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* MetalSlime: The largest form of Vultu stays for a limited time before it self-destructs, but if it is killed by the player, it drops a good amount of Dust.
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* FighterMageThief: Heroes are all either: [[MightyGlacier armoured-but-slower]] types for holding choke-points or guarding modules; weaklings that [[TheMedic support others]] and can [[SquishyWizard buff and repair modules]]; or [[FragileSpeedster speedy, balanced roles]] best suited for exploring and carrying the crystal.

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* FighterMageThief: Heroes are all either: [[MightyGlacier armoured-but-slower]] armored-but-slower types for holding choke-points or guarding modules; modules, weaklings that [[TheMedic support others]] and can [[SquishyWizard buff and repair modules]]; modules]], or [[FragileSpeedster speedy, balanced roles]] roles best suited for exploring and carrying the crystal.

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* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod (where you can only use a single hero) or the Library Pod (all heroes have their damage nerfed and cannot equip weapons) is selected, due to the fact that it will probably kill you then if you tried to fight at its strongest.

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* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod (where you can only use a single hero) or the Library Pod (all heroes have their damage nerfed and cannot equip weapons) is selected, due to the fact that it will would probably kill you then if you tried to fight it at its strongest.



* ContinuityNod: Contains several to ''VideoGame/EndlessLegend''. Opbot is the narrator for the Vaulters main storyline quest (and later shows up in ''VideoGame/EndlessSpace''), and the crystal shows up as part of the line of quests needed to reach a Quest victory.



* EscortMission: Carrying the Crystal to the exit. The hero who does it can't attack, use abilities and moves a lot slower, so he needs protection from the others or modules along the way. Though with a good setup, they can simply defend a bottleneck until he is close to the exit.

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* EscortMission: Carrying the Crystal to the exit. The hero who does it can't attack, attack or use abilities and moves a lot slower, so he or she needs protection from the others or modules along the way. Though with With a good setup, they you can simply defend a bottleneck until he the crystal is close to the exit.



* LawOfChromaticSuperiority: All the Elite Silics are red in colour (except the Silic Supporter whose basic form is also red).

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* LawOfChromaticSuperiority: All the Elite Silics are red in colour (except the Silic Supporter Supporter, whose basic form is also red).already red -- their elite form is gold).



* RagtagBandofMisfits: Your team will probably end up as this. The first four available characters, alone, consist of a [[NoIndoorVoice loud-mouthed]] doctor, a blade-wielding bounty hunter, a [[HulkSpeak Hulk speaking]] mercenary, and a cowardly thief. They only get weirder from there.

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* RagtagBandofMisfits: RagtagBandOfMisfits: Your team will probably end up as this. The first four available characters, alone, characters alone consist of a [[NoIndoorVoice loud-mouthed]] doctor, a blade-wielding bounty hunter, a [[HulkSpeak Hulk speaking]] mercenary, and a cowardly thief. They only get weirder from there.
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* {{Crossover}}: The Australium DLC adds ''VideoGame/TeamFortress2'' characters into the game.
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* IncrediblyDurableEnemies: Later on, the enemies have lots of health and can take a good amount of punishment before dying. This isn't a problem when the waves are small, but when they're large, you're supposed to use your turrets and modules to soften them up for your heroes to kill.
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** One of the items you can find is TheHitchhikersGuideToTheGalaxy.

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** One of the items you can find is TheHitchhikersGuideToTheGalaxy.Franchise/TheHitchhikersGuideToTheGalaxy.
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* ActionGirl: Pretty much every female character in the game is capable of combat.
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* RealTimeWithPause: One can use the pause function during and out of combat to give orders to heroes. However, there is an unlockable ship and an achievement that requires the player to ''not'' use this function at all in a winning game.
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* FighterMageThief: Heroes are all either: [[MightyGlacier armoured-but-slower]] types for holding choke-points or guarding modules; weaklings that [[TheMedic support others]] and [[SquishyWizard buffing and repair modules]]; or [[FragileSpeedster speedy, balanced roles]] best suited for exploring and carrying the crystal.

