Ministry case file // Endless / Waves / Playtesting
Every wave turns survival into a choice about the base
Enemy pressure arrives in escalating waves. What you survive becomes supplies, and what you do with those supplies changes the defenses and stations waiting between runs.
Surviving a wave can become a saved resource, and that resource can become a lasting upgrade instead of disappearing when the run ends.
Endless operation record
The next wave arrives carrying the last result forward.
Endless mode turns combat pressure into a repeatable field test. Clearing a wave changes the run record and releases supplies that can survive beyond the immediate fight.
The player can read incoming pressure and decide whether saved resources belong in repair, defense, or a lasting upgrade.
DispositionOperation continues until force is withdrawn
Wave pressure, enemy availability, rewards, saved supplies, and base condition remain connected across the run. The system supports repeatable combat testing while preserving the cost of each decision.
Read the pressure between waves.
These values explain the current operation and what can carry into the next one.
Wave number
countThe current escalation point of the operation.Wave state
waiting / active / clearedWhether the player is preparing, fighting, or settling the result.Intermission
secondsThe remaining preparation time before pressure resumes.Active enemies
countThe hostile force still present in the current wave.Roster access
enemy typesWhich hostile roles are currently eligible to enter the operation.Highest wave cleared
saved countThe best completed escalation point retained by the run.Supply reward
suppliesThe resource released by a completed wave.Saved supplies
suppliesThe amount available for decisions beyond the current encounter.Defense condition
health / destroyedThe remaining state of physical base defenses.Repair cost
suppliesWhat must be spent to return a damaged defense to service.Upgrade level
levelThe lasting improvement already applied to a base system.Endless mode is a pressure test for the shared tactical systems and remains separate from authored campaign progression.
Pacing, enemy variety, rewards, and presentation continue to evolve.
