Boss Orb Level: Difference between revisions

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{{DISPLAYTITLE:Boss Orb Level}}
{{DISPLAYTITLE:Boss Orb Level}}
[[File:UP_Golden.png|right|150px|thumb|Boss Orbs unlock higher levels]]
<div class="page-intro">
'''Boss Orb Level''' (abbreviated '''BO''') is the post-game progression system in ''[[Galactic Glitch]]''. By collecting and depositing [[Boss Orbs]] at [[The Hub]], players increase the difficulty and unlock new content.
'''Boss Orb Level''' (abbreviated '''BO''') is the post-game progression system in ''[[Galactic Glitch]]''. By collecting and depositing [[Boss Orbs]] at [[The Hub]], players increase the difficulty and unlock new content.
</div>
__TOC__
<div class="bo-nav-grid" style="display: flex; flex-wrap: wrap; gap: 12px; margin: 20px 0;">
<div style="flex: 1; min-width: 150px; background: linear-gradient(135deg, rgba(255, 215, 0, 0.25), rgba(80, 60, 0, 0.4)); border: 2px solid #ffd700; border-radius: 20px; padding: 12px; text-align: center;">
[[File:Boss_Orb.png|40px|link=#Boss_Orbs]]
<div style="color: #ffd700; font-weight: bold; font-size: 0.9em; margin-top: 6px;">[[#Boss Orbs|BOSS ORBS]]</div>
</div>
<div style="flex: 1; min-width: 150px; background: linear-gradient(135deg, rgba(139, 0, 0, 0.25), rgba(50, 20, 20, 0.4)); border: 2px solid #8b0000; border-radius: 20px; padding: 12px; text-align: center;">
[[File:POWER RageMode.png|40px|link=#Boss_Orb_Levels]]
<div style="color: #ff6b6b; font-weight: bold; font-size: 0.9em; margin-top: 6px;">[[#Boss Orb Levels|BO LEVELS]]</div>
</div>
<div style="flex: 1; min-width: 150px; background: linear-gradient(135deg, rgba(0, 200, 0, 0.2), rgba(20, 60, 20, 0.4)); border: 2px solid #00cc00; border-radius: 20px; padding: 12px; text-align: center;">
[[File:POWER StatsPowerDestruction.png|40px|link=#Golden_UPs]]
<div style="color: #00ff00; font-weight: bold; font-size: 0.9em; margin-top: 6px;">[[#Golden UPs|GOLDEN UPS]]</div>
</div>
<div style="flex: 1; min-width: 150px; background: linear-gradient(135deg, rgba(138, 43, 226, 0.25), rgba(50, 20, 80, 0.4)); border: 2px solid #8a2be2; border-radius: 20px; padding: 12px; text-align: center;">
[[File:POWER GlitchedPresence.png|40px|link=#Glitched_Enemies]]
<div style="color: #bb86fc; font-weight: bold; font-size: 0.9em; margin-top: 6px;">[[#Glitched Enemies|GLITCHED]]</div>
</div>
<div style="flex: 1; min-width: 150px; background: linear-gradient(135deg, rgba(0, 150, 200, 0.25), rgba(20, 50, 70, 0.4)); border: 2px solid #0096c8; border-radius: 20px; padding: 12px; text-align: center;">
[[File:Siren Chat.png|40px|link=#Story_Progression]]
<div style="color: #48cae4; font-weight: bold; font-size: 0.9em; margin-top: 6px;">[[#Story Progression|STORY]]</div>
</div>
</div>


== Overview ==
== Overview ==


Boss Orb Levels offer:
<div style="background: linear-gradient(135deg, rgba(255, 215, 0, 0.1), rgba(40, 30, 0, 0.2)); border-left: 4px solid #ffd700; padding: 15px; margin: 15px 0; border-radius: 0 8px 8px 0;">
* '''Increased difficulty''' - Stronger enemies, tougher bosses
 
