Retro Tower Defense officially advertises Casual, Normal, Hard, and infinite Endless play. The badge inventory also confirms Insane clears, although the public description does not explain where Insane appears or how it differs from the standard menu. Choose a mode by the objective you need—first clear, badge, Mission, event task, reward efficiency, or long-run testing—not by the name alone.
Mode selector at a glance
Casual
Official: named in the Experience description and a clear badge.
Use: learn a map, test affordable placements, and finish an early progression task.
Normal
Official: named in the Experience description and a clear badge.
Use: test a balanced loadout after the lane and upgrade route are understood.
Hard
Official: named in the Experience description and multiple badge conditions.
Use: validate late-wave coverage, boss pressure, and objective-specific restrictions.
Endless
Official: described as infinite.
Use: measure economy, scaling, redundancy, and long-session consistency.
The official Badge API also lists Stone Cold for beating Insane on any map. That establishes the difficulty’s existence, but not whether it is always selectable, unlocked, renamed in a sub-menu, or tied to a special rule. Check the current UI instead of assuming it sits directly after Hard.
Pick the mode for the objective
Read the Mission or badge text before queueing. A generic clear badge can allow any map, while the current Forsaken badges specify Classic Mode, a Forsaken map set, exact difficulty, and whether modifiers are allowed. A Hard win with a modifier will not satisfy an objective that explicitly requires no modifiers.
If the goal is account progression, compare successful rewards per minute rather than the largest reward on one lucky run. A reliably completed Normal run can outperform repeated Hard losses. Record the result screen, party size, boost state, modifiers, and duration.
If the goal is learning, select the lowest setting that still exposes the mechanic you need to practice. Move up when the team can survive the opening, answer group waves, and finish the final durable target without emergency spending.
Classic fixed-clear route
The current Forsaken badges call the standard map format Classic Mode. A fixed clear has a defined finish condition, unlike Endless. Build the route in four parts: cheap opening coverage, mid-run breadth, final-wave damage, and a recovery option. The exact number of waves and enemies can vary by map and difficulty, so watch the live counter.
Do not overbuild economy when the run ends before the investment repays. Place only enough early defense to survive, but complete the upgrade that stops current leaks before adding a luxury support. Save cash before a known difficult section after observing one run rather than copying an undated wave table.
Hard Mode preparation
Hard is a confirmed difficulty and a direct requirement for the official Home Run Forsaken badge. Use the Hard Mode guide for the full preparation route. At the hub level, confirm three things before queueing: the team can cover the opening without a rare expensive placement, it has at least two sources of meaningful damage, and it can respond when one placement area underperforms.
Hard punishes fragile economy. Upgrade timing matters more because a delayed tower can leave the base exposed. Enter with a known first placement and decide which player is responsible for each lane or role. If the run fails, identify the earliest irreversible decision instead of focusing only on the last leak.
Endless changes the value of a tower
Endless continues until failure or exit, so early affordability, long-term scaling, support, economy, and coverage redundancy all matter. A tower that is perfect for a short clear may reach its ceiling too early. A slow economy placement that is wasteful in Classic may become valuable when enough waves remain to repay it.
The Endless Mode guide covers preparation, milestones, recovery, and a directly relevant video walkthrough. Community sources describe multiple Endless sub-difficulties and boss rotations, but those exact schedules remain Community reported until checked in the current run.
Modifiers are a separate layer
Community documentation reports optional modifiers that alter towers, enemies, cash, base health, or wave behavior, often changing Tix and EXP rewards. The official Home Turf badge explicitly allows modifiers, while Clean Sweep and Home Run require none. This proves that the modifier state affects objective eligibility.
Read every modifier before starting. A positive reward percentage does not mean a modifier is efficient for your team. Reduced range can break a map layout; more enemies can overwhelm single-target damage; disabled supports can invalidate the planned loadout. Compare the actual success rate and completion time.
Solo and squad differences
Solo gives full control of round cash, placement, and upgrades. It is ideal for diagnosing a loadout and reproducing a route. Squad play expands the available collection and lets players specialize, which can make Hard and long Endless attempts safer when responsibilities are clear.
Before a squad run, assign opening defense, group coverage, boss damage, support, and economy. Confirm who will place at each scarce central spot. More players do not automatically fix an unbalanced plan, and overlapping support can waste slots or cash.
Read a failure correctly
Difficulty progression route
Clear one map on Casual, then repeat the same map on Normal with the same base roles. Move to Hard after you can explain the opening, main upgrade breakpoint, and final threat. Use Insane only when the current selector exposes it and the account has a reason to attempt it. Use Endless when you want a scaling test rather than a fixed win.
The Difficulty Guide compares evidence and decision criteria without inventing health or reward multipliers. Map-specific placement belongs in the Maps hub, where official badge names help separate confirmed locations from community-only records.
Frequently asked questions
Which difficulties are official?
The Experience description names Casual, Normal, and Hard. Official badges confirm those three and Insane. Endless is officially described as infinite and has its own historical completion badge.
Do modifiers count for badges?
Read the exact badge. Home Turf allows them; Clean Sweep and Home Run explicitly prohibit them. Other badges may have different requirements.
What is the best mode for Tix?
No public official payout table answers that universally. Track successful reward per minute on your account, including boost and party state, with the Tix guide.
Sources
Recommended guides
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