Endless mode unlocks after you beat the Witch. Enter through the floor hatch in front of the Church pulpit; each entry costs 1 Stamp. Inside, you fight waves in arena stages and pick a card at every level-up. The Amulet does not work, so the only ways out are dying or drawing the Escape card. Enemies drop no ammo; ammo comes from cards.

How a stage works
- Waves of enemies attack. Kills drop XP shards; collecting them levels you up and offers a choice of cards.
- After 8 to 10 waves a weakened boss appears. Killing it ends the stage.
- Since 1.0, remaining enemies are outlined if nothing dies for 30 seconds, stuck enemies return to their spawn, and uncollected XP shards vanish at the end of a stage.
- You can save and quit between stages.
- Library Cards and the Crown boost gun XP, not Endless XP.
Cards
| Type | Examples |
|---|---|
| Items | A named item, three items, a random weapon, wearable, oil, scroll or trinket, 500 of an ammo type |
| Summons | Common, weapon or gear chest; a cooking station; one of your own storage units or service stations; a vendor; one or five tough allies |
| Run buffs | +50% ammo gain, +10 max health, +10% movement speed, +10% XP, +2 shard pull range, 25% thorns |
| Stage buffs | Double damage, +100% melee damage, double melee XP, full health, repair everything, no durability loss or no ammo use for 3 waves |
| Escape | Travel back to the Church alive. Cannot be banished |
Because the “your storage” summon can bring your Church chests into the stage, spread spare potions and repair items across several containers before you enter.
Arthur’s Endless upgrades
Arthur sells Endless upgrades for Stamps: more cards per level-up (up to four), rerolls and banishes. Rerolls dig for Escape when you want to leave; banishes remove card options you never want (players banish melee cards) for the rest of the run. Experienced players buy up to 12 rerolls and 10 banishes before a long run. Banishing 50 options in total unlocks Exorcist.
Guns for a long run
Durability per kill decides Endless, because enemies drop no ammo and repairs come from cards and your bags. The Russian stage-20 guide gives two ways to keep it low: a durable gun oiled to kill in one shot (6 durability per kill at five enchantments), or a strong gun with no oils at all (1 per shot). It warns against guns under 2,500 durability.
| Role | Build | Endless reason |
|---|---|---|
| Ammo-free main gun | Infinite-ammo D4RT | Three ammo-saving oils reach 100%, so it never needs an ammo card; 1,200 shots from one repair |
| Waves | Explosive 12Ga Corpsemaker | Forty exploding pellets per shot; the Russian guide’s stage-20 main gun was an assault rifle chiselled to 12Ga with Explosions |
| Elites and stage bosses | .50 BMG Pierre-Fusil | 1,480 per headshot for spike-ball knights and the weakened boss |
| Interrupts | A clean high-durability gun with only a Scroll of Surge and a durability oil | Electrocution interrupts enemy attacks; the scroll makes it 2 durability per shot, and High Grade Oil adds none |
The Russian guide predates 1.0; its 12Ga gun now loses seven-eighths of each pellet’s explosion and needs projectile oils, as in our build. SCamp and the Russian guide both take the stage’s double-damage card first: it lasts the whole 8–10 waves and cuts ammo and durability use. Ally summon cards also save durability, since allies have far more health in Endless than in the story.
Gear for a long run
From firsthand stage-20 runs (8 to 10 hours):
- One gun per ammo type, so one empty reserve never leaves you unarmed, and guns with high durability (above 2,500). Durability-free oils are worth their slot.
- Instant Defibrillator: sets you to 100 health instead of dying, once. Players call it mandatory.
- Titanium Helmet for explosion resistance against self-detonating elites; Plate Carrier for armour (movement-speed cards cover its slowdown).
- Detective Pipe (time 15% slower) and the Loaded Die or a Four-Leaf Clover for better drops.
- Supplies on the Japanese stage-20 run: about 15 repair tools plus toilet paper and swabs, about 15 potions and about 30 buff drinks.
Achievements
| Achievement | Requirement | Steam players |
|---|---|---|
| Therapy | Clear stage 1 | 5.7% |
| Medication | Clear stage 3 | 2.2% |
| Meditation | Clear stage 5 | 1.1% |
| Enlightenment | Clear stage 10 | 0.5% |
| Cult Leader | Clear stage 20 | 0.4% |
| Exorcist | Banish 50 options | 0.9% |
Some players have been sent into Endless before beating the game, after using the Amulet or extracting early. No patch up to 1.0.6 mentions a fix; Escape or death returns you to the Church.
Sources
- SULFUR Forever, 0.14.0 (Steam, 4 December 2025)Endless mode with draft cards and Arthur perks bought with Stamps.
- Steam guide: Советы по прохождению 20 волн в бесконечном режиме (Russian, 8 August 2026)Entry for 1 Stamp in the main hall, stage boss after 8–10 waves, kit and an 8-hour stage-20 run.
- Steam guide: Sulfur 日本人向けガイド (Japanese, updated 2 November 2026)Stage-20 loadout, supplies used, Arthur upgrades to four choices, rerolls and banishes.
- Steam discussion: How can I quit the endless mode? (October–November 2026)Escape card is the only exit; Amulet disabled; save and quit between stages.
- Steam discussion: Ammo not dropping in endless mode? (November 2026)No ammo drops; ammo cards and the +50% ammo gain card.
- Steam discussion: Endless kinda sucks (May–July 2026)SCamp: one gun per ammo type plus hard-target guns; take the stage damage card first. Stage 20 cleared with a melee build and two time-slowing pipes.
- SULFUR Wiki: Endless choice list (revised 6 November 2026)Card types and effects.
- SULFUR 1.0 release notes (Steam, 28 October 2026)Endless fixes: XP orbs cleared at stage end, more cookbooks, outlines after 30 seconds.

