Game mode

There are two game modes in : normal mode and arena mode.
==Normal mode==
Normal mode takes place in random locations on the worlds of Aurora and Celestium. The mode progresses in stages of varying types:
* "Kill Them All" stages
* "Cell of the Ancients" stages
* "Charge Totem" stages
On certain stages, roughly every fifth stage, after the objective is completed, a Siren may then spawn. Sirens typically spawn reliably on every tenth stage, but in between, Sirens often spawn on the sixth stage instead of the fifth. The Siren must be eliminated to progress to the next stage.
===Kill Them All stages===
Kill Them All stages are the most basic stage type. Note that they will begin spawning a short time after the stage begins. A set number of enemies will spawn during the stage, and Gatekeepers simply need to eliminate all of them to proceed.
===Cell of the Ancients===
In these stages, Gatekeepers must find and activate the Cell of the Ancients, which triggers three Monoliths to emerge from the ground in random locations. Enemies begin spawning once the Cell is activated and randomly drop keys when they die. One key is needed to activate each monolith, causing them to submerge into the ground. All three monoliths must be activated to complete the objective.
It's not unusual for keys to not to drop until many enemies are killed. It may feel like keys are simply not dropping, but they will eventually.
===Charge Totem===
In these stages, Gatekeepers must find and activate the Totem and charge it to 100% by staying within the circle that appears around the totem as much as possible. Enemies will begin spawning even before the Totem is activated, so it's often a fight just to reach the Totem.
Charging Totems adds the complication of fighting inside a short radius from the Totem, making it easier to get surrounded and stuck during the fight. Note that there is no serious drawback to leaving the circle; as long a Gatekeeper is near the circle, the Totem charging merely pauses at its current level, resuming as soon as a Gatekeeper reenters the circle.
To further complicate matters, a special effect triggers upon activating the Totem and at every 25% charge, not including 100%. These effects persist until the Totem is fully charged, which completes the objective and stops additional enemies from spawning. The special effects can include the following:
====Diamo====
"At the beginning of each turn, restore 20% of the player's maximum health."
This is the only effect with a benefit solely to Gatekeepers alone; most effects are, at best, mixed blessings. This provides a heal equal to 20% of maximum HP at every 25% charge.
====Viamo====
"Four fireballs start rotating around the totem."
These fireballs start rotating just inside the outer edge of the charging area. They continue endlessly, disappearing briefly if they hit something, but respawning shortly after. This one usually triggers only when activating the totem.
====Ioko====
"Fiery impulse from the planet's orbit."
At regular intervals, a targeting reticle will appear underneath a Gatekeeper, who must move away to avoid a pillar of fire appearing for a moment. These may damage enemies as well.
====Kaimo====
"Burning areas inside the Totem circle."
Fiery flaming circles appear on the ground within the charging circle. They fade out periodically, but new ones spawn to replace them in random locations. These may damage enemies as well.
====Juno====
"Burning pillars of light."
A few fiery blue pillars of light will appear at regular intervals and circle around the Totem for a few seconds. These may damage enemies as well.
====Sia====
"Spirits emerge from the Totem and target the Gatekeepers."
At regular intervals, blue-white spheres of energy emerge going up from the Totem and gradually descend while homing in on a Gatekeeper. They explode when they hit the ground with an area of effect roughly three to four times the size of the sphere. They can be dodged by continuing to move away as they near the ground. These do not seem to affect enemies.
====Lero====
"At the beginning of each turn, Lucid Ethel's expansion is triggered."
Expansion is an ability used by the rampant Lucid Ethel. With this effect active, the ability triggers with or without the rampant being present. Expansion works as follows: Five to fifteen roots with explosive spheres burst out from below the ground near the target. These spheres explode 0.4 seconds after appearing. They do not appear simultaneously, but one after the other, so even those the effect only triggers every 25% charge, it may well seem continuous.
====Redao====
"Everyone within the area takes 30% more damage."
The area in question is the whole area inside the Totem's charging circle. During the effect where damage is increased, a glowing red pattern will appear within the charging circle.
====Tonum====
"At the beginning of each turn, the Totem spawns a horde."
The totem spawns a regular horde of enemies at every 25% charge, not including 100%.
====Kataq====
"At the beginning of each turn, the Totem spawns a reinforced horde."
The totem spawns a stronger horde of enemies at every 25% charge, not including 100%.
====Rampant====
"Summons the current planet's rampant."
This summons one of the rampants, either Initiator or Lucid Ethel, into combat depending on what world the current location is on. This effect usually only triggers at 75% charge on the Totem.
==Arena mode==
Arena mode takes place in the Arena location on the world of Aridune. Instead of stages where the active location changes, arena mode plays in rounds in the same location. Gatekeepers start each round by interacting with the hourglass in the middle, and each round starts with a timer set to varying times. The only goal is to survive. When the timer ends and all enemies have been killed, Gatekeepers receive rewards and proceed to another round. 
The amount of enemies per round is not limited. They only stop spawning after the timer runs out. Sirens like Prince and Tarra generally appear every fifth round, and can also appear randomly. Their numbers are not limited.
Early rounds also tend to spawn enemies from only one world, but in later rounds, it's common to face a mix of enemies from both Aurora and Celestium.
For added complication, there are a number of possible random events that can occur during rounds, possibly similar to the random effects that occur when charging totems in normal mode.
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