Two modes were announced for the Early Access launch
The developer's launch announcement names B.O.S.S. Rush and Endless Bunker as the two Early Access modes. It also says the modes differ in monster balance, economies, and objectives. Those points establish separate planning contexts, but they do not disclose exact timers, reward multipliers, enemy tables, or economy formulas. A useful comparison stays qualitative until the game or developer publishes stable values.
The live store describes procedural bunker expeditions and B.O.S.S. encounters without replacing the mode names from the launch post. Players choosing a mode should read the visible in-game objective and current version first. Early Access balance can move quickly, and a plan made from the title alone may miss the current objective or shop structure.
B.O.S.S. Rush puts readiness at the center
The launch name tells the squad that B.O.S.S. encounters are central, while the 0.05.006 note confirms a Day 3 B.O.S.S. progression fix. The available official evidence does not state an exact boss order, encounter timer, reward schedule, or number of rooms between fights. Plan around regrouping, communication, recovery ownership, and a shared decision to cross each consequential threshold.
FEARNAUGHT also demonstrates why party size matters. Patch 0.05.005 scales Holy Shield cooldown and enemy-spawn timing with the number of players, making that boss easier for solo or two-player groups and harder for a full party after the rebalance. The mode selector in the Squad Planner uses that information as a qualitative prompt, not a numerical difficulty score.
Endless Bunker rewards a plan that can keep changing
Endless Bunker is the public launch-announcement name. The mode's distinct economy and objectives mean a squad should revisit what it is protecting as the run continues. Patch 0.05.005 adds a shop to Infinite Bunker and increases available quests by day in every mode. Those changes support periodic shop, quest, and recovery checks rather than one fixed opening plan.
The same patch removes Find Artillery from Infinite Mode because artillery cannons are not currently in that mode. This is a precise objective correction, not evidence that artillery can never appear in a future build. The Run Checklist's Endless Bunker preset emphasizes repeating route, shop, quest, and recovery checks without inventing an economy multiplier.
Endless and Infinite are current official terms
Official sources use two names. The Early Access launch announcement says Endless Bunker. Patch 0.05.005 says Infinite Bunker and Infinite Mode. No checked first-party source says they are separate modes. This site therefore uses Endless Bunker as the primary label and adds the patch terms in parentheses when discussing a line that used them.
That policy prevents a third mode from appearing through editorial guesswork. It also leaves room for the developer to standardize the wording later. If a menu, announcement, or patch establishes a distinction, the claim registry can preserve the effective date and update related guides without silently rewriting historical patch summaries.
Choose a mode before assigning responsibilities
The Squad Planner stores the selected mode beside party size and capability coverage. B.O.S.S. Rush prompts earlier attention to boss readiness, coordinated recovery, and party scaling. Endless Bunker prompts repeated checks for route state, resources, quests, and shop opportunities. Both sets remain editorial reminders grounded in official mode and patch facts.
The Run Checklist offers matching presets. A preset changes the qualitative emphasis without checking, clearing, or locking any field-card item. Players keep control of every mark as the run changes, and the tool never awards a readiness score. Old saved state continues to load through a versioned migration, so adding mode context does not erase a previous field card.
Use the current objective as the final authority
Choose B.O.S.S. Rush when the group wants preparation centered on repeated major encounters. Choose Endless Bunker when the group wants a run whose route, quests, shops, and resource decisions continue to evolve. That is a planning distinction, not a claim that one mode is easier, more rewarding, or better for a particular class.
After every update, compare this page's verification date with the latest patch. A mode economy or objective can change without making an old mode name disappear from search results. The patch ledger records the current official changes, while the checklist and planner turn only supported facts into editable prompts.