Game modes

The same Dot, five fundamentally different ways to play — plus special modes, mutators, and an advanced difficulty system.

Game modes

Jethe Weg, ChaosDot to spielen — of/from the rotatethe default-Session until/up to zur boss-Hatz.

ChaosDot single-player revolves around four fundamentally different disciplines — GRAVITY, DODGE, RESIST and PIXEL. In the standard run they cycle automatically; via the start carousel you can also lock yourself into a single discipline. Added to this are two standalone run types (BOSS RUSH and DAILY CHALLENGE) as well as two optional difficulty systems that raise your score multiplier: the MUTATORS and the HEAT/PACT system.

There are no experience or level system and in the Solo-game also ka classn — classn are a Morespieler-feature. Da Progress bemisst itself ra an the Punktzahl.

CLASSICGRAVITYDODGERESISTPIXELBOSS RUSHDAILY CHALLENGE

The selection at a glance

Five entries are available in the start carousel.

STANDARD

⚡ CLASSIC

The full chaos run: all four modes rotate, bosses can appear, mutators and dynamic difficulty take effect.

MODUS

⬇ GRAVITY

Flappy-artiger Schwerkraft-Flip-Läufer: tippen kehrt the Schwerkraft around, fädle you through the Röhren.

MODUS

☠ DODGE

Bullet hell with free movement: tapping makes the Dot dash in the direction of the tap, dodge the swarm of bullets.

MODUS

🚫 RESIST

Unbeweglicher Dot: tippe the sicheren zones, but niemals the roten Decoysfelder.

MODUS

🎯 PIXEL

Präzisions-Tapping on Zeit: a verpasste or abgelaufene zone bedeutet the Tod.

EXTRA

Special runs

BOSS RUSH schickt you youekt in a boss-Gauntlet, DAILY CHALLENGE gives alln denselben seed of the Tages.

HINWEIS

Wählst you in the Karussell a einzelne Disziplin statt CLASSIC, is/will dieser mode fest eingestellt and rotiert not more — ideal to the gezielten Üben. in festgelegten Einzelmodi entfallen jedoch the Mutators and the dynamische Schwierigkeitsanpassung; beide greifen only in the CLASSIC-Lauf.

CLASSIC — the standard run

no eigener Engine-mode, but rather the Zustand without festgelegten mode: alles is at.

In the CLASSIC run, the engine starts in a random the vier modes and schaltet then Session for Session weiter. a reguläre Session dauert about 10 seconds; PIXEL and RESIST sections are reduced to 0.7× (approx. 7 seconds) shortened, because they yield points faster. The very first session of a run is also already shortened for PIXEL and RESIST.

Bossesss roll by probability — not by level

Between sessions, a boss can appear. This happens not after/to a festen Levelnplan, but rather per Wahrscheinlichkeitswurf, the itself from the since the last boss gesammelten Rohpunkten speist:

  • Under 20 raw points collected, the boss chance 0.
  • Above that it rises with (points × 0.001), capped at a maximum of 80 %.
  • Löst the Wurf from, kündigt a rund 1,5 seconds langes „INCOMING“-Signal the boss at.

The slogan "BOSSES EVERY 10 LV" on the start screen is pure marketing shorthand: the code contains no boss counter per ten levels and no level system at all. Only the probability roll described above is authoritative.

What only applies in CLASSIC runs

Only in CLASSIC-type runs do the Mutators and the dynamic difficulty adjustment (DDA). If you commit to a single mode, both are removed. Seeded runs (such as the DAILY CHALLENGE) are also technically CLASSIC runs with a fixed random seed.

GRAVITY MODE

Flappy-artiger Schwerkraft-Flip-runsr — tippen kehrt the Schwerkraft to.

Da Dot sitzt fest in the linken Bildviertel, the world scrollt on you zu. Jethe Tipp inverts gravity and setzt your Vertikalgeschwindigkeit on null — so pendelst you between Steigen and Fallen and fädelst you through the Röhren. the Fallbeschleunigung rampt with the Punktzahl at, the Endgeschwindigkeit is at 5,2 gedeckelt, and endlose Läufe run 1,3-mal zügiger as/when Story-Abschnitte.