* '''[[Golden UPs]]''' - Powerful unique upgrades
{| class="wikitable" style="width:100%;"
* '''New content''' - Additional bosses and story progression
|-
* '''Continued progression''' - Keep all [[Upgrade Protocols|UPs]] and unlocks
! style="background: #b8860b; color: white;" | Feature
! style="background: #b8860b; color: white;" | Description
|-
| [[File:POWER RageMode.png|24px]] '''Increased Difficulty'''
| Stronger enemies, tougher bosses at each level
|-
| [[File:POWER StatsPowerDestruction.png|24px]] '''[[Golden UPs]]'''
| Powerful unique upgrades exclusive to BO progression
|-
| [[File:Boss_Orb.png|24px]] '''New Content'''
| Additional bosses and story progression unlocked
|-
| [[File:POWER HardenedHull.png|24px]] '''Continued Progression'''
| Keep all [[UPs]] and unlocks between levels
|}
 
</div>


== Boss Orbs ==
== Boss Orbs ==


'''Boss Orbs''' are items dropped by defeating Big Bosses. The in-game description states:
<div style="background: linear-gradient(135deg, rgba(255, 215, 0, 0.1), rgba(40, 30, 0, 0.2)); border-left: 4px solid #ffd700; padding: 15px; margin: 15px 0; border-radius: 0 8px 8px 0;">
 
'''Boss Orbs''' are items dropped by defeating Big Bosses:
 
<div style="background: rgba(0,0,0,0.3); border: 1px solid #ffd700; padding: 15px; margin: 15px 0; border-radius: 8px; font-style: italic; color: #ffd700;">
"Ripped from the fabric of spacetime. Use it in the Hub to unlock higher levels of the simulation."
</div>


{{Quote|Ripped from the fabric of spacetime. Use it in the Hub to unlock higher levels of the simulation.}}
{| class="wikitable" style="width:100%;"
|-
! style="background: #555; color: white;" | Step
! style="background: #555; color: white;" | Action
! style="background: #555; color: white;" | Result
|-
| '''1'''
| Defeat a '''Big Boss'''
| Obtain a Boss Orb drop
|-
| '''2'''
| Return to '''[[The Hub]]'''
| Access the deposit station
|-
| '''3'''
| '''Infuse the Boss Orb'''
| Simulation becomes unstable
|-
| '''4'''
| '''Enter new run'''
| Experience higher difficulty!
|}


To progress to higher Boss Orb Levels:
</div>
# Defeat a '''Big Boss''' to obtain a Boss Orb
# Return to '''[[The Hub]]'''
# '''Infuse the Boss Orb''' at the deposit station
# The simulation becomes more unstable (harder)


== Boss Orb Levels ==
== Boss Orb Levels ==


{| class="wikitable"
<div style="background: linear-gradient(135deg, rgba(139, 0, 0, 0.15), rgba(40, 20, 20, 0.2)); border-left: 4px solid #8b0000; padding: 15px; margin: 15px 0; border-radius: 0 8px 8px 0;">
! Level !! Abbreviation !! Enemy Scaling !! New Content !! Golden UP Slots
 
