Daily Challenges

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(except in Rebirth)
Kotaku Daily Challenge Mode.png

The daily challenge (or daily run) is a unique run generated every day. Daily Challenges were introduced in The Binding of Isaac: Afterbirth. Daily challenges start the player off with a specific character, seed, end-stage, difficulty and set of starting items. The player is scored and placed on a global leaderboard after ending the run. The run can only be played once per day, but an unscored practice run is unlocked afterward, which is identical to the Daily Run but can be played multiple times. Unlike regular runs, the Daily Run cannot be continued; exiting the Daily Run will end it and disallow further progress.

All unlockables are available during daily challenges (the game acts as if full game completion was attained for this save file). Daily runs cannot be played if mods or the debug console are active. However, mods can be used on practice runs, after finishing a daily run for that day. Finally, achievements are disabled during daily challenges.

The third-party open-source site Greedier Butt (site is down) provides daily run results and in-depth statistics gathered from the official leaderboard. The results are filtered to remove illegitimate ones, for more reliable rankings.

There is, however, a new daily run site under work that gradually improves in visual clarity and quality: http://buttergreed.info:5000/

(in Repentance) Items with the nodaily item tag cannot be found during Daily Challenges.

Curated daily runs

Currently, the game has 52 curated daily runs a year. Each curated daily run offers a different challenge, some quirks, and some restrictions. The list of the disclosed daily runs can be seen here.

Score

Score plays a bigger role in daily challenges, as the player is ranked in the leaderboards by their score. Having a strategy that accounts for how the score is handled is important in achieving an optimal score.

Below is a list of all the starting points for each character.

Character Starting score
Character Isaac icon.pngIsaac (with Collectible The D6 icon.pngThe D6) Starts with 627
Character Magdalene icon.pngMagdalene Starts with 644
Character Cain icon.pngCain Starts with 594
Character Judas icon.pngJudas Starts with 568
Character ??? (Character) icon.png??? Starts with 560
Character Eve icon.pngEve Starts with 566
Character Samson icon.pngSamson Starts with 610
Character Azazel icon.pngAzazel Starts with 600
Character Lazarus icon.pngLazarus Starts with 630
Character Eden icon.pngEden Depends on starting items.
Character The Lost icon.pngThe Lost Starts with 526
Character Lilith icon.pngLilith Starts with 594
Character Keeper icon.pngKeeper Starts with 610
Character Apollyon icon.pngApollyon Starts with 577
Character The Forgotten icon.pngThe Forgotten Starts with 590
Character Bethany icon.pngBethany Starts with 609
Character Jacob and Esau icon.pngJacob and Esau Starts with 630

The final score is calculated based on several bonuses and a few penalties:

  • Stage bonus, the number of points earned for reaching a set of floors;
  • Exploration bonus, points awarded for exploring and clearing rooms or events;
  • Schwag bonus, points earned for collecting pickups;
  • Rush bonus, awarded for clearing Boss RushBoss Rush or Boss Hush ingame.pngHush;
  • ??? or Lamb bonus, awarded for killing Boss ??? ingame.png??? or Boss The Lamb ingame.pngThe Lamb;
  • Mega Satan bonus, awarded for killing Mega Satan Head ingame.pngMega Satan;
  • Damage penalty, points lost for taking damage;
  • Time penalty, points lost for spending time;
  • Item penalty, points lost for picking up items (actives and passives).

Stage Bonus

Stage bonus is pretty straightforward: a fixed value given to each floor you reach. To reach a floor, you need to clear the previous one. Stage bonus is immune to floor restarts (ie: when using Collectible Forget Me Now icon.pngForget Me Now or a 5-pips Dice RoomDice Room, and cannot be pushed higher than 20,000.

Floor reached Bonus points
BasementBasement 1 500
BasementBasement 2 1,000
CavesCaves 1 1,500
CavesCaves 2 1,500
DepthsDepths 1 2,500
DepthsDepths 2 2,500
WombWomb 1 3,000
WombWomb 2 3,000
CathedralCathedral / SheolSheol 3,000
ChestChest / Dark RoomDark Room 4,000*

* The Chest and The Dark Room will not yield any "floor bonuses" by themselves, but you do get 4,000 points for killing Satan or Isaac, or otherwise reaching the 11th floor

Therefore, by reaching these floors, the total Stage bonus gained is as follows:

Floor cleared Total bonus
BasementBasement 1 1,000
BasementBasement 2 2,000
CavesCaves 1 3,500
CavesCaves 2 5,000
DepthsDepths 1 7,500
DepthsDepths 2 10,000
WombWomb 1 13,000
WombWomb 2 16,000
CathedralCathedral / SheolSheol (reached) 16,000
CathedralCathedral / SheolSheol (boss killed) 20,000
ChestChest / Dark RoomDark Room 20,000

Exploration Bonus

Exploration bonus is awarded for visiting rooms, clearing rooms and killing enemies. The damage penalty calculation results in a damage penalty proportional to the players exploration bonus, this means that the player will receive a larger damage penalty the higher their exploration bonus is. The maximum damage penalty is limited to 80% of the exploration bonus.