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* FighterMageThief: Heroes are all either: [[MightyGlacier armoured-but-slower]] types for holding choke-points or guarding modules; weaklings that [[TheMedic support others]] and can [[SquishyWizard buffing buff and repair modules]]; or [[FragileSpeedster speedy, balanced roles]] best suited for exploring and carrying the crystal.



* HarderThanHard: The Sanitary Pod. Considering that "Easy mode" is anything but, being labelled the "Hard Mode" ship should be a give-away: no pausing, stronger monsters, negative events (e.g. EMPs that disable modules) are more frequent, slots/heroes/items spawn less often, healing is more expensive and, to top it all off, enemies can now spawn when you research.

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* HarderThanHard: The Sanitary Pod. Considering that "Easy mode" is anything but, being labelled the "Hard Mode" ship should be a give-away: warning, as all of the following is heaped on: no in-game pausing, removing any turn-based advantages; stronger monsters, monsters; negative events (e.g. EMPs that disable modules) events, such as slowing gas and module disabling [=EMPs=], are much more frequent, slots/heroes/items likely; module slots, heroes, and items spawn much less often, often; healing is more expensive expensive; and, to top it all off, enemies can now spawn when you research.research too.

Added: 1997

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* CharacterClassSystem: All characters fit into one of three categories: '''Crew''' (medium hire cost, high level costs, balanced levelling), '''Prisoner''' (high hire cost, medium level cost, offensive levelling) or '''Native''' (low hire and levelling cost, but much weaker until later levels). Crew and Prisoners receive buffs for working closely with their own kind, whereas Natives tend to receive weird skills or loner boosts.



* EarlyGameHell: All pods have their drawbacks, ranging from less seats and worse spawns to [[NecessaryDrawback modifiers that swing both ways.]] Provided you've got a few floors under your belt and a little luck, the later floors can become a ritual of stacking resources, finding the exit, and rushing the crystal out under several buffs.



* EndlessGame: The Drill Pod, though the lack of victory is negligible -- crew members can still be unlocked the same and the next ship simply unlocks after 24 floors, making the only real difference that you don't see the victory screen.



* FakeDifficulty: Though it's rare, certain hero combinations can result in the game deliberately making things it more difficult. For example, having both [[spoiler:Sara Numas]] and [[spoiler:Gork "Butcher" Koroser]] in your party will mean they exchange threats due to their shared story. Escape enough floors and the arguments keep escalating, culminating with a draw where one kills the other. ''[[ClassicVideoGameScrewYous And no, the game doesn't give you any warning or replace the dead guy.]]''

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* FakeDifficulty: Though it's rare, certain hero combinations can result in the game deliberately making things it more difficult. For example, having both [[spoiler:Sara Numas]] and [[spoiler:Gork "Butcher" Koroser]] in your party will mean they exchange threats due to their shared story. Escape enough floors and the arguments keep escalating, culminating with a draw where one kills the other. ''[[ClassicVideoGameScrewYous And no, the game doesn't give you any warning or replace the dead guy.]]'']]''
* FighterMageThief: Heroes are all either: [[MightyGlacier armoured-but-slower]] types for holding choke-points or guarding modules; weaklings that [[TheMedic support others]] and [[SquishyWizard buffing and repair modules]]; or [[FragileSpeedster speedy, balanced roles]] best suited for exploring and carrying the crystal.


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* HarderThanHard: The Sanitary Pod. Considering that "Easy mode" is anything but, being labelled the "Hard Mode" ship should be a give-away: no pausing, stronger monsters, negative events (e.g. EMPs that disable modules) are more frequent, slots/heroes/items spawn less often, healing is more expensive and, to top it all off, enemies can now spawn when you research.


