Enemy Types and Kill Priority
Updated 2026-09-15
The dungeons contain over 100 different enemies, per the official description: bats, centaurs, exploding eyeballs and more. Some fly through walls while others walk, stick, or bounce on them. You won't learn 100 sprites — but the official movement taxonomy means a handful of behavioral reads covers most of what a new enemy will do.
Confirmed enemy types
These are verified from the official Steam page and official screenshots:
- Spiders — killing 50 of them unlocks the Leggy character, which 68.7% of players have done.
- Zombies — the Zombie Ring upgrade spawns zombies; having 10 zombies at once with it unlocks the Defibrillator item. Since v2026091401, zombies no longer target each other.
- Bats — purple bats appear in official screenshots; named on the Steam page.
- Centaurs — named on the Steam page.
- Exploding Eyeballs — named on the Steam page; treat anything with "exploding" in the name as a walking hazard.
- Ghosts — orange ghosts appear in official screenshots.
- Pink blobs — appear in official screenshots.
Aftermath's review adds a few more seen in actual runs — none of them officially named:
- A seagull with absurdly long legs
- Skeletons in track suits
- Flying demon babies
- A giant floating mummy head
- Centaur men (matching the Steam page's "Centaurs")
Behavior beats sprite
The official description gives the real taxonomy: enemies fly through walls, walk, stick, or bounce on them. Read the movement, not the art:
- Wall-phasers and flyers ignore the terrain you're using to stay safe — the Steam page is explicit that some enemies fly through walls, so don't expect ladders and walls alone to save you.
- Walkers are the body mass of the crowd.
- Stickers and bouncers move along surfaces, so a route that was safe against walkers may not be against these. Patch v2026091401 gave Bouncer a slightly longer cooldown, though the notes do not publish a number.
- Exploders (see Exploding Eyeballs above) are not something you want dying on top of you.
Kill priority
Your weapons auto-fire, so "priority" really means positioning: move so your fire lands on the right things.
- Anything that ignores your terrain first. Flyers and wall-phasers are the categories your movement can't answer.
- Everything else is a traffic problem. Keep your loop clean and let your build grind the crowd down.
Kiting basics
The official pitch is to run, jump and climb to avoid the hordes — "duck and weave between enemies." In practice:
- Drag the horde along a loop you've already scouted; don't improvise routes through unexplored corners.
- Use vertical transitions (walls, ladders, chains, grates, vines) to break up the crowd's path and buy yourself space.
- Grab pickups on the move; doubling back into a crowd for one drop is how runs end.
Bosses are their own thing, with their own health bars — see the boss guide for the confirmed roster and how boss fights gate every arena unlock.