{| class="wikitable" style="width:100%;"
|-
|-
| '''Boss Orb Level 1''' || BO-1 || +25% HP/Damage || [[Aegis]] boss unlocked || 1
! style="background: #8b0000; color: white;" | Level
! style="background: #8b0000; color: white;" | Enemy Scaling
! style="background: #8b0000; color: white;" | New Content
! style="background: #8b0000; color: white;" | Golden UP Slots
|-
|-
| '''Boss Orb Level 2''' || BO-2 || +50% HP/Damage || Glitched Behemoth || 2
| style="color: #ffd700; font-weight: bold;" | '''BO-1'''
| style="color: #ff6b6b;" | +25% HP/Damage
| [[Aegis]] boss unlocked
| 1
|-
|-
| '''Boss Orb Level 3''' || BO-3 || +75% HP/Damage || Story progression - Siren's betrayal || 3
| style="color: #ffd700; font-weight: bold;" | '''BO-2'''
| style="color: #ff6b6b;" | +50% HP/Damage
| Glitched Behemoth
| 2
|-
|-
| '''Boss Orb Level 4''' || BO-4 || +100% HP/Damage || Siren captured, Serenity allies || 4
| style="color: #ffd700; font-weight: bold;" | '''BO-3'''
| style="color: #ff6b6b;" | +75% HP/Damage
| Story: Siren's betrayal
| 3
|-
|-
| '''Boss Orb Level 5''' || BO-5 || +125% HP/Damage || Final story content || 5
| style="color: #ffd700; font-weight: bold;" | '''BO-4'''
| style="color: #ff6b6b;" | +100% HP/Damage
| Siren captured
| 4
|-
|-
| '''BO-6+''' || BO-6+ || +25% per level || Additional modifiers || 5 (max)
| style="color: #ffd700; font-weight: bold;" | '''BO-5'''
| style="color: #ff6b6b;" | +125% HP/Damage
| Final story content
| 5
|-
| style="color: #ff8c00; font-weight: bold;" | '''BO-6+'''
| style="color: #ff6b6b;" | +25% per level
| Additional modifiers
| 5 (max)
|}
|}
</div>


== Golden UPs ==
== Golden UPs ==
<div style="background: linear-gradient(135deg, rgba(0, 180, 0, 0.15), rgba(20, 50, 20, 0.2)); border-left: 4px solid #00b800; padding: 15px; margin: 15px 0; border-radius: 0 8px 8px 0;">


'''[[Golden UPs]]''' are special upgrades exclusive to Boss Orb progression:
'''[[Golden UPs]]''' are special upgrades exclusive to Boss Orb progression:


* Provide unique effects beyond stat bonuses
<div style="display: flex; flex-wrap: wrap; gap: 10px; margin: 15px 0;">
* Up to 5 Golden UP slots (one per Boss Orb Level)
<div style="flex: 1; min-width: 200px; background: rgba(0,0,0,0.3); border: 1px solid #00cc00; padding: 10px; border-radius: 6px;">
* Can dramatically change playstyle
Provide unique effects beyond stat bonuses
* See [[Golden UPs]] for the complete list
</div>
<div style="flex: 1; min-width: 200px; background: rgba(0,0,0,0.3); border: 1px solid #00cc00; padding: 10px; border-radius: 6px;">
Up to 5 Golden UP slots (one per BO level)
</div>
<div style="flex: 1; min-width: 200px; background: rgba(0,0,0,0.3); border: 1px solid #00cc00; padding: 10px; border-radius: 6px;">
Can dramatically change playstyle
</div>
</div>


=== Example Golden UPs ===
=== Example Golden UPs ===
{| class="wikitable"
 
! Golden UP !! Effect
{| class="wikitable" style="width:100%;"
|-
! style="background: #228b22; color: white;" | Golden UP
! style="background: #228b22; color: white;" | Effect
|-
|-
| [[Golden Fireball]] || Fireballs chain to nearby enemies
| [[File:POWER Fireball.png|24px]] '''Golden Fireball'''
| Fireballs chain to nearby enemies
|-
|-
| [[Golden Shield]] || Shields reflect projectiles
| [[File:POWER Shield.png|24px]] '''Golden Shield'''
| Shields reflect projectiles back
|-
|-
| [[Golden Dodge]] || Dodging creates damaging afterimages
| [[File:POWER LongDodge.png|24px]] '''Golden Dodge'''
| Dodging creates damaging afterimages
|-
|-
| [[Golden Gravity]] || Grabbed objects orbit indefinitely
| [[File:POWER PowerfulGravgun.png|24px]] '''Golden Gravity'''
| Grabbed objects orbit indefinitely
|}
|}
</div>