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* IdiosyncraticDifficultyLevels: Despite their names, "Too Easy" is effectively normal mode, and "Easy" hard mode. From there, further difficulty stacks come from certain unlockable ships, with the "hard mode" Sanitary Pod being HarderThanHard and the Drill Pod being [[EndlessGame Endless]].
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* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod is selected (where you can only use a single hero), due to the fact that it will probably kill you if you tried to solo it at its strongest.

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* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod is selected (where you can only use a single hero), hero) or the Library Pod (all heroes have their damage nerfed and cannot equip weapons) is selected, due to the fact that it will probably kill you then if you tried to solo it fight at its strongest.
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** The more the enemies manage to attack your crystal, the less Dust you will have, which means less floors lighted up, causing more waves of mooks to spawn, ensuring a higher chance of mooks getting to attack the crystal.
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* LawOfChromaticSuperiority: All the Elite Silics are red in colour (except the Silic Supporter whose basic form is also red).
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* DroughtLevelOfDoom: The 12th floor. Major module slots are hard to come across, Dust is very scarce, and some rooms do not contain module slots at all.
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* AfterCombatRecovery: All heroes regain full health after all the monsters on a floor are killed.

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* AfterCombatRecovery: All heroes regain full health after all the monsters on a floor are killed. ''Unless'' it's the Infirmary Pod.
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* LuckBasedMission: Being a Roguelike, the RandomNumberGod can determine whether you find enough rooms with Dust (or get enough drops from Mooks), the upgrade combinations, the loot in the dungeons, have no waves spawn when opening a door, the composition of monsters on the floor, etc.
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* GenreBusting: This game is part squad-based {{Roguelike}}, part RealTimeStrategy, part TurnBasedStrategy, and part TowerDefense. [[https://www.youtube.com/watch?v=K2aQYDmsocQ This video]] sums it up quite nicely.
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* TheGoomba: Necrophage Larvae. They're weak and die easily, even thought they tend to ZergRush.

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* TheGoomba: Silic Crystals and Necrophage Larvae. They're The former ''don't even attack heroes'', move slowly, and are easy to shatter. The latter are weak and die easily, even thought they tend to ZergRush.
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* LethalJokeCharacter: Choosing "Random Hero" on the character select screen has a chance to spawn secret character [[spoiler:Ayairi Whairydd, the Merchant's dog]], who cannot be unlocked permanently (though unlocking more characters doesn't alter her spawn chance). She comes with zero defense and can't equip any items, but all her damage stats start and cap higher than anyone else to compensate.

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[[caption-width-right:350:This Might Take Awhile...]]

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[[caption-width-right:350:This Might Take Awhile...]]
[[caption-width-right:350:''This might take a while...'']]



!!Basic Gameplay:

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!!Basic Gameplay:!!Tropes appearing in this work include:

* ActionBomb: Both Chimera Kamikazes and the Necrophage Kamikazes will attempt to find the most populated room and explode, dealing heavy damage to all heroes and modules within, and slight damage to other monsters within.



* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod is selected (where you can only use a single hero), due to the fact that it will probably kill you if you tried to solo it at its strongest.
** Opening a door to a room with Merchants, [=NPCs=], EMP surges or Exits will not cause any mook waves to spawn.
** If the player clicks on the exit button while being swarmed by mooks, the mooks won't cause any damage so as to ensure your victory.
* BanditMook: Silic Crystals and Necrophage Crystallophiles will head directly for your Crystal and drain your precious dust if they attack it.
* CombatAndSupport: Characters tend to fall into two groups- either combat (high offense, average to low wit) or operator (lower offenses, high wit).
* CoOpMultiplayer: Added right before the game's full release.
* DamageIncreasingDebuff: The Tear Gas module divides the defence of enemies, making them much easier to kill.



* DifficultySpike: Once you reach the later floors, enemies get replaced with EliteMook variants which have more health and deal more damage. On the 12th floor, dust becomes very scarce, major module slots become much harder to come across, and some rooms have ''no major or minor module slots in them''.
* DungeonBypass: On later floors, Hurna Riders can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking open a door to an unexplored room in a weaker area.
** As the levels are randomly generated, players can sometimes find the exit while there are half the doors left unopened. They will then have the choice of leaving early or keep exploring for more loot.



