Alternate Game Modes

There are currently 3 alternate game modes that can be played: Prismatic Trials, Eclipse and Simulacrum. Prismatic Trials can only be played solo, while Eclipse and Simulacrum can both be played in multiplayer.

Prismatic Trials
The Prismatic Trials is a special, solo-only game mode where players compete for the fastest time of completing 2 stages. However, to initiate the Teleporter Event, the player must destroy three of a handful of Time Crystals scattered across the map. These crystals explode when destroyed, dealing moderate damage to players and monsters alike. Unlike in standard gameplay, the Teleporter charges instantly once the Teleporter Boss has been defeated.

Prismatic Trials feature a set of two Environments on difficulty, starting cash, and random artifact selections. The only adjustments a player can make are the selected Survivor and their skill loadout.

All items and equipment are considered unlocked and can be encountered in a run, even if they have not been unlocked during a normal run. This is so that everyone competes under the exact same circumstances. This means that player cannot unlock the in this game mode as the  for unlocking her does not appear. However, the player can still trigger the conditions for achievements they have not yet completed, even though the related item/equipment is already accessible in this game mode.

Similarly, all content introduced with the Survivors of the Void DLC is enabled, even for non-owners of the DLC.

Prismatic Trials cannot be accessed if the player has installed mods.

Currently, the Prismatic Trial's only in-game purpose is to unlock and.

Seed

 * Every 3 days (72 hours), a new seed is generated for the Prismatic Trial. This seed is the same for all players, but has different artifacts on console.
 * Seeds affect stage rotations, interactables' locations and drops, bosses, monster spawn timing, and activated artifacts.
 * Player choices may affect some outcomes of the seed. For example, if the player visits the after the 1st stage, the 2nd stage will have a different spawn location and teleporter location.
 * Seeds are not the same for consoles and PC.

Tips

 * Since the monster spawns and item drops from interactables are the same every playthrough, it is possible to memorize them and create strategies for each Prismatic Trial seed.
 * If is the second stage, it is possible to skip the Teleporter event (without destroying Time Crystals or fighting a Teleporter Boss) entirely by submitting an artifact code and entering the artifact portal.
 * If Sky Meadow is the first stage, entering the artifact portal will take the player to the.
 * By going through a Blue Portal on the first stage and then going to the, the player can prematurely end the stage -and the run- by leaving via the Null Portal.

Eclipse
Eclipse is an alternate game mode that adds stacking challenge modifiers to successive runs. Each Survivor starts at Eclipse level 1, where playing Eclipse mode as that Survivor will have the first of the modifiers shown below. After successfully completing a run, that Survivor's Eclipse level will increment (up to a maximum of 8), and the next modifier will be added to future runs (in addition to all the modifiers from lower Eclipse levels). Eclipse has the same difficulty settings as, and Challenges that require Monsoon can be completed on Eclipse. However, clearing an Eclipse run will not unlock the Survivor's logbook entry.


 * 1) Ally Starting Health: -50%
 * 2) Teleporter Radius: -50%
 * 3) Ally Fall Damage: +100% and lethal
 * 4) Enemy Speed: +40%
 * 5) Ally Healing: -50%
 * 6) Enemy Gold Drops: -20%
 * 7) Enemy Cooldowns: -50%
 * 8) Allies receive permanent damage. "You only celebrate in the light... because I allow it."

Note: "Ally" includes the player in all cases.

Celestial Orbs and do not spawn in this game mode, meaning that the only way to complete a run is to fight. The is also inaccessible, although the player can still fight  after defeating Mithrix by petting the Glass Frog at the starting area of  ten times (one Lunar Coin per pet, ten Lunar Coins total), which will lead directly to. Dying to Voidling on Eclipse will not progress the player's Eclipse level and will count as a loss.

Artifacts cannot be used in Eclipse, and the Artifact Portal cannot be spawned.

Eclipse can be played solo or multiplayer. In multiplayer, the Eclipse level will be set to the lowest level from all Survivors in the lobby.

There are no challenges or unlocks associated with Eclipse; it is strictly a challenge mode to test players' skills, although visual indicators of Eclipse progress will be displayed on the character select screen for the game mode, including a Gold Eclipse icon for beating an Eclipse level on every character.