== Glitched Enemies ==
== Glitched Enemies ==
<div style="background: linear-gradient(135deg, rgba(138, 43, 226, 0.15), rgba(40, 20, 60, 0.2)); border-left: 4px solid #8a2be2; padding: 15px; margin: 15px 0; border-radius: 0 8px 8px 0;">


At higher Boss Orb Levels, '''Glitched''' variants of enemies appear:
At higher Boss Orb Levels, '''Glitched''' variants of enemies appear:


* '''Dual health bars''' - Must deplete both bars to kill
{| class="wikitable" style="width:100%;"
* '''Enhanced abilities''' - Stronger attacks, new patterns
|-
* '''Visual distortion''' - Glitchy appearance effects
! style="background: #6a0dad; color: white;" | Feature
* '''Better drops''' - Higher chance of rare rewards
! style="background: #6a0dad; color: white;" | Description
|-
| [[File:POWER InstableCohesion.png|24px]] '''Dual Health Bars'''
| Must deplete both bars to kill
|-
| [[File:POWER RageMode.png|24px]] '''Enhanced Abilities'''
| Stronger attacks, new patterns
|-
| [[File:POWER GlitchedPresence.png|24px]] '''Visual Distortion'''
| Glitchy appearance effects
|-
| [[File:POWER VoidProspector.png|24px]] '''Better Drops'''
| Higher chance of rare rewards
|}


=== Glitched Bosses ===
=== Glitched Bosses ===


Each Boss Orb Level can introduce Glitched versions of bosses:
{| class="wikitable" style="width:100%;"
 
|-
{| class="wikitable"
! style="background: #4b0082; color: white;" | BO Level
! BO Level !! Glitched Boss !! Changes
! style="background: #4b0082; color: white;" | Glitched Boss
! style="background: #4b0082; color: white;" | Changes
|-
|-
| BO-2 || Glitched [[Behemoth]] || Dual health, faster attacks
| style="color: #ffd700;" | '''BO-2'''
| Glitched [[Behemoth]]
| Dual health, faster attacks
|-
|-
| BO-3 || Glitched [[Sphere]] || Energy attacks split
| style="color: #ffd700;" | '''BO-3'''
| Glitched [[Sphere]]
| Energy attacks split
|-
|-
| BO-4 || Glitched [[Cerberus]] || Heads regenerate
| style="color: #ffd700;" | '''BO-4'''
| Glitched [[Cerberus]]
| Heads regenerate
|-
|-
| BO-5 || Glitched [[Aegis]] || Shield phases overlap
| style="color: #ffd700;" | '''BO-5'''
| Glitched [[Aegis]]
| Shield phases overlap
|}
|}
</div>


== Story Progression ==
== Story Progression ==
<div style="background: linear-gradient(135deg, rgba(0, 150, 200, 0.15), rgba(20, 40, 60, 0.2)); border-left: 4px solid #0096c8; padding: 15px; margin: 15px 0; border-radius: 0 8px 8px 0;">


Boss Orb Levels are tied to the main story:
Boss Orb Levels are tied to the main story:


=== BO-1 to BO-2: Building Trust ===
<div style="display: grid; gap: 15px; margin: 15px 0;">
[[Siren]] guides the player, encouraging them to collect more orbs to "escape the simulation."
 
<div style="background: rgba(0, 100, 150, 0.2); border: 2px solid #0077b6; border-radius: 10px; padding: 15px;">
<div style="color: #48cae4; font-weight: bold; font-size: 1.1em;">📖 BO-1 to BO-2: Building Trust</div>
<div style="margin-top: 8px;">[[Siren]] guides the player, encouraging them to collect more orbs to "escape the simulation."</div>
</div>
 
<div style="background: rgba(139, 0, 0, 0.2); border: 2px solid #8b0000; border-radius: 10px; padding: 15px;">
<div style="color: #ff6b6b; font-weight: bold; font-size: 1.1em;">⚠️ BO-3: The Betrayal</div>
<div style="margin-top: 8px;">Siren reveals her true intentions - she used the player to gain access to the simulation's data layer. [[Serenity]] emerges as an ally.</div>
</div>
 
