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Rush Mode

Rush mode is a fast-paced arcade variant focused on quick kills and constant weapon swapping. No perks, no leveling—just pure shooting action with frequent weapon bonuses.

Mode ID

Game Mode: 2 (GameMode.RUSH) From src/crimson/game_modes.py:11

Core Mechanics

No Perk System

Rush mode completely disables the perk system. You never level up or select perks. This creates a pure weapon-skill experience without build complexity.

High Weapon Drop Rate

Weapon bonuses drop extremely frequently—often every 3-5 kills. This encourages constantly experimenting with different weapons and adapting your tactics on the fly.

Score Multiplier

Rush mode emphasizes score through a kill combo system: Combo Mechanics:
  • Each kill increments a combo counter
  • Combo multiplies score per kill
  • Combo resets after a few seconds without kills
  • Maintaining high combos requires aggressive play
Multiplier Scaling:
Score = base_kill_score × (1 + combo_count × 0.1)
A 50-kill combo multiplies score by 6x.

Faster Pace

Enemy spawn rates are accelerated compared to Survival. The action is constant with minimal downtime.

Weapon Rotation

Since weapons change frequently, Rush rewards versatility over specialization.

Weapon Categories

Spray Weapons (hold fire, sweep crowds):
  • Submachine Gun
  • Mean Minigun
  • Flamethrower
  • Plasma Minigun
Precision Weapons (aimed shots, single targets):
  • Pistol
  • Plasma Rifle
  • Gauss Gun
  • Ion Rifle
Burst Weapons (close-range devastation):
  • Shotgun
  • Sawed-off Shotgun
  • Plasma Shotgun
  • Jackhammer
Explosive Weapons (area damage):
  • Rocket Launcher
  • Seeker Rockets
  • Rocket Minigun

Adaptation Strategy

Successful Rush play requires instantly adapting tactics when weapons change: Got a Shotgun? → Push into crowds for maximum pellet hits Got a Gauss Gun? → Kite enemies into lines for penetration Got a Minigun? → Plant yourself and create a kill zone Got a Plasma Rifle? → Pick off high-value targets from distance

Scoring Strategy

Combo Maintenance

The key to high scores is combo preservation: Aggression: Never stop killing. Even a 2-second gap resets your multiplier. Target Priority: Kill weak enemies to sustain combo, then burst down tough enemies during high multipliers. Weapon Efficiency: Use each weapon’s optimal range to maximize kill rate.

Bonus Usage

Power-up bonuses still appear: Offensive Bonuses (use immediately to sustain combo):
  • Fireblast: Instant kills around you
  • Energizer: Run through enemies
  • Nuke: Screen clear
Defensive Bonuses (save for emergencies):
  • Shield: Absorb damage
  • Freeze: Pause enemies
  • MediKit: Heal damage
Multiplier Bonuses (no direct combo benefit):
  • Double Experience: (Useless in Rush—no XP)
  • Weapon Power Up: Faster fire rate = more kills
  • Speed: Better positioning

Risk/Reward

High scores require risky play:
  • Stay close to enemies for faster kills
  • Don’t retreat to safety if it breaks combo
  • Gamble on weapon bonuses being good

Difficulty Scaling

Like Survival, Rush features continuous difficulty increase: Spawn Rate: Accelerates over time Enemy Mix: Tougher creatures appear later Density: More simultaneous enemies However, without perks to offset scaling, Rush gets extremely hard after 5-10 minutes.

Differences from Survival

FeatureRush ModeSurvival Mode
PerksNone58 available
LevelingDisabledCore mechanic
Weapon DropsVery frequentModerate
FocusScore combosSurvival time
Difficulty CurveSteepGradual
Build VarietyNoneHigh

Tips for Rush Mode

Learn Every Weapon: You’ll use them all. Know each weapon’s fire rate, reload time, and optimal range.
Aggressive Movement: Circle-strafe around enemy groups while firing. Standing still is death.
Reload Timing: Reload during safe moments. Running out of ammo mid-fight breaks combos.
Bonus Chains: Stack offensive bonuses (Energizer + Weapon Power Up + Fire Bullets) for huge combo bursts.
Rush mode is significantly harder than Survival at equivalent timestamps due to lack of perks. Don’t expect 30-minute runs.

Weapon Preference Strategy

Some weapons are objectively better in Rush:

S-Tier (Always Good)

  • Plasma Minigun: High DPS, good ammo economy
  • Submachine Gun: Fast, reliable, good clip
  • Plasma Shotgun: Devastating close range

A-Tier (Situationally Strong)

  • Gauss Gun: Excellent vs crowds if you can line shots
  • Rocket Launcher: Good area damage, risky at close range
  • Mean Minigun: Huge DPS but reload vulnerability

B-Tier (Workable)

  • Assault Rifle: Solid all-rounder
  • Shotgun: Good damage but spread issues
  • Plasma Rifle: Decent but slow fire rate

C-Tier (Swap ASAP)

  • Pistol: Too slow for Rush pace
  • Flamethrower: Range issues, unsafe
  • Blow Torch: Even worse Flamethrower

Competitive Rush

Rush mode’s score focus makes it ideal for leaderboards: Leaderboard Metrics:
  • High score
  • Longest combo
  • Survival time (secondary)
Top Player Strategies:
  1. Maximize combo uptime (never drop below 20x)
  2. Learn spawn patterns to pre-position
  3. Min-max each weapon’s DPS potential
  4. Save Nuke/Energizer for combo recovery

Source Code References

  • src/crimson/modes/rush_mode.py - Rush mode implementation
  • src/crimson/game_modes.py:11 - Mode ID definition

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