- Weapons
- Ten, from a pulse rifle to a disc that carves out and carves its way back. They hold their fire when nothing is in range, so waiting costs no damage.
- Evolutions
- Max a weapon and the passive paired with it and the weapon changes: the railgun becomes the Annihilator, the ripper disc becomes a singularity. Every pairing is a different passive, so the build you commit to is a real choice.
- Passives
- Eighteen. Once the build is full the offers turn into refinements, which have no cap, so a long run is still making progress at level 140.
- Enemies
- Ten archetypes that behave differently rather than differing in health, plus seven elite modifiers that roll on top of them and stack more heavily the longer you last.
- Biomes
- Five, and the world changes to another one every four minutes. Ashfield, Rotgarden, Glasswaste, Emberdeep and The Hollow, each with its own density of wreckage to hide behind.
- The Armory
- Twelve permanent upgrades bought with salvage, from raw damage to a reroll, a banish and one revive. A run that ends badly still pays into the next one.
- The seed
- Terrain, biomes, wave patterns, enemy mix, elite rolls and upgrade offers all come out of one number. The same seed replays the same run.
- The loop
- Every thirty minutes the world starts again with more health, more damage and more of them, and the rewards go up to match. There is no last wave.