Contents
Part I · Ordinary Endless
Follow a level from the first point budget to the last completion check.
- 1Before the first zombieThe common wave count and budget model.2 min read
- 2Choosing the zombie rosterIndex sampling, weighted filling, and final-wave inclusion.3 min read
- 3How worlds change the planReplacement, extra actions, and world-specific systems.6 min read
- 4From level to strengthSpawn levels, health and attack multipliers, and leader effects.5 min read
- 5Where zombies appearEligibility, row history, and the order of placement.4 min read
- 6Waves, victory, and progressionSeparate rules for advancing waves, ending a battle, and continuing a run.10 min read
- 7Plant food and other dropsHow planned quotas and loot schedules become pickups.5 min read
Part II · Artifacts & accessories
Follow the effects, conditions, and numbers behind the items.
- 8Evolution: how its results are chosen—and why they are predictableCandidate lists, planting order, and previews determine a reproducible sequence.7 min read
- 9Evolution's choice in build 4.2.6.401A generator of the artifact's own selects an index from the unshuffled list.2 min read
- 10The Purple Glove and the credit for a killA chance roll is only one gate between damage and a plant-food pickup.3 min read
- 11Three different meanings of fasterPlanting recharge, an instant reset, and attack speed follow different rules.2 min read
- 12The numbers behind an artifactLevels, ranks, formula strings, and the separate paths into descriptions and play.3 min read
Part III · Randomness & implementation
The shared systems and programming choices that change the outcome.