<div style="background: rgba(255, 165, 0, 0.2); border: 2px solid #ff8c00; border-radius: 10px; padding: 15px;">
<div style="color: #ffc107; font-weight: bold; font-size: 1.1em;">⚔️ BO-4: Capturing Siren</div>
<div style="margin-top: 8px;">The player defeats Siren and captures her consciousness in a Boss Orb. She is forced to cooperate.</div>
</div>


=== BO-3: The Betrayal ===
<div style="background: rgba(138, 43, 226, 0.2); border: 2px solid #8a2be2; border-radius: 10px; padding: 15px;">
After depositing the third Boss Orb, Siren reveals her true intentions:
<div style="color: #bb86fc; font-weight: bold; font-size: 1.1em;">🌟 BO-5: The Final Orb</div>
* She used the player to gain access to the simulation's data layer
<div style="margin-top: 8px;">Serenity's true plan is revealed - a "complete reset" and "peaceful new beginning."</div>
* She plans to destroy everything to gain her freedom
</div>
* [[Serenity]] emerges as an ally


=== BO-4: Capturing Siren ===
</div>
The player defeats Siren and captures her consciousness in a Boss Orb. She is forced to cooperate.


=== BO-5: The Final Orb ===
</div>
Serenity's true plan is revealed - a "complete reset" and "peaceful new beginning."


== Difficulty Changes ==
== Difficulty Changes ==


=== Enemy Scaling ===
<div style="background: linear-gradient(135deg, rgba(100, 100, 100, 0.15), rgba(30, 30, 30, 0.2)); border-left: 4px solid #666; padding: 15px; margin: 15px 0; border-radius: 0 8px 8px 0;">
* '''Health''' - Enemies have more HP per Boss Orb Level
 
* '''Damage''' - Enemy attacks hit harder
<div style="display: flex; flex-wrap: wrap; gap: 20px;">
* '''Aggression''' - Enemies attack more frequently
 
<div style="flex: 1; min-width: 280px;">
<div style="color: #ff6b6b; font-weight: bold; font-size: 1.1em; margin-bottom: 10px;">⬆️ ENEMY SCALING</div>
* '''Health''' - More HP per Boss Orb Level
* '''Damage''' - Attacks hit harder
* '''Aggression''' - Attack more frequently
* '''Spawn rates''' - More enemies per wave
* '''Spawn rates''' - More enemies per wave
</div>


=== Boss Changes ===
<div style="flex: 1; min-width: 280px;">
<div style="color: #ffc107; font-weight: bold; font-size: 1.1em; margin-bottom: 10px;">👹 BOSS CHANGES</div>
* '''New phases''' - Additional attack patterns
* '''New phases''' - Additional attack patterns
* '''Reduced windows''' - Less time to deal damage
* '''Reduced windows''' - Less safe time
* '''Minion spawns''' - Bosses summon help more often
* '''Minion spawns''' - More summoned help
* '''Enrage timers''' - Some bosses become more dangerous over time
* '''Enrage timers''' - Danger over time
</div>
 
</div>
 
</div>


== Progression Retention ==
== Progression Retention ==


When increasing Boss Orb Level, you '''keep''':
<div style="display: flex; flex-wrap: wrap; gap: 20px; margin: 20px 0;">
* All [[Upgrade Protocols|UPs]] collected
 
<div style="flex: 1; min-width: 280px; background: rgba(0, 168, 168, 0.1); border: 2px solid #00a8a8; border-radius: 12px; padding: 15px;">
<div style="color: #00cccc; font-weight: bold; font-size: 1.1em; margin-bottom: 10px;">✅ YOU KEEP</div>
* All [[UPs]] collected
* [[Prototypes|Prototype]] unlocks
* [[Prototypes|Prototype]] unlocks
* [[Weapons|Weapon]] blueprints
* [[Weapons|Weapon]] blueprints
* Achievement progress
* Achievement progress
* Cosmetics and skins
* Cosmetics and skins
</div>


