Choose your pain

Difficulty Levels — Casual through Insane

Five difficulty tiers, with the top two locked behind a completion. Everything below comes from GamingBolt's pre-launch briefing — including the parts that frustrate players most.

The five tiers

TierAvailabilityWhat changes
CasualFrom the startLearn the missions, low pressure
StandardFrom the startThe intended baseline experience
IntenseFrom the startVeteran tier — mechanics start biting
ExtremeUnlocked after completing the gameHardcore modifiers active
InsaneUnlocked after completing the gameMaximum threat (GamingBolt)

What high difficulty actually does

Per GamingBolt's reporting, the upper tiers layer on a specific set of pressure mechanics:

The pain points players talk about

Friendly fire at high tiers is the mechanic most likely to end friendships — the answer is trigger discipline and loadout planning, not turning it off. Limited ammo crates mean someone should plan around sustained-fire weapons (see the weapons database) and ammo-efficient builds. And "less enemy HP, more elites" means target priority matters more than raw damage.

Recommended climb

Start Standard even if you're a genre veteran — the sequel's enemies are more evasive than the first game's (GamingBolt), and learning Siren and Exploder behavior on a forgiving tier is cheaper than learning it on Intense. Move up when missions feel solved, then push Extreme/Insane with a fixed squad.

Sources: GamingBolt — 15 Things, GamingBolt — 10 New Details.