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Worlds 7+: The Act

From World 7 on the game changes rhythm: 100-wave chapters, Wards and, from World 8, 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, world-inherent Corruption (from World 8), 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

What is new vs Worlds 1-6

  • Corruption — world-inherent difficulty from World 8 on, rising every 300 waves, with better material rewards
  • Celestial Wards — some enemies mitigate one of your damage classes at a time
  • 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 live modifiers at a glance — the current Ward class and, from World 8, your Corruption level. Tap it for details mid-run.

Last updated 2026-09-07