HYPETMRWUse the exact uppercase string and read the Store result.
Choose a class, build weapons and passives, clear swarms and bosses, bank Gold, and turn every run into a visible next step.
This independent Roblox Survive The Swarm Wiki connects the observed campaign loop to classes, equipment, Gold, codes, maps, bosses, and Reckoning. As a Survive The Swarm Roblox wiki, it starts from the result you need and leaves changing costs, values, recipes, unlocks, and availability to the live game.
Unofficial fan resource; not affiliated with Roblox, FAKT, or the development team.
Nine newest detail routes are derived from editorial review dates, not game patch dates.

Explain the verified relationship between class play, equipment synergies, and evolutions. Follow trace an evolution claim to a visible requirement and plan.

List only class evolutions and requirements supported by current target-game evidence. Follow evolution record fields that matter and verify requirements.

Build Engineer around verified turrets, gadgets, gear, and evolution choices. Follow engineer build decisions by encounter phase and support gun pressure with.

Deploy documented turrets and gadgets for battlefield control. Follow placement checks for changing battlefields and move with the control zone with visible.

Build Healer around verified sustain, support gear, and evolution choices. Follow healer loadout checkpoints and time sustain around party pressure with.

Keep a co-op party alive with documented Healer support decisions. Follow support priorities during a crowded wave and position where help can reach the team.

Build Mage around verified spells, area damage, gear, and evolution choices. Follow mage build path through a run and protect area damage with spacing with.

Compare verified Mage spells by role, coverage, and practical use. Follow spell comparison across coverage and timing and choose an answer to the current wave.

Build Ranger around verified ranged damage, spacing, gear, and evolution choices. Follow ranger build checkpoints and preserve distance while collecting.
Start safely, assign a class job, finish an equipment evolution, or unlock the next map. Each selection ends with a different observable result.

Use a safe order for the first class, combat, Gold, equipment, and map decisions.

Compare observed class identities by the run job they must solve.

Carry a verified linked pair from live requirement to transformed loadout.

