KharvalenWikiv0.9.0
English

Difficulty curve

How difficulty grows with the 3 phases, minutes, and overtime, with the live values from v0.9.0.

The formula

D = base × (1 + (phase−1)×0.5) × (1 + min×0.03) × (1 + overtime)
overtime = minutes_before_boss×0.6 + minutes_after×1.5 · the overtime clock changes pace when the boss dies

What speeds up, and by how much

WhatHow much
Advancing a phase+50% per phase: base 1.0 · 1.5 · 2.0 in phases 1–3
Each normal minute (0–10)+3%
Overtime before killing the boss+60% per minute
Overtime after killing the boss+150% per minute
Spawn rate in overtime+50% per minute before the boss, +90% after (cap ×6)
Enemy speed in overtime+7% per minute before, +18% after (cap ×1.9)
Finisher waves (after the boss)every 60s: 4 + 1 per minute, up to 12, at ×1.8 speed
Co-op+60% per extra living player (×2.8 with 4 players)
Horde compositiondifficulty skews the spawn weights: each tier step (phase 2 and 3 enemies) multiplies its weight ×0.5 at difficulty 1 and up to ×1.25 at difficulty 4 or higher — the tough ones start out timid and end up dominating
Watch outOvertime isn't symmetric: staying after killing the boss gets expensive two and a half times faster than staying before killing it.

Boss health

Bosses freeze difficulty the instant they appear: the mini-boss has 300 × D health (capped at 2,400) and the phase boss 6,000 × D, with no cap. The later you arrive, the fatter they come — but once on screen they no longer grow.

  • The floor is kept: when you advance a phase, the difficulty reached is kept as a minimum — but the overtime ramp is discounted. In Expedition that floor travels with you from map to map, along with the clock.
  • There's no phase 4 after phase 3: the game announces that you've completed the 3 phases and the run enters an endless overtime, where difficulty only stops rising once you die or abandon.

Verified against game v0.9.0.