Mechanics
Run loop
Battle, shop, customize, level, EXP, money, and time-of-day progression.
Details
- Main actions
- Battle, Shop, Customize
- Persistent run resources
- Level, EXP, money
- Time display
- Day and time of day
- EXP for next level
- 4 × current level
- Battle duration
- 45 seconds normally; 10 seconds with Small Bladder
- Opponents
- 1 normally; 2 with 2 Against 1
- Base finals day
- Day 5
- Base end-game day
- Day 20
Level progression
The HUD tracks level, EXP, money, day, and time of day. Leveling requires EXP equal to 4 × the current level; the game subtracts that amount and adds one level.
Battle rules
A normal battle lasts 45 seconds against one opponent. Small Bladder reduces the timer to 10 seconds. 2 Against 1 adds a second opponent.
Payout inputs
Criminal uses only visible level and funds. The other payout types also use hidden per-day random rolls, and Day Counter and Level Counter use a hidden total-period counter. Because those hidden values are not shown, an exact minimum or maximum cannot be calculated from player-visible information. Double or Nothing doubles money won, money lost, and EXP where those fields exist.
Criminal payout
Set q = round(player level × 4.33). Money won is 3q, EXP is q, and money lost is the rounded current-funds value.
Day Counter payout
Money won is 2 + player level + round(hidden roll A / 20). EXP is 2 + hidden total-period counter + round(opponent level / 2) + round(hidden roll B / 20). Money lost equals money won.
Level Counter payout
This swaps the Day Counter formula families: money won uses the hidden total-period counter, opponent level, and hidden roll B; EXP uses player level and hidden roll A. Money lost equals money won.
Other battle payouts
Illegal pays 12 + round(day × 4) + round(hidden roll C / 10), gives EXP equal to opponent level, and risks the same amount as its payout. Final Boss pays no money or EXP. Lawnmowing pays no money and assigns no EXP.
Day and finals constants
The base schedule sets finals to Day 5 and the end game to Day 20. Finally changes finals to Day 1. No Time To Slay changes the end game to Day 6.
Achievement boundaries
The demo achievement list includes gaining money during battle, winning the tournament, starting with a modifier, arena knockouts, and reaching Ranks 5, 10, and 30. Exact tournament transitions and rank-advancement rules are unavailable.
Transition limit
Exact rules for advancing the day, changing the finals counter, scheduling later finals, and resolving post-finals or end-game transitions are unavailable.
Demo boundary
The demo stops before the final battle. The official store description says progress carries into the full game.
Related
- Modified by
28 records
Small Bladder
Autobattle
Big Head Mode
Here comes the BOOM!
Crime Spree
2 Against 1
Double or Nothing
No Time To Slay
Finally
Firestarter
I have a brick
Dogzilla
Half Spin
Lawnmower Man
Fools Gold
Work for the Dole
Redacted
No EXP From Battles
Closed for Renovations
Nuke the Whales
Wor Crimbs
Photosynthesis
Randomizer
Tall Poppies
Slaydium Ensmallment
Shrinky-Dinks
Cost of Living Crisis
2 Cubes, 1 Slaydium
- Battle achievement
- Battle progression achievement
- Run duration achievement
- Battle timer achievement
- Battle money achievement
- Tournament achievement
- Modifier-start achievement
- Level progression achievement
- Knockout achievement
- Limited by