* EliteMook: On later floors, most monsters will have an elite variant that is differently-coloured and tends to be a greater threat than the regular variants.



* FakeDifficulty: Though it's rare, certain hero combinations can result in the game deliberately making things it more difficult. For example, having both [[spoiler:Sara Numas]] and [[spoiler:Gork "Butcher" Koroser]] in your party will mean they exchange threats due to their shared story. Escape enough floors and the arguments keep escalating, culminating with a draw where one kills the other. ''[[ClassicVideoGameScrewYous And no, the game doesn't give you any warning or replace the dead guy.]]''
* TheGoomba: Necrophage Larvae. They're weak and die easily, even thought they tend to ZergRush.



* LampshadeHanging: The game hangs a little one on the frequency of hostile encounters;
-->Hostile creatures found. Again.
** The random elevator conversations often involve these as well.
-->Why is everything busted except this elevator?
* KaizoTrap: Defied. If the player clicks the exit button the crystal carrier will still need to walk over to the exit portal in order to win. However, if there are any monsters in the exit area, they will not deal any damage once it is clicked, ensuring your success at level completion.
* MagikarpPower: The [=KIP=][[labelnote:*]]Knowledge Is Power[[/labelnote]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .8 attack power per unspent Science point up to a maximum of ''100'' (to contrast, the basic defensive 'Prisoner Prod' module has an attack power of around 10 to begin with), and the later versions only get stronger.
** Later in the game, there are Chimera Keepers which don't attack but occupy dark rooms, getting stronger over time until dealt with.
* NintendoHard: The game begins with two modes, "Too Easy" and "Easy". And you ''will'' struggle to beat the game even on "Too Easy".
* NonIndicativeName: The game practically ''runs'' on this trope. Found a t-shirt? The 't' stands for 'titanium.' A frag grenade? It's a counterweapon designed to 'frag incoming grenades'. Works on other projectiles too! Then there's the Tear Gas module, which reduces enemy Defense because it tears them apart, not makes them cry. In short; almost every item you find should be judged on its properties, not its name.
* OneManArmy: The Refreezerator Pod enforces this. You can only use one character with slightly better stats to go through the entire dungeon. They respawn if killed.



* PracticalCurrency: Shops swap resources for materials, but it's chosen randomly between appearances; each merchant will exclusively use Industry, Food, Science, or Dust.
* RagtagBandofMisfits: Your team will probably end up as this. The first four available characters, alone, consist of a [[NoIndoorVoice loud-mouthed]] doctor, a blade-wielding bounty hunter, a [[HulkSpeak Hulk speaking]] mercenary, and a cowardly thief. They only get weirder from there.



* RecurringTraveller: Whilst exploring, you'll occasionally find mysterious Merchants. Whatever could they be doing in such an inhospitable place? (They are probably members of Endless Legend's Roving Clans...still, odd place to set up shop, even if it has a lot of Dust.)



* RhinoRampage: Hurna Riders ride on a rhinoceros-like creature, which can easily break down doors if they get the chance to.



* ShootTheMageFirst: Certain attacking modules will actually target enemies of different priority. For example, Tesla modules attack anti-module units such as Silic Bulldozers and Silic Zoners, while Smoking Guns tend to attack Hurna Shamans (debuffs attack of heroes in a room) first.
* ShoutOut: Several float around in the various character names and the items you can collect.
** "Sara Numas" is an anagram of [[VideoGame/{{Metroid}} Samus Aran]], and her outfit is very similar to Samus' blue Zero suit.
** One of the items you can find is TheHitchhikersGuideToTheGalaxy.
* SpinOff: Of ''VideoGame/EndlessSpace'', sort of. It ties in much more closely with ''VideoGame/EndlessLegend''. For both of them, it unlocks a faction: Vaulters for Endless Space and Mezari for Endless Legend, though Mezari are really just re-skinned Vaulters (it's who they were before they crashlanded and got the new name).
* StandardStatusEffects: ''Pepper Spray'' causes the affected enemy to attack others, ''Neurostun'' modules slow down all enemies, and the ''Toxic Cloud'' room hazard slows down all players. ''Tear Gas'' [[DamageIncreasingDebuff weakens enemies' defence]]. Some hero abilities also have comparable effects.