Clear the boss, survive the ghost decision, extract, and verify the next map.
Enter the first campaign and use its orb and weapon prompts to learn the loop. Clear the first boss, make the ghost decision without losing the portal, and extract. In the lobby, select a shown starter class, open chests, equip useful gear, buy one improvement for a visible problem, and continue after the next map route is clear.
First-session outcome Bank the first clear, understand the lobby setup, and enter the next map with one deliberate class, equipment, and upgrade plan.
Already past the tutorial?Resume at the first checkpoint whose result you cannot verify. A completed boss is not banked progress until extraction, and owned gear is not a plan until each equipped slot has a job.
For a first campaign run with no tested combat loop.
For a boss clear that still has a ghost-phase and portal decision.
For a cleared run with chests, class choice, gear, and upgrades waiting.
For a player ready to compare the new setup.
Pair every action with a visible result. When a result is missing, repair that checkpoint instead of changing class, gear, map, and upgrades together.
Open Beginner GuideUse the full tutorial, extraction, lobby, and next-map checklist.HYPETMRW, SINGULARITY, WORLD2HYPE, CLASSES, and LAUNCH were supported as active by retained target-game sources at the review time. Reward amounts were omitted because current sources did not report them consistently. Finish the tutorial, open Store on the right, scroll to the Enter code field, paste one exact string, and press Redeem once. The live response can supersede the dated list.
HYPETMRWUse the exact uppercase string and read the Store result.
SINGULARITYSupported by two retained sources; the live response decides status.
WORLD2HYPEKeep the numeral in place and remove spaces before claiming.
CLASSESEnter after the tutorial through the bottom of Store.
LAUNCHConfirm the same account has not already redeemed it.
This site-created S/A/B/C preview compares four weapons seen in current-game footage by early access to a clear job, ability to shape crowded waves, synergy visibility, and setup burden. It is not an official balance list and does not claim numeric damage. Bow receives the highest grade because the recorded run showed a clear level path and a linked evolution outcome. War Banner offered a visible area and safe-space role. Fire Staff supplied area pressure. Chain Lash was observed but had less clearly documented decision value in the retained session.
Compare classes, weapons, gear, builds, and teams with explicit criteria.
Grades combine a weapon's documented role in the observed run, clarity of progression or synergy, crowd usefulness, and setup burden. They do not represent official damage tiers or permanent balance.
S means the clearest documented early decision path in this four-weapon sample, not universal top damage.
Use when controlling space matters; placement and current live effects still decide value.
B reflects narrower retained evidence than Bow or War Banner, not a statement that the weapon is weak.
C means least supported for an early recommendation in this sample; live upgrades can change the choice.
Editorial grades cover only four observed weapons and can change when the live roster, balance, class, map, or progression stage changes.
Choose a class by the job your current run cannot cover, then verify that job on one comparable map instead of trusting a permanent best-class claim.
Review the observed roles, roster boundary, and live class checks.
Ranger and Engineer were observed directly, but the current class screen—not this partial archive—defines the complete roster and every live ability.
| Observed class | Observed identity | Player test | Decision result |
|---|---|---|---|
| Ranger | Observed with the Skirmish ability and a bow theme during starter selection. | Read the live class description, name one job such as ranged pressure or battlefield control, and keep the map and broad progression stage stable for the test. | The selected class repeatedly solves the named run problem without creating a larger survival or team-role gap. |
| Engineer | Observed as a class with a gun theme; exact turret or gadget rules require the current class panel. | Use Engineer when the party needs a controllable area or setup point, keep the encounter stable, and observe whether the class creates safer room for the group. | Keep the role only when its visible setup changes pressure or team positioning; otherwise return to the live class list and test a different job. |
Reserve both required component slots, level the linked pair together, and take the evolution card only after the live run shows the requirement is ready.
Use the full pairing, slot, and verification route.
A recorded bow pair became Super Bow. Every other exact recipe, component cap, and availability remains a live-game check.
The first phase protects the dependency that makes an evolution offer possible.
Inspect the current pairing hint, keep both components, direct level-up choices toward their shown caps, and watch later offers for the named evolution.
Use later choices to advance each required component instead of maxing one while leaving the other unable to qualify.
Do not treat a guide recipe as complete until the run offers and applies the actual transformation.
Read the offered name and linked result before choosing it, especially when several level-up options compete for the same slot.
Select the card once and confirm the old pair is represented by the evolved result before changing another part of the build.
Bank reliable campaign rewards first; treat the post-boss ghost multiplier as an optional risk decision, then add quests or verified codes as separate sources.
A normal map clear creates the reliable baseline for Gold decisions and also supplies the encounter needed to test the build.
The observed ghost phase can raise the reward multiplier, but it turns a completed boss clear into a new survival and extraction decision.
Quests were observed as a separate reward source, useful when their visible objective already overlaps the run you intended to play.
Codes are a dated supplemental source. A maintained list can supply a candidate, while the Store response determines current account status.
Diagnose combat failure by the first lost resource: movement space, health stability, damage pace, or the extraction lane. Repair that one constraint before rebuilding everything.
Use the complete movement, upgrade, boss, ghost, and extraction loop.
The player is forced through dense packs and takes damage before upgrades or weapons can create room.
Possible causeThe route may be cutting through the center, or the build may lack enough area pressure for the current density.
The build still defeats enemies, but repeated contact or boss pressure empties health before a stable checkpoint.
Possible causeMovement may be too tight for the encounter, or the run may need a visible sustain option rather than another damage-only choice.
The boss falls, but extra ghost pressure cuts off the portal or defeats the player before rewards are secured.
Possible causeThe multiplier decision may be extending the run beyond the build's remaining movement space or sustain.
Upgrade the system that caused the last failed run, then compare one similar attempt before buying another level or replacing more gear.
Use the full before-and-after equipment test.
Observed options include damage, attack speed, maximum health, range, experience gain, weapon slots, and passive slots, but the list is not asserted as a complete permanent tree.
Choose damage or attack access for a clear-speed problem, health for survival pressure, or capacity and experience when the build cannot assemble its planned pieces.
Use the displayed Gold cost and effect instead of importing an old table or assuming every level has the same value.
Keep the class and broad equipment plan stable so the next run can reveal what the permanent upgrade changed.
These pieces shape the loadout before and during a run, and one weak slot can block a synergy or leave a survival gap.
Open earned chests in the lobby, compare the current item effect with the failed checkpoint, and replace one slot only when the new item has a stated job. Keep the previous piece available when possible until a comparable run confirms the change.
Experience-orb collection leads to run choices that must complete the active loadout rather than fight the permanent setup.
Collect safely, then read which weapon, passive, or upgrade advances the run plan.
Protect both halves and their required levels before waiting for the transformation card.
Use the first lost resource—space, health, damage pace, or extraction—to decide which offer has value.
Use the Play on Roblox action in the Hero for the FAKT experience at place ID 100227226022278. This wiki is independent.
Yes. The verified Roblox profile attributes the experience to FAKT; this fan site is not the developer or Roblox support.
Start a run, collect experience, choose upgrades, defeat the boss, decide on ghost risk, and use the portal to bank rewards.
Use the exit portal after the boss sequence. The ghost multiplier adds risk, and the reward is not secured until extraction succeeds.
HYPETMRW, SINGULARITY, WORLD2HYPE, CLASSES, and LAUNCH were supported on September 28, 2026; Store feedback can supersede the list.
A recording described 50 waves and a rotating weekly boss, opening after Tangle Thicket on any difficulty. No patch version is claimed.