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Survival

Endless mode. Creatures arrive faster as the clock runs, and get tougher as your XP grows. You level up, pick perks and last as long as you can. Score is total XP.

Starting conditions

  • Weapon: Pistol.
  • Weapon drops: Pistol, Assault Rifle, Shotgun and Submachine Gun, plus every gun your quests have unlocked, and the Splitter Gun after 40 hardcore quests.
  • Bonuses: on.
  • Perks: on.

XP and levels

You reach the next level once your total XP passes 1000 + 1000 × L^1.8 (rounded down), where L is your current level: 2,000 for level 2, 4,482 for level 3, 8,224 for level 4. In co-op the team shares one XP pool and one level.

Each level earns a perk pick. A level-up sign appears; click it, or press Pick Perk or Space, to choose. Picks wait until you take them.

Spawning

Waves

Creatures come in one at a time from just outside a random edge. The gap between them shrinks by 33 ms every minute of game time:

Time Gap Creatures per second
0:00 500 ms 2
5:00 334 ms 3
10:00 167 ms 6
12:00 100 ms 10
14:00 34 ms 29

In co-op the rate doubles.

At 15:00 the gap bottoms out at 1 ms, and from then on each spawn brings one extra creature for every 3.6 seconds past 15:00. The arena fills to its 384-creature cap. See original bug 37.

What spawns

The mix depends on your XP, not the clock:

XP Mix
Under 12,000 90% aliens, 10% jerky spiders
12,000–25,000 40% zombies, 50% jerky spiders, 10% aliens
25,000–42,000 50% aliens, 25% jerky spiders, 25% spiders
42,000–50,000 Aliens
50,000–90,000 Spiders
90,000–110,000 Zombies
110,000+ 60% aliens, 30% spiders, 10% zombies

Any spawn has a 1-in-32 chance to become a jerky spider instead.

  • Health: 52–67, plus 1 per 800 XP.
  • Speed: 0.9, plus 0.045 per 4,000 XP, up to 3.5. Jerky spiders move 1.3× faster; zombies move at 60% (at least 1.3) with 1.5× health.
  • Contact damage: 4.2–6, by size.
  • XP: 0.8 × (10 to 19 + 5 × speed + 0.8 × contact damage + 0.4 × health), about 30–45 at the start, rising as health and speed grow.

Rare variants:

Odds Variant Health XP
1 in 90 Red 65 256
1 in 120 Green 85 336
1 in 180 Blue 125 416
1 in 330 Purple giant +230 480
1 in 405 Gold giant +2,230 720

Milestone waves

Reaching these levels sends one scripted wave, once per run:

Level XP (more than) Wave
5 13,125 Two alien rings, one off each side: a 200 HP leader circled by 8 aliens, 7 of 40 HP and one of 20 HP
9 43,224 Red boss alien (3,800 HP) from the right
11 64,095 12 spiders in a column from the right
13 88,604 4 Deadly Fast aliens (30 HP, very fast) from the right
15 116,619 8 jerky spiders (50 HP, very fast), 4 per side
17 148,033 Spider Boss (4,500 HP, shoots plasma) from the right
19 182,756 One 400 HP splitter spider inside the arena, right of centre
21 220,712 Two more splitters inside the arena, up-left and down-right of centre
26 329,315 8 Plasma Shooter spiders, 4 per side
32 484,560 2 Spider Bosses (left and right) and 8 Plasma Shooters (4 top, 4 bottom)

Splitters split into a swarm of smaller spiders as they die.

Secret weapon handouts

Two one-time weapon handouts can trigger in single-player Survival. See Secret weapons for full conditions.

Scoring

Ranked by XP. The score card also shows rank, game time, most-used weapon, kills and hit %.

Game over

The run ends once the last player's death animation finishes.