Random Events

From BossRush Wiki

What is it

Mid-run, something just happens. A supply crate slams down out of the sky, the moon turns red, it starts raining money, or a Boss who isn't on tonight's card kicks the door in.

  • Every event has a banner announcement and a fixed duration, then closes itself out.
  • How it differs from mutators: mutators are rolled at run start and hold all run; events happen partway through, run on a timer, and are gone if you miss them.
  • The run opens with 90 quiet seconds so you can loot and settle before the first one.
  • After that, events are 45-75 seconds apart, and only one is ever active at a time.

Put simply: it doesn't change the rules of your run, it changes your plan for this minute.

Eight events, most common first

Windfall (about 23%, 45 seconds)

A supply crate drops from 28 metres up and lands a couple of seconds later.

  • 4 items inside, quality 4-7. Infinite Hell raises the ceiling to 8; From Scratch caps it at 5 — that mode's economy curve is steep enough already.
  • The landing is loud. Every enemy within 34 metres comes to grab it. The crate always lands at least 18 metres from you, so you have to run for it — and you won't be alone.
  • It will not vanish while you're looting it. With the loot window open the expiry keeps getting pushed back, and closing it leaves you another 3 seconds — a misclick shouldn't cost you the whole crate.
  • The grace total is capped at 120 seconds, though. Camping the window doesn't work: once the cap is hit the crate expires normally and the window closes itself. Only one event can run at a time, so sitting on a crate would otherwise block the rest of the run's events.

The thud is your cue to decide: go now, or let the enemies crowd the crate first and collect from the bodies.

Golden Duck Rain (about 19%, 20 seconds)

Money falls from the sky: 10-15 piles scattered over 5 metres, 30000 in total.

Free, riskless, and the only cost is bending down. In Infinite Hell you don't even bend - that mode has a cash magnet that pulls anything within 2 metres to you, so one walk through the pile collects the lot.

Uninvited Guest (about 14%, 120 seconds)

One Boss pulled at random from the current Boss pool, walking in from 30 metres out.

  • It is not part of the current wave. You don't need to kill it to advance, and killing it won't skip a wave either.
  • In Standard BossRush and From Scratch it still drops a full loot crate — one free crate.
  • In Infinite Hell it drops no crate and feeds no cash pool. That mode never drops Boss crates (it pays into a cash pool instead), and the cash pool only counts wave Bosses — an intruder is neither. It still banks relic souls as normal, and still carries the 4% relic egg and 8% forge stone rolls (both land on the ground in this mode).
  • Wait out the 120 seconds and it withdraws, leaving nothing.

So it's a clean choice: you have two minutes, and one crate is on the table if you want to fight an unscheduled Boss for it. Healthy? Take it. Low? Hide. There's no penalty either way.

In Infinite Hell it doesn't advance the wave, doesn't drop a crate and doesn't feed the cash pool, so the only payout left is relic souls plus that egg/stone roll. Unless you're banking a bloodline, walk around it and spend the time pushing waves.

It shares the field with the wave Boss. Don't lose track of which is which — only the wave Boss advances the wave.

Blood Moon (about 11%, 75 seconds)

A red vignette breathes at the edges of the screen. Every enemy on the field gets +25% move speed and +20% damage, and anything that spawns during the window gets it too.

By way of compensation, every buffed enemy you kill during those 75 seconds pays out an extra 1200 cash. A typical Blood Moon is thirty to fifty kills, so thirty to sixty thousand.

Whether that's worth eating depends on your health bar and what's in your hands. The safe play is to hold a doorway and make them queue up, rather than getting surrounded in the open by things moving 25% faster than usual.

Wandering Merchant (about 11%, 60 seconds)

A stall opens 6 metres from you and stays open for exactly one minute.

  • Ammo, medical supplies, plus 1 random item of quality 6 or better.
  • Prices are 1.5x the resident merchant's. You're paying for "right now".

A minute is short. Start running when you see the banner and do your budgeting on the way.

Feint (about 9%, 12 seconds)

6 noises, one every 1.4 seconds, from a ring 26 metres out, each one heard 40 metres around.

Enemies get pulled around chasing them. Nothing is actually there — no enemies, no crate, no reward. Twelve seconds of pure disinformation.

Those twelve seconds are free downtime: reload, heal, reposition. Don't chase the noise.

Duck King's Fireworks (about 8%, 14 seconds)

One burst every 0.55 seconds, 15 in total, 6 metres up along a 12 metre ring.

Zero damage, zero effect, zero reward. It just looks good. The screen shakes a little.

Duck Parade (about 6%, 22 seconds)

5-8 ducks file in from 22 metres out, 1.6 metres apart, stroll across the battlefield, and leave.

They won't bother you. Don't bother them. That's the whole event.

Which modes trigger events

Only Standard BossRush, Infinite Hell and From Scratch.

Faction War, Blood Hunt, Fate Echo, the Black Market Duck Cup, Zombie Apocalypse and vanilla raid maps do not trigger events — those modes have their own pacing and rules, and forcing events in would only fight with them.

Frequency

Random events are on by default. What you can adjust is the frequency tier: pick low / mid / high in the Mod settings screen (ModConfig). It only sets how many events can fire in a single run - 2 on low, 3 on mid, 5 on high. Mid is the default.

  • The gap between events is not affected by the tier: it is always a random 45-75 seconds.
  • Neither is the 90 second opening quiet period.
  • Whichever tier you pick, only one event is ever active at a time.

Turn it up if you want a run with more going on; turn it down to fight Bosses in peace. Even on low you'll still see a couple.