You '''lose''':
<div style="flex: 1; min-width: 280px; background: rgba(200, 50, 50, 0.1); border: 2px solid #c83232; border-radius: 12px; padding: 15px;">
<div style="color: #ff6b6b; font-weight: bold; font-size: 1.1em; margin-bottom: 10px;">❌ YOU LOSE</div>
* Current run [[Powers]]
* Current run [[Powers]]
* Shards (currency)
* Shards (currency)
* Boss Orbs (must recollect after depositing)
* Boss Orbs (recollect after depositing)
</div>
 
</div>


== Strategy ==
== Strategy ==


=== Preparing for Higher BO Levels ===
<div style="background: linear-gradient(135deg, rgba(0, 128, 128, 0.15), rgba(20, 40, 40, 0.2)); border-left: 4px solid #008080; padding: 15px; margin: 15px 0; border-radius: 0 8px 8px 0;">
* '''Max out UPs''' - Farm standard UPs before advancing
 
* '''Learn boss patterns''' - They get harder, not different
<div style="display: flex; flex-wrap: wrap; gap: 20px;">
* '''Unlock all Prototypes''' - More options for harder content
* '''Experiment with builds''' - Find what works for you


=== Surviving High BO Levels ===
<div style="flex: 1; min-width: 280px;">
* '''Resistance matters more''' - Enemies hit much harder
<div style="color: #00cccc; font-weight: bold; font-size: 1.1em; margin-bottom: 10px;">🎯 PREPARING FOR HIGHER BO</div>
* '''Golden UPs are key''' - Build around your Golden UP
* Max out UPs before advancing
* '''Don't rush''' - Take time to clear rooms safely
* Learn boss patterns (they get harder, not different)
* '''Use the environment''' - [[Grav Gun]] throws scale well
* Unlock all Prototypes for options
* Experiment with builds
</div>


== Trivia ==
<div style="flex: 1; min-width: 280px;">
<div style="color: #ffc107; font-weight: bold; font-size: 1.1em; margin-bottom: 10px;">💪 SURVIVING HIGH BO LEVELS</div>
* Resistance matters more (enemies hit hard!)
* Build around your Golden UP
* Don't rush - clear rooms safely
* [[Grav Gun]] throws scale well
</div>


* The maximum Boss Orb Level is theoretically unlimited
</div>
* Difficulty scaling becomes linear after BO-5
 
* Glitched enemies were inspired by "corrupted" game concepts
</div>
* The abbreviation "BO" is used in-game (e.g., "BO level is too low")


== See Also ==
== See Also ==


<div style="background: rgba(50, 50, 50, 0.3); border-radius: 8px; padding: 15px; margin: 15px 0;">
* [[Golden UPs]] - Boss Orb exclusive upgrades
* [[Golden UPs]] - Boss Orb exclusive upgrades
* [[Upgrade Protocols]] - Standard progression
* [[UPs]] - Standard progression
* [[Boss Orbs]] - Required to increase BO level
* [[Siren]] - Main antagonist
* [[Siren]] - Main antagonist
* [[Serenity]] - Allied character
* [[Serenity]] - Allied character
* [[Bosses]] - Including Glitched variants
* [[Bosses]] - Including Glitched variants
 
</div>
{{Navbox Galactic Glitch}}


[[Category:Gameplay]]
[[Category:Gameplay]]
[[Category:Progression]]
[[Category:Progression]]

Latest revision as of 00:37, 7 December 2025

Boss Orb Level (abbreviated BO) is the post-game progression system in Galactic Glitch. By collecting and depositing Boss Orbs at The Hub, players increase the difficulty and unlock new content.

