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Waves and arenas

Enemy assets expose scaled values with Base, Per Wave and Min. Inspector previews evaluate health/contact damage at waves 1, 5 and 10; verify the actual curve at your target progression. Movement selects chase, keep-distance or one of the wander/offset styles. Special attacks select none, shoot, charge or summon. Summons reference EnemyAsset objects.

Bosses can switch movement/attack definitions by phase. Configure Is Boss, ordered phases and phase thresholds together. Status immunity supports built-in enum values and custom behaviour ids. Burn ticks damage, Slow modifies speed, and Stun prevents movement/attacks/contact; one instance per status behaviour id uses the chosen refresh/stacking rules. Elite modifiers compose with these rules.

A wave contains ordered spawn groups and entries. Configure count/interval/delay, safety and placement settings, Elite Chance/Elite references, and timed Horde events. An arena can supply common groups reused by its waves. Add a boss spawn before enabling End On Boss Death.

Inspect a single wave in Horde Preview before tuning an entire arena in Run Pacing. Capacity/safety limits can make actual spawn counts differ from authored requests.

Entry point and reference fields

Entry point: Tools/Survivor Roguelite Maker/Wave Editor

Field / API Purpose
DurationSeconds / MaxAlive Wave duration/capacity
Groups / Entries Ordered schedule
EliteChance / Elite Per-entry elite selection
Arena.Width / Height World dimensions
CommonGroups Reusable arena schedule groups

Figure

Wave Editor with spawn timeline and preview.

Wave Editor with spawn timeline and preview.

Check your result

Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.

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