The lethal edge

"Don't touch the edges" only half applies: The upper end kills (cause of death CEILING), while the lower Ende you lediglich abfängt and the Geschwindigkeit stoppt. Tödlich is also stets the Kante, to the the Schwerkraft you gerade zieht. the Aufprall on a Röhre tötet ebenfalls (Todesursache PIPE).

Tube variantPoints per passageSpecial feature
Default2Base tube with a gap (base half-gap 79px)
Zigzag3
Magnet3most common variant
Pulsating3
Double gap4
Rotating4only from score 200
Portal4 (at the exit)löst a Portal-Dash from: the Welt scrollt 4-fach, während the Schwerkraft pausiert
Bonus6only from score 50; also gives a random power-up
HINWEIS

a Kombo-Punkt is/will only gutgeschrieben, if/when you within from 45px at a Lückenkante durchfädelst — knappes Fädeln zahlt itself from. Zusätzliche Elemente: in rund 35 % the Lücken schweben Energie-Pickups (goldene in 18 % the Fälle: +6 Rohpunkte, cyanfarbene: +2). Horizontale Blitze warnen 1500 ms before and schlagen then 300 ms lang to — she/it/they töten within from ±22px around the Band. Streift your Dot a Röhrenkante on 16px, gives it a Beinahe-Bonus.

DODGE MODE

Bullet-Hell with freier Bewegung — tippen dasht you 38px in Richtung of the Tipps.

The Dot starts centered and moves completely freely. Each tap makes it 38px toward the tap point dash. As the only mode, DODGE scores purely through survival: +1 point every 1200 ms, entirely without event scoring. On touch devices, a virtual joystick (D-pad) is available for this. Basic projectiles spawn from a random screen edge, aim at you, and spread by ±0.225 rad; their speed and density increase with difficulty. Every hit kills. If you leave DODGE, all projectiles are deleted, since the other modes have no dodge mechanic.

Projectile typeBehavior
Basic projectilesaimed at you from a random edge, ±0.225 rad spread
Homing missilesmax 2 at a time, lifetime 2000 ms
Shrapnel bombsburst after 1700 ms into 5 radial projectiles
Dividersplit in mid-flight into 3
Proximity minesmax. 3, scharf after/to 600 ms, Auslöseradius 75px, Explosionsradius 120px (Todesursache MINE EXPLODED)
Chargerpause briefly then charge
HINWEIS

The SWARM mutator multiplies projectile density in DODGE by 1.8×. On touch devices with an active D-Pad, powerup spawns in DODGE (and in boss mode) are capped downward so they do not appear behind the controls.

RESIST MODE

Stationary dot, pure tapping — impulse control under pressure.

In RESIST the Dot can do not move — you steuerst ausschließlich with Tipps. the Regel is gespalten, not simple umgekehrt: green fields with the Aufschrift „SAFE ✓“ musst you antippen, around points to holen — läuft a grünes field from, bevor you it triffst, stirbst you (Todesursache MISSED GREEN). Red fields tragen verlockende Aufschriften wie „TAP ME!“, „FREE LIFE!“ or „BONUS!“ — tippst you a davon, is the Lauf vorbei (Todesursache TRAP). the Karussell-Spruch „NEVER TAP THE ZONES“ meint genau diese roten Decoys.

Trap typeAppearance / labelEffect
Green (safe)„SAFE ✓“tap for +1; if it expires, you die
Red (lethal)enticing labelslethal; drifts and respawns every 3000–5500 ms
Decoysgreen fill, red borderlooks green but is lethal
Bonusred with green stripelooks red but is safe — +4
Toggleorange, "QUICK!"+2; switches its state over a 1800 ms timer
Multiplierblue, "×2"makes the next green count double for 4500 ms
Multi-tappurple, "×3"needs 3 taps — +8 in return

The number of tiles scales with the score: up to 5 green, red from 3 upward (plus one per 60 points, capped at 12 — 16 with SWARM), decoys from score 500, bonus tiles from 150, switchers depending on score band, multipliers from 350, multi-tap from 500. The lifespan of a green tile decreases with the score (minimum 3000 ms). Additionally, bonus orbs drift through the arena (max. 3, cyan +2 / gold in 18% of cases +5, lifespan 18 s) and take priority over traps when tapped.

