Teleporter

The  is a unique circular interactable located in all main Environments. Finding and activating the Teleporter is the major objective in each main stage. To assist the player in locating it, the orange particles it emits can be seen from a distance, and it seems to emit a very faint tune.

The Teleporter allows the player (and other players if playing in multiplayer) to travel to the next Environment when fully charged.

One Teleporter will spawn on each Environment. The Teleporter can spawn anywhere an interactable could be placed, provided that there is enough space for it in that location. The Teleporter will always attempt to spawn far away from the player's spawn location, and is prohibited from spawning in various areas in certain maps.

Some Teleporter locations may result in it to be partially hidden in dark areas or even found clipping through terrain or objects. The slow-moving particle effects in the air can greatly assist with finding the teleporter, as most background particles are always moving towards it.

has a unique Teleporter, called the Primordial Teleporter, which can be used to access and the. Rings on the outside of the Teleporter can be interacted with prior to starting the Teleporter Event to either align with the moon, accessing Commencement, or to align with the planet, which loops the player back to one of the first stages.

Teleporter Event
Activating and completing a Teleporter Event is the primary mean of advancing the game.

Initiation
After locating the Teleporter, interacting with it will start the Teleporter Event. The message "You activated the Teleporter" appears. Multiple monsters spawn immediately, along with the Teleporter Boss to defeat. A red dome appears, roughly 120 meters in diameter, demarcating the effective area of the Teleporter and locking all interactables outside its radius (with the exception of Barrels and Scrappers). The Teleporter begins to charge, indicated by the objective "Charge the Teleporter(% progress)".

Teleporter Boss
Not to be confused with Bosses, a tier of Monsters.

The Teleporter Boss consists of one or several Bosses, depending on the difficulty and number of players. Bosses and Elites that serve as the Teleporter Boss can be identified by their distinctive red health bar.

Occasionally, a Horde of Many will spawn in place of a boss(es), consisting of several Elite non-boss monsters. This happens due to how the Teleporter Boss is spawned: the boss director (a process responsible for spawning the Teleporter Boss) randomly selects one of the possible boss-class monsters spawnable on the stage. However, if no such boss is found or the monster selected is deemed too cheap/expensive, the director will randomly select any spawnable monster until an appropriate-price one is found. This will most likely end up being a non-boss monster, but it is also possible for another boss to be selected. Every monster in the game has a subtitle message that appears under the boss health bar. While all bosses, the, and the lunar chimeras have a unique message, normal enemies and minibosses default to "Horde of Many".

With the activated, Horde of Many events are extremely likely as the chances are low for the selected monster for the stage to be a boss. Certain family events also guarantee Horde of Many events, since they lack spawnable boss-class monsters. The can also make Horde of Many events unpredictable, since an expensive boss can be selected as early as the first stage.

Under normal conditions, a Horde of Many event is most likely on the stages where the and the  can spawn, because they don't have elite tiers to increase their cost. Early in a run, the Overloading Worm will be deemed too expensive, while late in a run a Magma Worm is too cheap. Note that since the Overloading Worm can't spawn on before looping, the most likely encounter with a Horde of Many will be on stages 4 and 5.

If the Teleporter is located very close to a wall, the director may fail to spawn one of the monsters, ending the spawning process prematurely. This means that, for example, even if the director has enough credits for 3 spawns, you may only see one. If it is the first monster that fails to spawn, another spawnable monster will be selected as described above, which could lead to a Horde of Many.

Completion
In order to complete the Teleporter Event, the Teleporter Boss(es) must be killed and the Teleporter must be fully charged.

The Teleporter charges as long as the player(s) is in its dome. Once the Teleporter is charged to 99%, no more monsters will spawn naturally in the current Environment. The charging rate scales linearly with the number of players standing inside the red dome, out of the total number of players currently alive. Charging the Teleporter requires a minimum of 90 seconds if all living players always stay within the red dome. The amount of time to charge the Teleporter is reduced based on the amount of the party has.

Once the Teleporter is fully charged and the Teleporter boss is dead, the red dome will disappear and interactables on the map will be unlocked. Any Orb orbiting the Teleporter will form its corresponding Portal. Interacting again with the Teleporter will take the player(s) to the next main environment.

Primordial Teleporter
The Primordial Teleporter is an interactable located only in. It has a distinctly different appearance from a regular Teleporter, featuring a spiral of eight flat, rectangular spires of escalating sizes that are bent inwards towards the center of the Teleporter's base.

