Worlds 7+: The Act
From World 7 on the game changes rhythm: 100-wave chapters with Chapter Conditions, Chapter Bosses, Wards and inherent Corruption.
Worlds 7 and beyond form a connected act. Runs are split into CHAPTERS of 100 waves, each with a fixed rhythm of special waves, and a set of act-only systems layers on top of the familiar loop: rotating enemy Wards, a per-chapter Condition, a tougher Chapter Boss every 100 waves, world-inherent Corruption, and new act materials that feed Artifact Attunement. Worlds 1-6 are completely untouched by all of it.
The chapter rhythm (every 100 waves)
- Every 10th wave — a regular boss, exactly like Worlds 1-6
- Positions 25 and 75 — a composition beat: the Celestial Refrain in World 7, Memory Waves from World 8
- Position 50 — a Chapter Condition is drawn and shapes the enemy mix until the chapter ends
- Position 100 — a tougher Chapter Boss (World 8+ especially hardy); the wave continues normally
What is new vs Worlds 1-6
- Corruption — world-inherent difficulty that rises every 300 waves, with better material rewards
- Celestial Wards — some enemies mitigate one of your damage classes at a time
- Chapter Conditions — one card per chapter tilts the spawn mix
- Chapter Bosses — a tougher boss ends each 100-wave chapter (World 8+ bosses are far hardier)
- Act materials — Celestial Filament and Echo Shard, spent on Artifact Attunement
- Memory Waves — unfrozen nostalgia waves from the original worlds (World 8+)
How the act unlocks
World 7 (Celestial Spire) unlocks the classic way: reach wave 600 in World 6. World 8 (Frostbound Forest) unlocks once you reach wave 300 in World 7.
A compact act HUD strip in Worlds 7+ shows the three live modifiers at a glance — the current Ward class, the active Condition and your Corruption level. Tap it for details mid-run.
Last updated 2026-07-15