HINWEIS

because man in RESIST not ausweichen can, were frühere unfaire Elemente (zielsuchende orbs, Blitze, Pulszonen, Warn-Sweeps) entfernt. Aboutstehst you a RESIST-Session sauber, gives it Perfekt-Boni. the Mutator RESIST RUSH lässt the mode brutal almost run.

PIXEL MODE

Precision tapping on time — each zone has a ticking clock.

PIXEL starts with 4 target zones and wächst with the Punktzahl on 5 (from 80), 6 (from 200) and 7 (from 500) — the Mutator SPLIT FOCUS legt weitere 4 obendrauf. Jede zone trägt a ablaufenden timer (anfangs until to 4500 ms, with steigender Punktzahl until on 2000 ms herunter). If a zone's timer reaches 0, you die (cause of death TIME OUT). Tapping empty space while zones are on screen is also fatal (cause of death MISSED ZONE). Zones shrink with score from 113px down to a minimum of 38px and drift across the screen. The tap margin is a generous 16px.

Zone typeEffect
Default+1
Bonus (10% chance)+5 with golden effect
Multi-tap (purple)from score 100: 2–4 taps, +3 each, completion bonus = taps × 5
Power-up zone (blue)+8; entwethe „slow“ (all Timer 6 s lang 50 % langsamer) othe shield (4 s Unverwundbarkeit)
Chain zonetap all zones in a chain for +12 plus +4 per zone
HINWEIS

about alle 30–50 seconds bricht a 6 seconds langer „⚡ RUSH“ herein: 2 Extrazonen erscheinen sofort, alle timer verfallen 1,5-mal schneller and the Nachspawn-Verzögerung sinkt from 200 ms on 80 ms. the Mutator SPLIT FOCUS flutet the Schirm zusätzlich with zones and lässt ihre timer 1,35-mal schneller ablaufen.

Special runs

Two independent run types outside the mode rotation.

GAUNTLET

BOSS RUSH

a eigener Homeknopf wirft you without Umwege in a boss-Hatz — no mode-Zwischenspiele, the Progress kommt allein through Kills. a 1300-ms-Wächter zwingt notfalls the next boss on the Plan.

ROSTER25 own Rush-bosse — jethe a einziges, lesbares attacksmuster with only wenigen Trefferpunkten; the Reihenfolge is per Lon neu gemischt
TEMPOjeder Kill bringt a Dot-Bonus and schaltet sofort to the next boss weiter — the Hatz bleibt gnadenlos almost
WERTUNGthe Lauf is getaktet and zählt your Kills; your Bestzeit is/will gespeichert
AUSMutators, heat and boss trash talk are disabled here
TÄGLICH

DAILY CHALLENGE

A seeded CLASSIC run: A fixed daily seed ensures that all the same run play. Beim Home become dafür Mutators geleert and Heat on 0 gesetzt, damit the Runde for jeden identisch is.

SEEDDaily seed, same for everyone; modes rotate as in the CLASSIC run
TRACKINGthe tile shows your streak and today's best score
RANGLISTEruns under its own key "DAILY"

MUTATORS

Zehn optionale before-Lauf-Modesfikatoren, the your points-Multiplier anheben — and Powerups abschalten.

Mutators are no game modes, but modifiers that you activate before the start on a contract-style selection screen. You can add up to 6 of the 10 gleichzeitig aktivieren. Jeder trägt a score-Multiplier; the Karten are after/to Risk eingefärbt (LOW, MID, HIGH, DEADLY). Wichtig: Sobald mindestens a Mutator active is, are for the gesamten Lauf all power-ups disabled — sowohl gespawnte orbs as/when also manuell gezündete. for Mutators gives it no Freischalt-Gates; alle zehn stand jedem player offen.