The main function that differentiates the Primordial Teleporter from a regular one is that its outer ring can be interacted with to determine whether the player will travel to, or loop back to the first stage.

Interacting with the rectangular spires away from the center of the Teleporter will prompt an animation, shifting the ending location of the Teleporter as well as changing its appearance. When the spires are in their default state of a near-circular spiral, the Teleporter will be "aligned to the moon" and will send players to Commencement. When the spires are shifted and rotate into two large clumps on opposite sides of each other that resemble the "horns" on a standard Teleporter, it will be "aligned to the planet" and will send the player back to the first stage.

Regardless of the Teleporter's alignment, using a Blue Portal will, after the, send the player back to the first stage. The same will happen with a Gold Portal, after the, and with the Artifact Portal, after the Artifact Reliquary.

Drops
One random Uncommon item will drop from the Teleporter after the Teleporter Boss has been defeated. In multiplayer, one item will drop per player, even for dead players. For each Shrine of the Mountain that was active, 100% more items will drop. In either case, all the uncommon items dropped are the same; the Teleporter will never drop multiple different uncommon items at once.

If the Teleporter Boss was a monster with a corresponding Boss item, each uncommon item dropped has a 15% chance to be replaced with that boss item instead. If the Teleporter Boss was a Horde of Many or a Scavenger (who has no boss item), then all the items will be uncommon.

Orbs & Portals
Achieving specific actions before starting the Teleporter Event will spawn Orbs that will orbit around the Teleporter. Upon completing the Teleporter Event, each Orb will transform into its corresponding Portal, leading to different Hidden Realms.


 * A Blue Orb will spawn when activating a Newt Altar. It also has a chance to randomly spawn at the beginning of each stage, though this chance is decreased for each Blue Orb that has been spawned during the run. It will transform into a Blue Portal leading to the.
 * A Golden Orb will spawn when activating an Altar of Gold. It will transform into a Golden Portal leading to.
 * A Celestial Orb will spawn on the third stage (//) after the first loop. It will transform into a Celestial Portal leading to.
 * A Purple Orb Can spawn at random or spawn after beating . It will transform into a Void Portal leading to the.

Multiple Orbs can be spawned on a single Teleporter, allowing for multiple Portals to spawn. However, players will only be able to use one of the Portals (or the Teleporter itself).

Players may still be able to activate a Portal after initially activating the Teleporter during the delay between actually being teleported, changing the course to the portal's target, instead of the Teleporter's.

Challenge of the Mountain
Main article: Shrine of the Mountain

Upon activating a Shrine of the Mountain, the difficulty of the Teleporter Event will be increased. For each shrine active, the director of the Teleporter Event will gain 100% more credits, but the Teleporter will also drop 100% more items as a reward for beating the bosses.

Prismatic Trial
Main article: Prismatic Trial

The two Teleporters in Prismatic Trials are unique in that they instantly charge once the boss is defeated. Additionally, the player cannot activate the Teleporter until they have destroyed at least three Time Crystals.

The second stage's Teleporter Boss will always be an Elite.

Version History

 * Early Access Content Update 5
 * Quality of Life
 * Updated the Teleporter model
 * PC Early Access Patch (Build ID No.4892828)
 * Gameplay Changes
 * Change the amount of Hordes of Many that were spawning as the teleporter boss
 * Bug Fixes
 * Fix the teleporter not instantly reaching full charge on killing the Prismatic Trials boss
 * Early Access Artifacts Content Update
 * Bug Fixes
 * Fix Teleporters not using the correct decal layer
 * Early Access Hidden Realms Content Update
 * Quality of Life
 * 🌧Prevent from ever being chosen as a Teleporter boss
 * 🌧Force Teleporter Boss to initially target the player who activated it
 * Bug Fixes
 * Fix Teleporters not using the correct decal layer
 * Early Access Patch (Build ID No.3703355)
 * Gameplay Changes
 * Add slight rim glow
 * Increase teleporter passive particle radius from 38 to 60. Increase particle count so density remains the same.
 * A lot of players are having issues finding the Teleporter. Players are starting to notice the passive particles indicating the teleporter is around - we will try increasing the radius to see if it helps. The rim glow will help distinguish it from identically colored surfaces. This is intended to be a fairly big change - if it turns out we jumped the gun and the community was simply learning, we can approach a middle ground.
 * QOL
 * Remove collision from Teleporter nub to prevent monsters getting stuck