Room Bonuses

Each room will have its visited and cleared bonus value assigned according to its type and size, with 2x1 and 2x2 rooms accounting for twice the bonuses for visiting and clearing.

Rooms will default to 10 points for visiting and 40 for clearing if not stated otherwise. (in Repentance) Red RoomRed Rooms are worth the same amount as the type of room that they generate as. The table below accounts for the size of Boss RushBoss Rush, Boss Hush ingame.pngHush and Black MarketBlack Market rooms, the reader should take care not to double these values again.

Room type Visited Cleared
Normal room 10 40
ArcadeArcade 10
Sacrifice RoomSacrifice Room 10
(in Repentance)Ultra Secret RoomUltra Secret Room 10
(in Repentance)PlanetariumPlanetarium 10
Challenge RoomChallenge Room 10 200
Boss Challenge RoomBoss Challenge Room 10 300
Mini-Boss RoomMini-Boss Room 10 70
Boss RoomBoss Room 10 100
Boss RushBoss Rush 20 1000
Boss Hush ingame.pngHush Room 20 1000
ShopShop¹ 30
Treasure RoomTreasure Room 30
LibraryLibrary 30
Curse RoomCurse Room 50
Devil RoomDevil Room 50
Angel RoomAngel Room 50
I AM ERRORI AM ERROR room 60
Secret RoomSecret Room 60
Bedroom 60
VaultVault 60
Dice RoomDice Room 60
Super Secret RoomSuper Secret Room 160
Black MarketBlack Market 160

1 (except in Repentance) If Greed is inside, the shop is considered a mini-boss room and worth 70 points for clearing instead of 40

Enemy Bonuses

Killing enemies will add to your exploration bonus. The following formula applies to most enemies that spawn on room entry:

EnemyBonus=MaxHitPoints0.2×5

For example, a Round Worm.pngRound Worm will reward 8 points upon death while its most champion variants (2x health) reward 10 points. Only enemies that spawn on room entry are worth points and count towards the number of enemies in the room, this makes enemies spawned by Reward Plate.pngReward Plate, in Boss RushBoss Rush and those spawned by other enemies worth no points.

Angels spawned by Sacrifice RoomSacrifice Room spikes or by blowing up angel statues will grant 300 points each.

Schwag bonus

Schwag bonus depends on the raw amount of pickups you collected throughout the run; it has an upper limit and it's tied to the item penalty. On the daily leaderboards, you can often see high-ranking people sporting considerable amounts of schwag points, obtained through the means of some kind of "break", as well as many cheaters forging their bonuses as much as the integer limits allow them to.

The game computes the schwag bonus on every engine update, plus once more before showing the final score from a daily run, and it's defined as follows:

+-Minimap::Render()
| Game::End()
'-+-> ScoreSheet::Calculate()
    '~> ScoreSheet::get_swag_points_bonus()

SchwagBonus = GoldenHearts              // 12 max
            + 10 * (RedHeartsContainers // 24 max
                 +  RedHearts           // 24 max
                 +  SoulHearts          // 24 max
                 +  BlackHearts         // 12 max
                 +  EternalHearts       //  1 max
                 +  Coins)              // 99 max
            + 20 * (Keys + Bombs)       // 99 max
            + PickupBonus               // unlimited (???)

You can easily see how Schwag usually caps at 5,452 when not considering the PickupBonus.