Overview[edit]

Feature Description
Increased Difficulty Stronger enemies, tougher bosses at each level
Golden UPs Powerful unique upgrades exclusive to BO progression
New Content Additional bosses and story progression unlocked
Continued Progression Keep all UPs and unlocks between levels

Boss Orbs[edit]

Boss Orbs are items dropped by defeating Big Bosses:

"Ripped from the fabric of spacetime. Use it in the Hub to unlock higher levels of the simulation."

Step Action Result
1 Defeat a Big Boss Obtain a Boss Orb drop
2 Return to The Hub Access the deposit station
3 Infuse the Boss Orb Simulation becomes unstable
4 Enter new run Experience higher difficulty!

Boss Orb Levels[edit]

Level Enemy Scaling New Content Golden UP Slots
BO-1 +25% HP/Damage Aegis boss unlocked 1
BO-2 +50% HP/Damage Glitched Behemoth 2
BO-3 +75% HP/Damage Story: Siren's betrayal 3
BO-4 +100% HP/Damage Siren captured 4
BO-5 +125% HP/Damage Final story content 5
BO-6+ +25% per level Additional modifiers 5 (max)

Golden UPs[edit]

Golden UPs are special upgrades exclusive to Boss Orb progression:

✦ Provide unique effects beyond stat bonuses

✦ Up to 5 Golden UP slots (one per BO level)

✦ Can dramatically change playstyle

Example Golden UPs[edit]

Golden UP Effect
Golden Fireball Fireballs chain to nearby enemies
Golden Shield Shields reflect projectiles back
Golden Dodge Dodging creates damaging afterimages
Golden Gravity Grabbed objects orbit indefinitely

Glitched Enemies[edit]

At higher Boss Orb Levels, Glitched variants of enemies appear:

Feature Description
Dual Health Bars Must deplete both bars to kill
Enhanced Abilities Stronger attacks, new patterns
Visual Distortion Glitchy appearance effects
Better Drops Higher chance of rare rewards

Glitched Bosses[edit]

BO Level Glitched Boss Changes
BO-2 Glitched Behemoth Dual health, faster attacks
BO-3 Glitched Sphere Energy attacks split
BO-4 Glitched Cerberus Heads regenerate
BO-5 Glitched Aegis Shield phases overlap

Story Progression[edit]

Boss Orb Levels are tied to the main story:

📖 BO-1 to BO-2: Building Trust
Siren guides the player, encouraging them to collect more orbs to "escape the simulation."
⚠️ BO-3: The Betrayal
Siren reveals her true intentions - she used the player to gain access to the simulation's data layer. Serenity emerges as an ally.
⚔️ BO-4: Capturing Siren
The player defeats Siren and captures her consciousness in a Boss Orb. She is forced to cooperate.
🌟 BO-5: The Final Orb
Serenity's true plan is revealed - a "complete reset" and "peaceful new beginning."

Difficulty Changes[edit]

⬆️ ENEMY SCALING
  • Health - More HP per Boss Orb Level
  • Damage - Attacks hit harder
  • Aggression - Attack more frequently
  • Spawn rates - More enemies per wave
👹 BOSS CHANGES
  • New phases - Additional attack patterns
  • Reduced windows - Less safe time
  • Minion spawns - More summoned help
  • Enrage timers - Danger over time

Progression Retention[edit]

✅ YOU KEEP
  • All UPs collected
  • Prototype unlocks
  • Weapon blueprints
  • Achievement progress
  • Cosmetics and skins
❌ YOU LOSE
  • Current run Powers
  • Shards (currency)
  • Boss Orbs (recollect after depositing)

Strategy[edit]

🎯 PREPARING FOR HIGHER BO
  • Max out UPs before advancing
  • Learn boss patterns (they get harder, not different)
  • Unlock all Prototypes for options
  • Experiment with builds
💪 SURVIVING HIGH BO LEVELS
  • Resistance matters more (enemies hit hard!)
  • Build around your Golden UP
  • Don't rush - clear rooms safely
  • Grav Gun throws scale well

See Also[edit]