AffecterTable for combat scaling,
GameSystemTable for the economy).Official tier descriptions
Verbatim texts from the new-campaign screen
(TEXTKEY_CreateCampaign_*). Combat and management difficulty are picked independently; the top
tier is Devastation.
| Tier | Combat difficulty | Management difficulty |
|---|---|---|
| Easy | Enemies are weak. You can easily win battles. Recommended for players who haven't played many strategy games before. | Everything is generous and abundant. |
| Normal | It requires some strategy, but a little cleverness is enough to handle it.Recommended for players starting the game for the first time. | Balanced resource flow that requires a moderate level of management strategy. |
| Hard | Enemies are tough, dungeons unforgiving. For experienced strategy players. | Resources are scarce, requiring careful management and planning ahead. |
| Very Hard | Enemies are extremely powerful! This difficulty is intended for players already familiar with the game who seek a grueling challenge. | Management conditions are extremely harsh. Resources and time are very limited, requiring precise long term planning and loss control. |
| Devastation | Do not play this difficulty. We warned you. Enemies are unreasonably strong. Ironman Mode is forcibly enabled. | Management begins on the brink of collapse. Every choice has a cost, and even small waste can lead to downfall. |
Combat difficulty scales the monsters
Combat difficulty is applied to every monster as a
hidden affecter (AFFECTER_MonsterDifficulty*). Hard is the baseline. Easy and Normal make
monsters far weaker; Very Hard and Devastation make them tankier and hit harder. On Devastation a monster has x1.5 the health and x1.5 the attack power of the same monster on Hard, and on top of that attack speed +20%, movement speed +15%, critical chance +10, critical damage bonus +50 and dodge chance +15.
| Monster stat | Easy | Normal | Hard | Very Hard | Devastation |
|---|---|---|---|---|---|
| Max health | x1.0 | x1.0 | x1.0 | x1.25 (+25%) | x1.5 (+50%) |
| Physical attack power | x0.15 (-85%) | x0.4 (-60%) | x1.0 | x1.25 (+25%) | x1.5 (+50%) |
| Magic attack power | x0.15 (-85%) | x0.4 (-60%) | x1.0 | x1.25 (+25%) | x1.5 (+50%) |
| Attack speed | x1.0 | x1.0 | x1.0 | x1.2 (+20%) | x1.2 (+20%) |
| Movement speed | x1.0 | x1.0 | x1.0 | x1.1 (+10%) | x1.15 (+15%) |
| Critical chance (flat) | - | - | - | +10 | +10 |
| Critical damage bonus (flat) | - | - | - | - | +50 |
| Dodge chance (flat) | - | - | - | +10 | +15 |
Your units change too
Combat difficulty also changes your own units on Easy, Normal, Very Hard, Devastation. Hard is the empty baseline (no player affecter).
AFFECTER_PlayerDifficulty*
| Your units | Easy | Normal | Hard | Very Hard | Devastation |
|---|---|---|---|---|---|
| Critical chance (flat) | - | - | - | +10 | +10 |
| Critical damage bonus (flat) | - | - | - | - | +50 |
| Dodge chance (flat) | - | - | - | +10 | +10 |
| Skill energy cost | x0.5 (-50%) | x0.75 (-25%) | x1.0 | x1.0 | x1.0 |
Two more combat-difficulty levers pile on top of that flat scaling:
Environment effects
Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls fewer helpful and more harmful ones. Harmful effects weaken your units (e.g. a stat −30%, reduced hit chance, nausea) or strengthen the monsters - so they directly cut into your damage and survivability. Counts per tier:
The effects for each region, and how the roll works, are on Dungeon Environment Effect.
| Combat difficulty | Positive effects | Negative effects |
|---|---|---|
| Easy | 2 | 0 |
| Normal | 1 | 0 |
| Hard | 1 | 1 |
| Very Hard | 1 | 2 |
| Devastation | 1 | 3 |
Respawn interval & Magic Saturation
Monsters respawn faster on higher combat difficulty (every 1200 min on Easy, every 900 min on Normal, every 600 min on Hard / Very Hard / Devastation), so floors refill quicker. When Magic Saturation
is on, Infinite Abyss inhabitants gain a bonus from AFFECTER_MagicSaturation, capped at 100.
It stacks on top of the flat tier scaling by adding PerModifier percents, then applying once. The parent row names the
day bands; each stage is its own affecter:
| What scales | Easy | Normal | Hard | Very Hard | Devastation |
|---|---|---|---|---|---|
| Monster respawn interval | 1200 min | 900 min | 600 min | 600 min | 600 min |
AFFECTER_MagicSaturationLevel1-4
| Stage | Official description |
|---|---|
| Magic Saturation Level 1 | For each day that has passed in this stage, all monsters' Max Health Total increases by {0}%. |
| Magic Saturation Level 2 | For each day that has passed in this stage, all monsters' Physical Attack Power and Magic Attack Power increase by {0}%. |
| Magic Saturation Level 3 | For each day that has passed in this stage, all monsters' Physical Resistance and Magic Resistance increase by {0}. |
| Magic Saturation Level 4 | For each day that has passed in the current stage, all monsters' Damage Dealt and Damage Taken increase by {0}%. |
Management difficulty the economy
Management difficulty never touches combat. It scales what you pay to craft, build and research (and how demanding your settlers are). The material and workload numbers listed everywhere else on this wiki are the Hard baseline (factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1.
An ingredient listed as 3 costs 1 on Easy, 2 on Normal, 3 on Hard / Very Hard / Devastation.
Crafting and building labour, output counts, sell prices and unlock gates stay fixed.
| What scales | Easy | Normal | Hard | Very Hard | Devastation |
|---|---|---|---|---|---|
| Crafting ingredient amounts | x0.34 | x0.67 | x1 | x1 | x1 |
| Construction material amounts | x0.34 | x0.67 | x1 | x1 | x1 |
| Research workload | x0.34 | x0.67 | x1 | x1.15 | x1.3 |
| Dungeon drop amount | x1 | x1 | x1 | x1 | x1 |
Treatment expectation (mood) by unit level
The baseline mood a settler of each level expects from their treatment (housing/food standard). Higher management difficulty lowers the baseline: a level-5 settler starts at -12 on Devastation vs -5 on Easy.
| Difficulty | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Easy | +9 | +6 | +2 | -2 | -5 |
| Normal | +7 | +4 | 0 | -4 | -7 |
| Hard | +4 | +1 | -3 | -7 | -10 |
| Very Hard | +3 | 0 | -4 | -8 | -11 |
| Devastation | +2 | -1 | -5 | -9 | -12 |
Dungeon-stay mood penalty
Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.
| Difficulty | Stage 1 | Stage 2 | Stage 3 | Stage 4 |
|---|---|---|---|---|
| Easy | -1 | -4 | -7 | -10 |
| Normal | -3 | -6 | -9 | -12 |
| Hard | -4 | -10 | -16 | -22 |
| Very Hard | -5 | -11 | -17 | -23 |
| Devastation | -6 | -12 | -18 | -24 |
Campaign options
The other switches on the new-campaign screen, with their official descriptions.
Recommended for intended gameplay experience.