The Pickup Bonus

Every time you collect a pickup that is used in the formula above (HP containers, any kind of heart, coins, bombs, keys and batteries) another value is computed: this value is uncapped and can reach the limits of a signed integer, and keeps the tally of everything you've picked up so far. Every consumable has its own value:

Entity_Pickup::handle_collision()
'-> ScoreSheet::AddPickup()
Pickup type Variant Points
Hearts Half Red Heart.pngHalf Red Heart 1
Eternal Heart.pngEternal Heart 1
(in Afterbirth † and Repentance) Half Soul Heart.pngHalf Soul Heart 1
Red Heart.pngRed Heart 2
Soul Heart.pngSoul Heart 2
Black Heart.pngBlack Heart 2
Gold Heart.pngGold Heart 2
(in Afterbirth † and Repentance) Red Heart.pngScared Heart 2
(in Afterbirth † and Repentance) Blended Heart.pngBlended Heart 2
Double Heart.pngDouble Heart 4
Coins Penny.pngPenny 1
Double Penny.pngDouble Penny 2
Lucky Penny.pngLucky Penny 2
Nickel.pngNickel 5
Dime.pngDime 10
Bombs Bomb.pngBomb 2
Double Bomb.pngDouble Bomb 4
Golden Bomb.pngGolden Bomb 35
Keys Key.pngKey 6*
Key Ring.pngKey Ring 4
Golden Key.pngGolden Key 35
Batteries

* bug, should be 2

Once this value is computed, the game will obtain a "final pickup bonus" to add to the formula above and return the definitive amount of Schwag:

p = pickup_bonus;
i = 1.0f;
j = 0.0f;

do {
    k = j;
    x = p < 100.0f ? p : 100.0f;
    j = ((x * i) * 2) + k;
    i *= 0.98;

    if (i <= 0.001f)
        break;

    p -= 100.0f;
} while (p > 0.0f)

In short, the game is taking the uncapped tally of all the pickups and computing a capped value out of it to somewhat limit the Schwag bonus by taking a 2% off at every iteration; that's the reason why Schwag bonus doesn't get much higher after a certain threshold. At around 34,500 pickup points Schwag will cap and no longer increase because $i (which is used to multiply the bonus) will only lead to a 0.1% increase on the total bonus (* 0.001), completely worthless and offset by both the time and item penalties munching at your points.

16,329 points seems to be the upper limit for the Schwag bonus. Adding more pickup points doesn't seem to affect it past that value, even with preposterous amounts (1,874,919,423) Schwag will always cap at 16,329.

Rush bonus

Rush bonus is awarded to the player upon obtaining the event flag relative to either clearing Boss RushBoss Rush or killing Boss Hush ingame.pngHush. Restarting the floor will clear the flag; therefore, it's not possible to obtain multiple bonuses — the maximum amount of obtainable points is fixed to 9,999 when clearing both events.

Event Points
Boss RushBoss Rush 4,444
Boss Hush ingame.pngHush 5,555

??? or Lamb Bonus

A 4,000 points bonus awarded for killing either Boss ??? ingame.png??? or Boss The Lamb ingame.pngThe Lamb in a daily run. Restarting the floor by any mean will not allow the player to obtain multiple bonuses. Only one of the two bonuses is obtainable, for there are no ways to reach ChestChest from Dark RoomDark Room and vice versa.

Mega Satan bonus

A 6,666 points bonus awarded to players after killing Mega Satan Head ingame.pngMega Satan in a daily run (Sunday only, unless curated). Restarting the floor by any means will not allow the player to obtain multiple bonuses.

Damage penalty

Damage penalty is the amount of lost points for suffering damage in a daily run. Its formula is defined as follows:

DamagePenalty=(1.0exp(HitsTaken×log0.812))×(ExplorationBonus×0.8)

Being tied to the exploration bonus, it means that getting hit once in the whole run bears different weights depending on how much you kill and explore:

  • getting hit once (1st floor, 1st room) and quitting the run: (10 exp. bonus) -1 damage penalty
  • getting hit once (1st floor, 1st room) and completing a full run: (20,000 exp. bonus) -295 damage penalty
  • an "average" run: (25 hits, 15k exp. bonus) -4,462 damage penalty
  • an "explore plenty, walk on spikes, eat bullets, dodge into enemies" run: (80 hits, 15k exp. bonus) -9,580 damage penalty

The same hit will come with a progressively heftier price the more rooms you explore and clear, and the more enemies you kill. Assuming the same number of hits and rooms explored, it doesn't matter if the hit happened in chapter 1 or chapter 4.

Some kind of hits count as twice the damage, ie: when getting hit by a Champion, walking on Spikes or otherwise losing a full heart by harm.

Exceptions

Not all forms of damage will add to the damage penalty, there are, in fact, many exceptions:

Time penalty

Time penalty is how many points you lose in a run for spending time clearing floors, and it varies according to the events you've cleared throughout the run.