Simulacrum
The Simulacrum is an infinitely scaling wave based alternative game mode that is new to the Survivors of the Void update and DLC.

Upon entering the game, players will spawn next to the Assessment Focus inside of a small cylinder (extending from the ground to the skybox) which protects them from the deadly Void Fog. Outside of the bubble provided, you take damage equivalent to  every 0.2 seconds, where   is the amount of times you've been damaged by the void fog, and   is your. Upon interacting with the Focus, the bubble will expand, giving it a radius of 62m, and the first wave will begin. Completing the wave requires killing all the enemies that will spawn. 60 seconds after the last enemy for the wave has spawned, the bubble will slowly shrink until it disappears. If the Void Fog kills all remaining enemies before the player, the wave will be completed successfully and the bubble will reexpand to its initial size. Upon completion of a wave, a Void Potential drops for each player and a 10 second timer starts for the next wave. Additionally, all dead players are respawned at the completion of a wave, effectively making useless for this game mode if played in multiplayer. Special modifiers known as Augments may also (randomly) trigger upon the start of a wave.

Every 5th wave will be a "boss wave", having stronger and more numerous enemies, and, after completion, the Assessment Focus will begin moving to a new location in the current Environment, during which all players must follow it. At the beginning of every 10th wave, the enemies will be granted an item, similar to the, in a Common-Common-Uncommon-Uncommon-Legendary cycle. Completing this wave will spawn a portal, transporting players to another Environment. After this, they must once again interact with the Assessment Focus to begin the first wave in that Environment. Since this counts as clearing a stage, and Malachite and Celestine elites start appearing from stage 6 onwards, they will not spawn before Wave 51.

The Environments have various modifications from their original versions, including missing sections and having additional Launch Pads to make traversing a stage less deadly to the Void Fog. The Environments can be selected in any random order, and each one can lead to any of the remaining ones, making the same Environment possible with only one intermediate in the between. There are a total of 7 Environments:

Due to the nature of the game mode, e.g., lack of Teleporter and drones, there are certain things that cannot occur:
 * Other than the special portal to advance to the next Environment, no portals can spawn
 * Family Events will never happen
 * Items that activate during the teleporter event activate during the waves
 * Certain items are blacklisted and cannot be obtained, even with the :

Interactables
Each Environment is given 600 credits to spend on interactable spawning (this is independent on the number of players, but they will still be halved with the Artifact of Sacrifice) it can select only from a limited pool of spawn cards. Unlike the original game mode, the spawn cards have no stage requirements, which means, for example, Legendary Chests can spawn as early as stage 1.

The category weights are:


 * Chests: 45
 * Shrines: 1
 * Rare: 0.4
 * Printers: 8
 * Void Stuff: 3

This means that for each stage one should on average expect the following:


 * 27 items (+10 from the wave rewards) (+10 more if one holds the )
 * 4-5 equipment
 * 2 Void Cradles
 * 6% chance for a Legendary chest and 10% for a Mili-Tech Printer to spawn

Do note that on the earlier stages one is very unlikely to accumulate enough gold, or have enough healing and mobility to traverse the void fog safely to fully loot a stage.

Waves
Each wave can trigger an Augment that can determine the monsters that spawn, as well as enable and disable artifacts. The rarity of item you receive can also be determined by an Augment.

Common Waves

Boss Waves

One orb is dropped for each participating player (alive or dead), but unlike in the where the orb has the same 3 items for all players, here each orb selects its items independently.

The reward for the common waves is a white orb with chances:
 * 88.4% Common
 * 11.0% Uncommon
 * 0.3% Legendary
 * 0.3% Boss

The green orb has items with chances:
 * 84.2% Uncommon
 * 7.9% Legendary
 * 7.9% Boss

The blue orb has items and equipment with chances:
 * 100% Lunar

The purple orb has void items with chances:
 * 79.2% Common
 * 19.8% Uncommon
 * 0.99% Legendary

The red orb has items with chances:
 * 80% Legendary
 * 20% Boss

Note that these percentages are actually affected by the drop chance bias.