* ThreeQuartersView: Just take a look at any screenshot.



* UnexpectedGameplayChange: After picking up the crystal, the game snaps into full combat time, with enemies constantly spawning until you make it to the Exit room.
* UnstableEquilibrium: Since your characters, items and resources carry over to the next floor, the game will only get harder if you get off on a bad start.



!!Contains Examples Of:
* ActionBomb: Both Chimera Kamikazes and the Necrophage Kamikazes will attempt to find the most populated room and explode, dealing heavy damage to all heroes and modules within, and slight damage to other monsters within.
* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod is selected (where you can only use a single hero), due to the fact that it will probably kill you if you tried to solo it at its strongest.
** Opening a door to a room with Merchants, [=NPCs=], EMP surges or Exits will not cause any mook waves to spawn.
** If the player clicks on the exit button while being swarmed by mooks, the mooks won't cause any damage so as to ensure your victory.
* BanditMook: Silic Crystals and Necrophage Crystallophiles will head directly for your Crystal and drain your precious dust if they attack it.
* CombatAndSupport: Characters tend to fall into two groups- either combat (high offense, average to low wit) or operator (lower offenses, high wit).
* CoOpMultiplayer: Added right before the game's full release.
* DamageIncreasingDebuff: The Tear Gas module divides the defence of enemies, making them much easier to kill.
* DifficultySpike: Once you reach the later floors, enemies get replaced with EliteMook variants which have more health and deal more damage. On the 12th floor, dust becomes very scarce, major module slots become much harder to come across, and some rooms have ''no major or minor module slots in them''.
* DungeonBypass: On later floors, Hurna Riders can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking open a door to an unexplored room in a weaker area.
** As the levels are randomly generated, players can sometimes find the exit while there are half the doors left unopened. They will then have the choice of leaving early or keep exploring for more loot.
* EliteMook: On later floors, most monsters will have an elite variant that is differently-coloured and tends to be a greater threat than the regular variants.
* TheGoomba: Necrophage Larvae. They're weak and die easily, even thought they tend to ZergRush.
* LampshadeHanging: The game hangs a little one on the frequency of hostile encounters;
-->Hostile creatures found. Again.
** The random elevator conversations often involve these as well.
-->Why is everything busted except this elevator?
* KaizoTrap: Defied. If the player clicks the exit button the crystal carrier will still need to walk over to the exit portal in order to win. However, if there are any monsters in the exit area, they will not deal any damage once it is clicked, ensuring your success at level completion.
* MagikarpPower: The [=KIP=][[labelnote:*]]Knowledge Is Power[[/labelnote]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .8 attack power per unspent Science point up to a maximum of ''100'' (to contrast, the basic defensive 'Prisoner Prod' module has an attack power of around 10 to begin with), and the later versions only get stronger.
** Later in the game, there are Chimera Keepers which don't attack but occupy dark rooms, getting stronger over time until dealt with.
* NintendoHard: The game begins with two modes, "Too Easy" and "Easy". And you ''will'' struggle to beat the game even on "Too Easy".
* NonIndicativeName: The game practically ''runs'' on this trope. Found a t-shirt? The 't' stands for 'titanium.' A frag grenade? It's a counterweapon designed to 'frag incoming grenades'. Works on other projectiles too! Then there's the Tear Gas module, which reduces enemy Defense because it tears them apart, not makes them cry. In short; almost every item you find should be judged on its properties, not its name.
* OneManArmy: The Refreezerator Pod enforces this. You can only use one character with slightly better stats to go through the entire dungeon. They respawn if killed.
* RagtagBandofMisfits: Your team will probably end up as this. The first four available characters, alone, consist of a [[NoIndoorVoice loud-mouthed]] doctor, a blade-wielding bounty hunter, a [[HulkSpeak Hulk speaking]] mercenary, and a cowardly thief. They only get weirder from there.
* RecurringTraveller: Whilst exploring, you'll occasionally find mysterious Merchants. Whatever could they be doing in such an inhospitable place? (They are probably members of Endless Legend's Roving Clans...still, odd place to set up shop, even if it has a lot of Dust.)
* RhinoRampage: Hurna Riders ride on a rhinoceros-like creature, which can easily break down doors if they get the chance to.
* ShootTheMageFirst: Certain attacking modules will actually target enemies of different priority. For example, Tesla modules attack anti-module units such as Silic Bulldozers and Silic Zoners, while Smoking Guns tend to attack Hurna Shamans (debuffs attack of heroes in a room) first.
* ShoutOut: Several float around in the various character names and the items you can collect.
** "Sara Numas" is an anagram of [[VideoGame/{{Metroid}} Samus Aran]], and her outfit is very similar to Samus' blue Zero suit.
** One of the items you can find is TheHitchhikersGuideToTheGalaxy.
* SpinOff: Of ''VideoGame/EndlessSpace'', sort of. It ties in much more closely with ''VideoGame/EndlessLegend''. For both of them, it unlocks a faction: Vaulters for Endless Space and Mezari for Endless Legend, though Mezari are really just re-skinned Vaulters (it's who they were before they crashlanded and got the new name).
* StandardStatusEffects: ''Pepper Spray'' causes the affected enemy to attack others, ''Neurostun'' modules slow down all enemies, and the ''Toxic Cloud'' room hazard slows down all players. ''Tear Gas'' [[DamageIncreasingDebuff weakens enemies' defence]]. Some hero abilities also have comparable effects.
* ThreeQuartersView: Just take a look at any screenshot.
* UnexpectedGameplayChange: After picking up the crystal, the game snaps into full combat time, with enemies constantly spawning until you make it to the Exit room.
* UnstableEquilibrium: Since your characters, items and resources carry over to the next floor, the game will only get harder if you get off on a bad start.

