Combolands Endless Mode & Megalopolis
Why endless stops being a challenge
The clearest description comes from a player in the launch-week thread about pushing endless as far as it goes: the goal doubles roughly every eight weeks, while a compounding build can double its own weekly output every week. Their words: "The goal doubles. from let's say 100 to 200. Your score is 100 per week but it doubles every week too. so you go 200,400,800 etc over 8 weeks while it just goes from 100,200,400 every 8 weeks."
That is a difference in growth rate, not in size, so no amount of scaling on the target side closes it. Once you are ahead, you stay ahead by an ever-widening margin.
The numbers players report
- ~1e12 score per week around Megalopolis XIX, with the player noting that the rate at which base score and multipliers were increasing was itself increasing.
- Roughly 30,000 enchantment, 3,000 mult and e11 base score on Shrines by Milestone L, in a different player's run. Enchantment was the fastest-growing of the three, so they pivoted toward mult near the end.
- ~100× score growth per milestone in the mid-game of that run, slowing once it reached the e18 range.
- 2.1+ enchantment per week is the threshold one player names for one-shotting the goal and entering literally endless territory.
What carries a build that far
Two things get named repeatedly. Shrines and Reliquaries do the base-score heavy lifting, and Rogue Hideouts — from the secret Rogues guild — drive the xmult layer on top. The scoring page covers how those three layers stack.
Two things that break
- Score requirements bug out at Megalopolis XXXV. Two players independently reached the same point, and one opened a bug thread for it. Unfixed as of 2026-08-30.
- The game starts to lag once the board fills with triggering chains, which the deepest-run player flags directly.
Achievements do not pop in endless
Guild unlocks resolve when a run ends, and an endless run does not end. Players report guild victory achievements only appearing after restarting the game. Patch v1.0.6 on 2026-08-28 added a launch-time check for pending achievements, which makes restarting the documented fix rather than a superstition. Full list on the achievements page.
Reports re-read: