Documentation Index
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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
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
- Pistol
- Plasma Rifle
- Gauss Gun
- Ion Rifle
- Shotgun
- Sawed-off Shotgun
- Plasma Shotgun
- Jackhammer
- 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 distanceScoring 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
- Shield: Absorb damage
- Freeze: Pause enemies
- MediKit: Heal damage
- 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
| Feature | Rush Mode | Survival Mode |
|---|---|---|
| Perks | None | 58 available |
| Leveling | Disabled | Core mechanic |
| Weapon Drops | Very frequent | Moderate |
| Focus | Score combos | Survival time |
| Difficulty Curve | Steep | Gradual |
| Build Variety | None | High |
Tips for Rush Mode
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)
- Maximize combo uptime (never drop below 20x)
- Learn spawn patterns to pre-position
- Min-max each weapon’s DPS potential
- Save Nuke/Energizer for combo recovery
Related Documentation
- Weapons - Learn all weapon stats
- Bonuses - Power-up effects
- Creatures - Enemy HP and behavior
- Survival Mode - Comparison mode
Source Code References
src/crimson/modes/rush_mode.py- Rush mode implementationsrc/crimson/game_modes.py:11- Mode ID definition