The formula(s) behind time penalty are as follows:

TimePenalty = Floor(Ceil(((Rush_Bonus
                         + Mega_Satan_Bonus
                         + Lamb_Bonus
                         + XXX_Bonus
                         + Stage_Bonus) * 0.80) * (1.0 - SecondsPenalty)))

Where SecondsPenalty is:

 SecondsPenalty = Exp((Elapsed_Seconds * -0.22) / BaseStagePenalty)

And, in turn BaseStagePenalty is the sum of several fixed amounts of points per each stage and event, called "Expected Stage Times":

Stage reached / event Value
1 (BasementBasement 1) 60
2 (BasementBasement 2) 60
3 (CavesCaves 1) 120
4 (CavesCaves 2) 180
5 (DepthsDepths 1) 180
6 (DepthsDepths 2) 300
Boss RushBoss Rush cleared 240
7 (WombWomb 1) 300
8 (WombWomb 2) 360
9 (??????) 360
10 (SheolSheol / CathedralCathedral)
11a (Dark RoomDark Room / ChestChest) 420*
11b ( Mega Satan Head ingame.pngMega Satan) 420
12 ((in Afterbirth † and Repentance)The VoidThe Void)

* from killing Satan / Isaac in stage 10

Using a Collectible Forget Me Now icon.pngForget Me Now or a 5-pips Dice RoomDice Room will not alter those values.

Item penalty

Item penalty is the amount of points lost for collecting items throughout the run. As far as the game is concerned, an item can be both a collectible (actives, passives) or a pickup (anything making up the Schwag bonus).

The formula is as follows:

ItemPenalty=(SchwagBonus×0.8)×CollectiblePenalty

where CollectiblePenalty=1.0exp(CollectibleCount×0.22Ending×2.5)

where Ending is a "game ending status":

Ending Value
0 None
1 Game Over
2 Boss Mom ingame.pngMom
3 WombWomb
4 SheolSheol
5 CathedralCathedral
6 Dark RoomDark Room
7 ChestChest
8 Mega Satan Head ingame.pngMega Satan
9 Greed mode
10 ??????
11 (in Afterbirth † and Repentance)The VoidThe Void

In short, the game rewards you for going further with as little as possible. Item penalty has an upper bound to ~80% of the Schwag bonus. Schwag bonus has a high impact on the Item penalty.

Curiously, quitting the run in the Void grants a slightly higher item penalty, as Ending will be set to "Game Over" (1), meaning the Item penalty will only be divided by 2.5.

Strategies

  • (except in Repentance) It's possible to obtain a full 20,000 Stage bonus even if the set objective is lower by using a sacrifice room.
  • The player should explore as much as possible, while still allowing time for Boss RushBoss Rush and Boss Hush ingame.pngHush to be completed. It is a good idea to find Secret RoomSecret Rooms and Super Secret RoomSuper Secret Rooms, go into special rooms, and fight against Challenge RoomChallenge Room enemies and Angels. Looking for Crawl SpaceCrawl Spaces is not advised in most cases, as bombs can usually be spent better elsewhere. Items that grant mapping or reveal secrets can be extremely useful for getting a high exploration bonus while clearing floors quickly.
  • (in Repentance) Since Ultra Secret RoomUltra Secret Rooms do not grant more of a bonus than regular rooms, it can be better for score to generate Red RoomRed Rooms where they will grant access to Challenge RoomChallenge Rooms, rather than to use them to look for the Ultra Secret RoomUltra Secret Room.
  • Using a Sacrifice RoomSacrifice Room has a complex cost, starting with 1 hit per half a heart - meaning 2 hits per pop in most cases (no Collectible The Wafer icon.pngThe Wafer, no Percs, etc). A full teleport comes with at least 24 hits (or 12 if the damage can be halved somehow); (except in Repentance) however, teleporting does not raise your damage penalty as much as expected, because reaching the Dark RoomDark Room via teleport doesn't add points to your exploration bonus, only to the stage bonus. Reaching Boss The Lamb ingame.pngThe Lamb by exploring, though, does.
  • (in Afterbirth †) Gaining access to The VoidThe Void and killing Boss Delirium ingame.pngDelirium counts as a won daily run, but it seems that no points are directly (floor bonus) earned for killing it. However, it has effects on the item penalty, as well as giving extra exploration bonuses.
  • (in Repentance) If Collectible Genesis icon.pngGenesis is found in a daily run, it is highly recommended to take it to the very end of the run (right before touching the trophy), since using it will remove the damage and item penalties.
    • It may also be beneficial to leave behind as many pickups as possible on the final floor until after using Genesis to help restore the schwag bonus.

Unlockable Achievements

  • Dedication
    (in Afterbirth † and Repentance) Dedication - Participate in 31 Daily Challenges (they don't have to be consecutive; it will still count if Isaac dies in the first room).

Trivia

Gallery