to:

!!Contains Examples Of:
* ActionBomb: Both Chimera Kamikazes and the Necrophage Kamikazes will attempt to find the most populated room and explode, dealing heavy damage to all heroes and modules within, and slight damage to other monsters within.
* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod is selected (where you can only use a single hero), due to the fact that it will probably kill you if you tried to solo it at its strongest.
** Opening a door to a room with Merchants, [=NPCs=], EMP surges or Exits will not cause any mook waves to spawn.
** If the player clicks on the exit button while being swarmed by mooks, the mooks won't cause any damage so as to ensure your victory.
* BanditMook: Silic Crystals and Necrophage Crystallophiles will head directly for your Crystal and drain your precious dust if they attack it.
* CombatAndSupport: Characters tend to fall into two groups- either combat (high offense, average to low wit) or operator (lower offenses, high wit).
* CoOpMultiplayer: Added right before the game's full release.
* DamageIncreasingDebuff: The Tear Gas module divides the defence of enemies, making them much easier to kill.
* DifficultySpike: Once you reach the later floors, enemies get replaced with EliteMook variants which have more health and deal more damage. On the 12th floor, dust becomes very scarce, major module slots become much harder to come across, and some rooms have ''no major or minor module slots in them''.
* DungeonBypass: On later floors, Hurna Riders can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking open a door to an unexplored room in a weaker area.
** As the levels are randomly generated, players can sometimes find the exit while there are half the doors left unopened. They will then have the choice of leaving early or keep exploring for more loot.
* EliteMook: On later floors, most monsters will have an elite variant that is differently-coloured and tends to be a greater threat than the regular variants.
* TheGoomba: Necrophage Larvae. They're weak and die easily, even thought they tend to ZergRush.
* LampshadeHanging: The game hangs a little one on the frequency of hostile encounters;
-->Hostile creatures found. Again.
** The random elevator conversations often involve these as well.
-->Why is everything busted except this elevator?
* KaizoTrap: Defied. If the player clicks the exit button the crystal carrier will still need to walk over to the exit portal in order to win. However, if there are any monsters in the exit area, they will not deal any damage once it is clicked, ensuring your success at level completion.
* MagikarpPower: The [=KIP=][[labelnote:*]]Knowledge Is Power[[/labelnote]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .8 attack power per unspent Science point up to a maximum of ''100'' (to contrast, the basic defensive 'Prisoner Prod' module has an attack power of around 10 to begin with), and the later versions only get stronger.
** Later in the game, there are Chimera Keepers which don't attack but occupy dark rooms, getting stronger over time until dealt with.
* NintendoHard: The game begins with two modes, "Too Easy" and "Easy". And you ''will'' struggle to beat the game even on "Too Easy".