MutatorEffectScore ×Risk
⏩ DOUBLE SPEEDalls bewegt itself schneller — actually ×1,5 speed (trotz of the Namens „Double“)1,7MID
⬤ GIANT DOTyour Dot is ×1,6 größer and damit a leichteres Ziel; dafür lenken zielsuchende Raketen langsamer a1,3LOW
🪞 MIRROR CONTROLSleft and right are vertauscht — only the horizontale Tipp-Achse is/will gespiegelt, the Vertikale bleibt intuitiv1,4LOW
🌫️ FOG OF WARthe Bildränder liegen in the Nebel, you siehst fewer come (rein visuell)1,6MID
💎 GLASS CANNONhoher score-Bonus, dafür are Wiederbelebungen and Schilde abgeschaltet — a Tod is endgültig (höchster Multiplier)2,5DEADLY
🌀 RAPID SHIFTmodes switch about 1.8× faster (session duration ×0.55)1,5LOW
🐝 SWARMdeutlich mehr enemies and Falln: RESIST-Rotfelthe ×1,55 (max. 16), DODGE-Geschosse ×1,81,8HIGH
⚡ RESIST RUSHRESIST läuft brutal almost: Toggle respawnen viel öfter (×0,42) and kippen 2,1-mal schneller ins Tödliche1,9HIGH
🎯 SPLIT FOCUSPIXEL floods the screen: +4 zones, timers expire 1.35× faster2,0DEADLY
⏱️ TIGHT WINDOWSPIXEL- and RESIST-Sessions become on ×0,55 gekürzt (×0,5 in the first Session) — no Zeit, itself einzugewöhnen1,7HIGH

How the multipliers stack

Multiple mutators multiply not simple. Stattdessen greift a gedämpfte Summe: the Bonusanteil jedes Mutators (score × minus 1) is/will absteigend sortiert, the k-te Beitrag with 0,80^k gedämpft, and the Ergebnis at 4,0 gedeckelt. without diese Dämpfung erreichten alle zehn Mutators früher the ×239-Fache and „zerbrachen the ganze Ökonomie“. Heute landen drei starke Mutators at about ×2,6, alle zusammen on the Deckel.

HINWEIS

The FOG OF WAR mist is a purely visual render overlay and is skipped on low-performance devices — the 1.6× multiplier still applies. In DAILY CHALLENGE, BOSS RUSH, and story scenarios, mutators are always disabled.

HEAT / PACT

Sechs freiwillige, cumulativee Schwierigkeitsstufen, the your Multiplier from ×1,20 on ×2,50 heben.

after/to the Vorbild from „Heat“ from Hades can you your Lauf freiwillig erschweren. the tiers are cumulative: If you choose tier 3, the gameplay effects of tiers 1 to 3 apply simultaneously — but only the value of the currently selected tier counts as the score multiplier (the values are not multiplied). Your chosen tier is saved in the player profile.

LevelNameAdditional effectScore ×
1WARMBoss appears 25% earlier1,20
2HEATEDModes switch 20% faster1,40
3SCORCHINGProjectiles 15% faster1,65
4BLAZINGCombo window 25% shorter1,90
5INFERNOPower-ups spawn 40% less often2,20
6MELTDOWNBossesss have 20% more health2,50

Unlock by passing

Levels must be unlocked in order: You can at most one level above your best completed score wählen. a tier gilt as/when „bestanden“, sobald a Lauf on dieser tier a angezeigte Punktzahl from mindestens 50 erreicht — then rückt your Bestmarke after/to. Ausgewählt is/will about a tiers-Regler; abgeriegelte Segmente are not anwählbar. on the Todeskarte erscheint the gefahrene tier as/when „🔥 HEAT N“.

HINWEIS

Mutators and heat are for scoring additive kombiniert (Mutator-Bonus plus Heat-Bonus), gemeinsam gedeckelt beim 5,0-Fachen. Da the Mutator-Deckel at 4,0 and Heat 6 at ×2,50 liegt, bindet dieser 5,0-Deckel at voller Ausreizung. in Story-Szenarien and boss RUSH läuft Heat always on 0.

All figures listed are the shipped default values. They come from a server-side editable economy catalogue and can be adjusted by the administration — until then the game behaves as described here.

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