The Daily Hunt
One UTC challenge, a normalized item pool, deterministic rules, and clear-time rankings.
The moon keeps score
Each UTC date gets a stored challenge with a fixed hero, biome, seed, difficulty, content version and balance. Everyone plays that stored configuration. A later catalogue publication does not rewrite the day’s challenge.
Daily mode uses the complete pinned weapon pool, independent of purchased or earned account unlocks. Upgrade randomness excludes account identity, so a different account is not a different choice seed.
Your movement, kills and choices still affect how the hunt unfolds. A shared seed is a common starting rule set, not a promise that every player will have the same run.
Qualifying for a clear
The initial rules use Hard difficulty, a five-minute minimum and 450 kills. Both thresholds must be met before the final-boss objective becomes available. The Daily Hunt page displays the stored values that apply to the current challenge.
After meeting those conditions, defeat the final boss and survive to a completed server result. Ordinary standard-hunt guardian times do not determine a Daily clear.
How rankings work
Only qualifying, server-simulated clears enter the ranked result flow. Sorting favors lower clear time, then lower damage taken, then more kills, followed by earlier submission time and record ID as tie breakers.
Your computer does not submit a score for the server to trust. The simulation produces the result and the API persists it. Re-delivering a completed run does not create another reward or duplicate that run’s submission.
Daily is a solo challenge. Opening the menu does not pause its simulation. Browser refresh does not preserve a run.
Rules describe the 0.2.0 defaults. Catalogue entries follow the loaded collection; active hunts and stored Daily challenges keep their own pinned rules.
Implementation references: game-core/daily.ts · game-core/builds.ts · api/service.ts