* NonIndicativeName: The game practically ''runs'' on this trope. Found a t-shirt? The 't' stands for 'titanium.' A frag grenade? It's a counterweapon designed to 'frag incoming grenades'. Works on other projectiles too! Then there's the Tear Gas module, which reduces enemy Defense because it tears them apart, not makes them cry. In short; almost every item you find should be judged on its properties, not its name.
* OneManArmy: The Refreezerator Pod enforces this. You can only use one character with slightly better stats to go through the entire dungeon. They respawn if killed.
* RagtagBandofMisfits: Your team will probably end up as this. The first four available characters, alone, consist of a [[NoIndoorVoice loud-mouthed]] doctor, a blade-wielding bounty hunter, a [[HulkSpeak Hulk speaking]] mercenary, and a cowardly thief. They only get weirder from there.
* RecurringTraveller: Whilst exploring, you'll occasionally find mysterious Merchants. Whatever could they be doing in such an inhospitable place? (They are probably members of Endless Legend's Roving Clans...still, odd place to set up shop, even if it has a lot of Dust.)
* RhinoRampage: Hurna Riders ride on a rhinoceros-like creature, which can easily break down doors if they get the chance to.
* ShootTheMageFirst: Certain attacking modules will actually target enemies of different priority. For example, Tesla modules attack anti-module units such as Silic Bulldozers and Silic Zoners, while Smoking Guns tend to attack Hurna Shamans (debuffs attack of heroes in a room) first.
* ShoutOut: Several float around in the various character names and the items you can collect.
** "Sara Numas" is an anagram of [[VideoGame/{{Metroid}} Samus Aran]], and her outfit is very similar to Samus' blue Zero suit.
** One of the items you can find is TheHitchhikersGuideToTheGalaxy.
* SpinOff: Of ''VideoGame/EndlessSpace'', sort of. It ties in much more closely with ''VideoGame/EndlessLegend''. For both of them, it unlocks a faction: Vaulters for Endless Space and Mezari for Endless Legend, though Mezari are really just re-skinned Vaulters (it's who they were before they crashlanded and got the new name).
* StandardStatusEffects: ''Pepper Spray'' causes the affected enemy to attack others, ''Neurostun'' modules slow down all enemies, and the ''Toxic Cloud'' room hazard slows down all players. ''Tear Gas'' [[DamageIncreasingDebuff weakens enemies' defence]]. Some hero abilities also have comparable effects.
* ThreeQuartersView: Just take a look at any screenshot.
* UnexpectedGameplayChange: After picking up the crystal, the game snaps into full combat time, with enemies constantly spawning until you make it to the Exit room.
* UnstableEquilibrium: Since your characters, items and resources carry over to the next floor, the game will only get harder if you get off on a bad start.
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** Opening a door to a room with a merchant, NPC or EMP surge will not cause any mook waves to spawn.

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** Opening a door to a room with a merchant, NPC or Merchants, [=NPCs=], EMP surge surges or Exits will not cause any mook waves to spawn.spawn.
** If the player clicks on the exit button while being swarmed by mooks, the mooks won't cause any damage so as to ensure your victory.


