difficulty climbs in three phases. Enemy health scales sharply across the run — roughly 1× at wave 1, ~4.4× by wave 10, and ~10.8× by wave 20.
Setup · Waves 1–5
Forgiving. Health and damage barely scale while you establish a build.
Squeeze · Waves 6–13
Health spikes and damage starts punishing sloppy positioning.
Chaos · Waves 14–20
Enemy count and speed take over — the screen fills up fast.
Difficulty
Five difficulty levels scale every enemy stat and your end-of-run rewards. Reach wave 10 on a difficulty to unlock the next.
| Difficulty | Enemy Stats | Rewards |
|---|---|---|
| Normal | ×1.00 | ×1.0 |
| Hard | ×1.05 | ×1.2 |
| Very Hard | ×1.10 | ×1.4 |
| Nightmare | ×1.15 | ×1.6 |
| Impossible | ×1.20 | ×2.0 |
Elite Enemies
Any regular enemy can spawn as an elite carrying one to three affixes — the skull markers above its head count them. Elites are bigger, tinted by their leading trait, and pay out 3×, 5× or 8× gold and XP by skull count. Higher difficulties field meaner elites: Normal tops out at a single skull, while Nightmare and Impossible send triple-skull monsters from the early waves.
Tanky
A wall of vegetable — massively more health.
Swift
Closes the distance alarmingly fast.
Chilling
Projects a frost aura — Johnny slows down inside its ring.
Volatile
Detonates on death — step out of the telegraphed ring before it blows.
Currencies & Rewards
Gold
Dropped by enemies as coins. Spent in the shop and on rerolls. Resets to zero at the start of every run.
Gold Bars
Earned at the end of a run and kept forever. Spent on permanent upgrades and unlocking loadouts.
Run reward formula
Gold Bars = (wave × 5 + 50 if won) × difficulty reward multiplier.
Example: a wave 20 win on Normal earns (20 × 5 + 50) × 1.0 = 150 Gold Bars; on Impossible, 300.
Harvest Level-Ups
Kills grant XP, and the moment the bar fills the Harvest cards pop — mid-fight, with the action paused while you pick one of four rarity-rolled cards from a pool of thirteen permanent in-run upgrades. Bank three or more levels at once and they consolidate into a single "HARVEST ×N" pick with its values multiplied by N, so a dense late-game streak never buries you in menus. Anything left over resolves at the wave break, before the shop.
The Shop
The Saloon opens between waves and offers four rarity-rolled cards from one pool of weapons, drones, rovers and items. Rerolls start at 10 Gold and climb by 5 each time — but the free Lock toggle holds any card for your next visit, untouched by rerolls (the Lock button on the card, Y on a controller, or L on keyboard). You can hold 6 weapons and 6 items, plus one drone and one rover.
A few scaler items are gated: Hot Sauce Flask, Ice Cubes, Molasses Jug and Bellows only appear once your build can already apply a status effect, and Giant Fertilizer Bag waits for an AoE source — so they are never dead purchases.
Rarity unlocks by wave
| Wave | Rarity |
|---|---|
| 1–3 | Common |
| 4–6 | Common, Uncommon |
| 7–10 | + Rare |
| 11–15 | + Epic |
| 16–20 | + Legendary |
Status Effects & On-Hit Builds
Weapons can inflict four status effects on hit. On-hit effects come in tiers 1–5: status-source items (Cinder Kernels, Rattler Venom Vial, Tar-Dipped Rounds, Frost Nettle Oil) and the Wildfire Oil / Venom Coat Harvest picks each add tiers, tiers from every source stack up to the cap, and a status weapon like the Laser Sword scales its Burn tier with its rarity. Higher tiers mean stronger, longer status — and the DoT, Slow and Freeze scaler items multiply the result on top.
Burn
Fire damage over time. The classic DoT — feeds on DoT Damage, Duration and Tick Rate items.
Poison
Toxic damage over time. Stacks alongside Burn and scales with the same DoT items.
Slow
Drags enemy movement down. Slow Amount and Slow Duration items stretch it further.
Freeze
Stops an enemy cold for a moment. Freeze Duration items keep them iced longer.
Combat Stats
- Armor: flat damage reduction — a hit always deals at least 1 damage (final = max(1, damage − armor)).
- Dodge: chance to avoid a hit entirely, hard-capped at 50%.
- Invincibility: 0.5s of i-frames after taking a hit, with a red flash.
- Base Johnny: 100 Max HP and 300 movement speed, with 6 weapon slots, 1 drone slot and 1 rover slot.