Mechanics
This game mode uses its own difficulty coefficient, which is very similar to the one used in the normal game mode if one sets playerCount to 1. This makes the formula independent on the number of players:

$$waveFactor = 1.5 \times wave$$

$$difficultyFactor = 0.0506 \times difficultyValue$$

$$coeff = (1 + difficultyFactor \times waveFactor) \times 1.02^{wave}$$

The enemy level is calculated by the standard formula with setting playerCount to 1:

$$enemyLevel = 1 + (coeff - 1) / 0.33$$

The enemy level cap is set to 9999, compared to 99 for the normal mode. It takes 213 waves to reach that on Monsoon difficulty.

On starting a wave, the Combat Director gets a total amount of credits equal to:

$$totalWaveCredits = baseCredits \times coeff$$

where baseCredits is the base amount of credits a wave can use. Common waves have 159 credits and boss waves 500 credits respectively.

There is an initial burst of credits awarded for immediate spawning and the rest are slowly released over a period of time.

$$immediateMonsterCredits = immediateCreditsFraction \times totalWaveCredits$$

$$creditsPerSecond = (1 - immediateCreditsFraction) \times totalWaveCredits / wavePeriodSeconds$$

where:


 * immediateCreditsFraction is the fraction of total wave credits to grant initially. For common waves it's 0.15 and for boss waves 0.3. This is irrelevant for the Boss Augment of the Scavenger/Mithrix, as they don't rely on credits to spawn the explicit enemy monster.
 * wavePeriodSeconds is the number of seconds over which the remaining credits will be awarded. For common waves it is 30 seconds and for boss waves 60 seconds. While this places a minimum duration per wave, realistically this is limited by how quickly the director can spend the accumulated credits.

The immediateMonsterCredits is also what the director will use to set the first spawn of the boss wave to a boss monster. Such a boss spawn will fail to materialise for at least the first couple of boss waves as there will be insufficient credits. Most notably, on wave 10 on Monsoon difficulty the director will initially have access to 599.19 credits, while the cheapest boss monster costs 600.

Since there can be a maximum of 30 enemies spawned at once, the director stops accumulating credits when it hits the limit and resumes when at least one enemy has been killed.

Version History

 * PC Patch v1.2.2.0
 * Simulacrum
 * Waves now skip if nothing has spawned for 60 seconds
 * Waves now have a limit of how many credits can be given out at once
 * Waves will now spawn slightly more elites, and slightly less normal monsters
 * Artifact of Kin will always spawn monsters, even if they are considered ‘cheap’
 * Developer Notes: Simulacrum has a few edge cases where the director fails to spawn monsters - and as a result, the gamemode no longer advances. We added a few different checks to address situations where the game gets stuck. Not only that, but simulacrum tended to spam a lot more normal monsters instead of elites - so now, it’ll spawn a little bit more elite-y.


 * Survivors of the Void
 * Eclipse is now available in multiplayer
 * Prismatic Trials now has Survivors of the Void permanently enabled, even for non-DLC owners


 * PC Patch v1.0.2.0
 * Bug Fixes
 * Fixed modifiers applying to enemies


 * PC Patch v1.0.1.1 (Build ID No.5440050)
 * Bug Fixes
 * Fix safe zones on  being larger than the actual charging radius
 * Fix Prismatic Trials counting your run in leaderboards when you die


 * Early Access Content Update 5
 * (Undocumented) Added Eclipse


 * PC Early Access Patch (Build ID No.4892828)
 * Gameplay Changes
 * Remove from being selected in Prismatic Trials
 * Bug Fixes
 * Fix the teleporter not instantly reaching full charge on killing the Prismatic Trials boss


 * Early Access Artifacts Content Update
 * Gameplay Changes
 * 🌧 Now spawns with a random selection of Artifacts!
 * 🌧 Fix stage object rotation randomization not being seeded
 * Bug Fixes
 * 🌧 Fix and similar monsters from spawning as an elite version in Prismatic Trials. Goodbye.


 * Early Access Patch (Build ID No.3703355)
 * Gameplay Changes
 * Add Friends-Only Leaderboard
 * Update Global Leaderboard to be around your current position in the Leaderboard