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* KaizoTrap: Defied. If the player clicks the exit button the crystal carrier will still need to walk over to the exit portal in order to win. However, if there are any monsters in the exit area, they will not deal any damage once it is clicked, ensuring your success at level completion.
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** Opening a door to a room with a merchant, NPC or EMP surge will not cause any mook waves to spawn.
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* RhinoRampage: Hurna Riders ride on a rhinoceros-like creature, which can easily break down doors if they get the chance to.

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* DungeonBypass: On later floors, certain enemies can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking open a door to an unexplored room in a weaker area.

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* DifficultySpike: Once you reach the later floors, enemies get replaced with EliteMook variants which have more health and deal more damage. On the 12th floor, dust becomes very scarce, major module slots become much harder to come across, and some rooms have ''no major or minor module slots in them''.
* DungeonBypass: On later floors, certain enemies Hurna Riders can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking open a door to an unexplored room in a weaker area.



* EliteMook: On lower floors, most monsters will have an elite variant that is differently-coloured and tends to be a greater threat than the regular variants.

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* EliteMook: On lower later floors, most monsters will have an elite variant that is differently-coloured and tends to be a greater threat than the regular variants.


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* ShootTheMageFirst: Certain attacking modules will actually target enemies of different priority. For example, Tesla modules attack anti-module units such as Silic Bulldozers and Silic Zoners, while Smoking Guns tend to attack Hurna Shamans (debuffs attack of heroes in a room) first.

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* ActionBomb: Both Chimera Kamikazes and the Necrophage Kamikazes will attempt to find the most populated room and explode, dealing heavy damage to all heroes and modules within, and slight damage to other monsters within.



* DamageIncreasingDebuff: The Tear Gas module divides the defence of enemies, making them much easier to kill.



* StandardStatusEffects: ''Pepper Spray'' causes the affected enemy to attack others, whilst ''Neurostun'' modules and the ''Toxic Cloud'' room hazard slow down all enemies. ''Tear Gas'' weakens enemies. Some hero abilities also have comparable effects.

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* StandardStatusEffects: ''Pepper Spray'' causes the affected enemy to attack others, whilst ''Neurostun'' modules slow down all enemies, and the ''Toxic Cloud'' room hazard slow slows down all enemies. players. ''Tear Gas'' [[DamageIncreasingDebuff weakens enemies.enemies' defence]]. Some hero abilities also have comparable effects.
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* {{Permadeath}}: Like most {{Rougelike}}s, characters that are killed are KilledOffForReal with no way to bring them back. The only exception is the Refreezerator Pod, where you only have a single hero for the playthrough that respawns at the cost of food.

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* {{Permadeath}}: Like most {{Rougelike}}s, {{Roguelike}}s, characters that are killed are KilledOffForReal with no way to bring them back. The only exception is the Refreezerator Pod, where you only have a single hero for the playthrough that respawns at the cost of food.
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* {{Permadeath}}: Like most {{Rougelike}}s, characters that are killed are KilledOffForReal with no way to bring them back. The only exception is the Refreezerator Pod, where you only have a single hero for the playthrough that respawns at the cost of food.
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* ResourcesManagementGameplay: There are four different types of resources- industry (for building), Science (for getting upgrades and restoring skill cooldowns), food (for leveling up and healing), and Dust (for powering up rooms). Careful management of these is needed in order to survive, as the first three are carried over to the next floor.

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* ResourcesManagementGameplay: There are four different types of resources- industry Industry (for building), Science (for getting upgrades and restoring skill cooldowns), food Food (for leveling up and healing), and Dust (for powering up rooms). Careful management of these is needed in order to survive, as the first three are carried over to the next floor.
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Added DiffLines:

* ResourcesManagementGameplay: There are four different types of resources- industry (for building), Science (for getting upgrades and restoring skill cooldowns), food (for leveling up and healing), and Dust (for powering up rooms). Careful management of these is needed in order to survive, as the first three are carried over to the next floor.

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