Skip to content

Survival in the remake

The 2014 remake by 10tons keeps the classic spawn interval and creature mix, but retunes almost everything built on top of them. Remake numbers come from its final console build (1.03). Classic numbers are the ones on the Survival page.

Hover the charts for exact values.

At a glance

System Classic Remake
Level curve 1000 + 1000 × level^1.8 Hand table, then much steeper curves
Level 10 53,195 XP 378,000 XP
Milestone waves 10, gated on player level, last at level 32 19, gated on XP, last at 6.3M
Spawn interval 500 − elapsed_ms / 1800 Same
Spawn catch-up Spawns until the cooldown is paid off At most one spawn tick per frame
Creature mix By XP tier Same tiers, plus rare beetles
Creature speed 0.9 + 0.045 per 4k XP, max 3.5 0.9 + 0.03 per 4k XP, max 4.0
Creature health Linear in XP Scales with size, extra ramps past 200k, 1M and 2M XP
Dens None 1 in 30 spawn ticks adds a den

Spawn rate

Both games shorten the spawn interval by 1 ms every 1.8 seconds of real time. The classic spawns as many creatures as the elapsed time allows. The remake spawns at most once per frame. It also rounds each frame down to whole milliseconds, 16 ms at 60 fps, which makes it about 4% slower.

The two curves overlap until the interval drops below one frame, about 14.5 minutes in. After that the remake's rate follows the frame rate. Past 15 minutes each spawn tick also adds extra creatures in both games. From there the creature limit, not the spawner, decides how crowded the arena gets.

The chart assumes one player at 60 fps and leaves out dens.

Leveling

Each level is one perk pick. The remake needs far more XP per level, and the gap widens: 2.5× at level 2, 7× at level 10, 21× at level 20.

Level Classic XP Remake XP Ratio
2 2,000 5,000 2.5×
3 4,482 20,000 4.5×
5 13,125 70,000 5.3×
10 53,195 378,000 7.1×
15 116,619 1,044,000 9.0×
20 201,334 4,220,000 21.0×
25 306,056 13,332,500 43.6×

In the remake, levels 10 to 15 follow round(0.2 × level^2.5) × 6000, and levels 16 and up follow round((level − 5)^4 / 30) × 2500. Two remake perks shrink each level step to 50% or 75%.

Milestone waves

Scripted waves spawn on top of the continuous stream. The classic triggers them at player levels. The remake triggers them at XP stages and has almost twice as many, adding a zombie boss, Spideroids and beetles late in the run.

Stage Remake XP Blitz XP Wave
2 16,167 3,524 Two alien leaders with ring followers
3 22,542 7,167 Huge green zombie
4 31,786 12,450 12 random blue spiders
5 45,190 20,109 4 weak lizard dens
6 64,625 31,215 4 Deadly Fast aliens
7 92,807 47,319 8 jerky spiders
8 133,671 70,670 Spider Boss
9 192,923 104,528 Spideroid
10 278,838 153,622 8 Plasma Shooter spiders
11 403,415 224,809 12 Plasma Shooter spiders
12 700,000 394,286 Zombie boss
13 1,400,000 794,286 2 Spider Bosses and 8 Plasma Shooters
14 2,100,000 1,194,286 2 Spideroids
15 2,800,000 1,594,286 2 emerald beetles
16 3,500,000 1,994,286 2 Spider Bosses
17 4,200,000 2,394,286 2 ancient beetles
18 4,900,000 2,794,286 5 Spider Bosses
19 5,600,000 3,194,286 3 ancient beetles
20 6,300,000 3,594,286 4 ancient beetles

The remake's stages are a fixed XP table up to stage 11, then one stage every 700,000 XP. Nothing new spawns after stage 20.

Creatures

The creature type mix by XP is the same in both games. The remake adds a 1-in-32 roll that turns an edge spawn into a beetle once XP passes 50,000.

The charts below show an average edge spawn, before type modifiers and rare variants.

Stat Classic Remake
Health 52 + rand(0..15) + 0.00125 × XP size / 64 × (40 + rand(0..32) + 0.00125 × XP + late ramp)
Late health ramp None +0.002 per XP past 200k, again past 1M, again past 2M
Speed 0.9 + 0.045 per 4k XP, max 3.5 0.9 + 0.03 per 4k XP, max 4.0
Contact damage size × 0.095 size × 0.1

Classic creatures hit the speed cap at about 230k XP. Remake creatures start slower and pass the classic cap at about 350k XP. Remake health pulls away past 200k XP. At 5M XP an average remake creature has roughly four times the classic health.

Rare variants

Variant Chance Classic Remake
Red 2 in 180 65 hp Same
Green 2 in 240 85 hp Same
Blue 2 in 360 125 hp Same
Purple 4 in 1320 +230 hp, size 80 +1,430 hp, size 80, 4× contact damage
Yellow 4 in 1620 +2,230 hp, size 85 +5,230 hp, size 85, 5× contact damage

Dens

On 1 in 30 spawn ticks the remake also spawns a den (lizard, spider or alien). Each den adds 20 ms to that spawn interval. Classic Survival has no dens.

Weapon drops

The remake adds a dedicated weapon-drop roll: 4% by default, 9% during the first minute of a run. The roll is biased away from handing out the Pistol.

Blitz

Blitz is the remake's Survival with the whole game running 1.5× faster, so movement, firing, bonus timers and spawn cooldowns all speed up. The spawn interval still shrinks on the real-time clock, which gives 1.5× the Survival spawn rate at any point in wall-clock time.

Blitz also reaches milestone stages early. It checks XP × 1.75 + 10,000 against the stage table (the Blitz XP column above), so the first wave arrives at about 3.5k XP. Perks, weapons, bonuses and the player are the same as in the remake's Survival.