Bamboo Gaming · Updated

The Binding of Isaac / Game modes

Repentance · Choose the run

Game modes

Normal and Hard follow the story routes. Greed and Greedier build a run around waves, coins and a separate final encounter. Choose the mode that matches the completion or unlock you want.

Four modes, two route structures

Normal

Example: Normal Heart mark

Route
Regular chapters and unlocked alternate routes
Access
Available from the start.
Run pressure
The baseline for learning rooms, bosses and route gates.
Completion
Choose an ending or completion goal. Normal wins grant the applicable Normal reward.

Learn a route here if repeated deaths are preventing you from reaching its checkpoint. A Normal win does not grant that goal's Hard-only reward.

Hard

Example: red Hard Heart mark

Route
The same regular and alternate route structure
Access
Available from the start.
Run pressure
More demanding selected enemy attacks and less reliable resources in Repentance.
Completion
Hard completions cover the matching Normal reward and the applicable Hard reward.

Use Hard when you can survive the route and want its Hard completion. The difficulty setting alone does not open a locked route.

Greed

Normal Greed completion mark

Route
A separate sequence of wave arenas ending at Ultra Greed
Access
Available from the start.
Run pressure
Waves pay coins; shopping and surviving the next button sequence drive the run.
Completion
Defeat Ultra Greed for the Greed completion. Donate remaining coins to advance Greed unlocks.

Plan purchases before starting waves. Saving coins matters, but buying enough damage and protection to reach the donation machine matters too.

Greedier

Red Greedier completion mark

Route
The Greed arena route with a harder finale
Access
Unlocked at 500 total coins in the Greed Donation Machine.
Run pressure
One extra enemy wave per arena floor, fewer coins overall and a second Ultra Greed phase.
Completion
A Greedier completion also grants the matching Greed reward and adds its Greedier reward.

Treat Greedier as its own budget and wave pattern. Normal/Hard story marks do not fill the Greed mark, and Greed does not fill story marks.

Marks belong to the character and the relevant goal. The Heart art illustrates Normal versus Hard; it does not represent every story boss. A seeded run, a challenge or a restricted mod setup can disable ordinary achievements. Use an eligible run when collecting unlocks.

Check your character's completion note

What Hard changes in Repentance

Hard is more than a different mark color. Selected enemy projectiles and movement become faster, champions and difficult layouts are more common, and supplies become less reliable. The Womb's ordinary full-heart damage is a floor rule shared by Normal and Hard.

Less dependable protection

Fewer tinted rocks and reduced Soul Heart drops from blue and purple fires make early protection harder to replace. Heart-type room-clear awards have a separate one-third suppression rule.

Separate the reward sources

Shops can be smaller

Regular Shops have a 50% chance to use a lower upgrade level despite your permanent Shop upgrades. Do not budget around a full inventory on every floor.

Shop and Greed donation unlocks

Learn the encounter again

Some attacks and movements leave less reaction time. A familiar room can still demand a different dodge. Hard does not universally double all damage or add every enemy change to every fight.

Prepare for route bosses

A Greed floor is a spending and survival loop

  1. Prepare before the button. The first five floors have a free Silver Treasure Room and a locked golden Treasure Room. Check both offers and the Shop. The sixth floor, The Shop, has no regular Treasure Rooms.
  2. Survive the enemy sequence. Pressing the arena button starts the first batch. Waves can overlap when their timers expire. Greed has eight enemy waves; Greedier has nine.
  3. Reassess, then fight the bosses. After the enemy batch is cleared, spend and heal before the next activation. Both modes have two required boss waves.
  4. Choose the optional deal wave. Winning the boss sequence makes the exit available. The extra wave opens a Devil or Angel opportunity, so weigh the encounter against your health and possible purchase.
  5. Continue to the finale. The seventh floor ends at Ultra Greed. Greedier adds a second phase. After winning, the Greed Donation Machine uses coins you brought through the fight and advances its own permanent milestones.

Stopping the waves has a cost.

Stepping on the active stop button normally costs half a heart. Clear remaining enemies before using the opened rooms; pressing the button again resumes the sequence. The Lost and Tainted Lost use a coin-payment penalty instead. Character exceptions are not a reason to assume the button is free for every flying character.

Read the wave counter

Required waves or the optional deal?

This reference covers the first six arena floors. The final Ultra Greed floor uses its own encounters. It does not predict enemies, coin amounts or a live seed.

Required for the ordinary floor exit

Enemy wave 1 of 8

Part of the first button sequence. Another wave can arrive when its timer expires, even if enemies remain.

Coins are wave payments. Clear the arena safely before planning your next purchase; Normal room-clear pickup odds do not describe these payments.

Spend toward the goal you chose

Story runs ask you to reach a route checkpoint. Greed asks you to survive a wave budget, then bring coins to the final machine. Greedier unlocks at 500 total Greed donations; Keeper unlocks at 1,000. The regular Shop Donation Machine is a separate counter. Normal room-clear award modifiers do not automatically multiply wave coin payouts.

Learn ordinary enemy patterns before comparing modes
Version and references

Repentance, reviewed October 7, 2026. Repentance+ changes some Greedier rules, so this guide keeps the current dataset's version. Challenges, seeds, special characters and mods can add exceptions. Completion and HUD icons, room doors and boss portraits are extracted game art.