Gaming How-To

Neverness to Everness: How to Clear Runaway Echoes Fast

Every quest reward in the Version 1.3 survival mode, plus the card and relic picks that get you there fastest.

Every quest reward in the Version 1.3 survival mode, plus the card and relic picks that get you there fastest.

Runaway Echoes is the wave-survival mode added to Neverness to Everness with the Version 1.3 update on September 9, 2026. It runs until September 30, 2026, 05:59 (UTC+8), and it splits into two halves that pay out differently. Simulation Drill is a set of fixed stages you beat once each. Saga of Infinity is the endless side, where survival time, kill counts and skill synergies unlock the rest of the quest rewards.

Quick answer: Clear Simulation Drill I through VI a single time each, then run Saga of Infinity for 1,500 seconds in one match while stacking six skills of one element for a Sixfold Synergy. That combination fires every quest reward in the mode.


Every Runaway Echoes quest reward condition

The quest list is the whole reason to play the mode. Nothing here needs a leaderboard placement or a repeat clear, so treat each line as a box to tick once.

ObjectiveWhere to do it
Clear Simulation Drill I–VISimulation Drill
Survive for 1,500s in a matchSaga of Infinity
Defeat 900 enemies in a matchSaga of Infinity
Defeat 30 Echo Bosses in a matchSaga of Infinity
Activate Sixfold Lakshana SynergySaga of Infinity
Activate Sixfold Chaos SynergySaga of Infinity
Activate Sixfold Incantation SynergySaga of Infinity

The three Sixfold lines are separate quests, so you need three qualifying runs to sweep them unless a single run happens to line up six of one type and then six of another. Rewards across the event include the “Unbroken Echo” title, Annulith, Fabricated Dice, Fons, Floe Cinema Tickets and Heterogeneous Units.

Runaway Echoes Quest Rewards list showing completed objectives and their reward items
The Quest Rewards screen tracks each objective separately, including the enemy-defeat milestones. Image: Hotta Studio

Simulation Drill: One clear per stage is enough

Simulation Drill runs from I to VI, and each stage carries its own win condition on the pre-battle screen. A typical one reads “Victory Objective: Defeat 1 Echo Bosses within the time limit,” with a clear condition of defeating the required Echo Bosses within 120 seconds. Beat the stage once and the matching quest reward becomes claimable. Replaying it pays nothing extra toward quests, so there is no reason to grind these.

Check the objective text before you press start. The number of Echo Bosses and the timer are printed on the stage panel, and later drills raise the count rather than change the format.

Simulation Drill I selected with its victory objective and clear condition shown before starting
Simulation Drill I with its victory objective visible before launch. Image: Hotta Studio

How a Saga of Infinity run works

You enter at level 1 every time. Standard skills auto-target and fire on their own, so your input is movement, dodging and card choices. Defeated enemies drop EXP orbs, picking them up fills the level gauge, and each level-up hands you a card draft. The in-run ceiling is Lvl 180, and any individual skill caps at level 15.

An Echo Boss spawns every 60 seconds and drops a large EXP block plus extra items when killed. That timer is also why the 30-boss quest and the 1,500-second quest overlap so neatly. Cards come in three flavors: Skill cards that add attacks, Upgrade cards that raise Attack, CRIT and DEF or adjust range and cooldowns, and Relic cards that grant permanent run-long effects. You can lock a card to keep seeing it, eliminate one from the pool entirely, or refresh the hand.

Note: You can save and exit mid-run in Saga of Infinity without losing progress, which matters when you are chasing a 25-minute survival timer.


Card picks that speed up a run

Turn off auto card upgrades before you settle in. Auto-picking will spend your level-ups on whatever it grabs first, which is how Sixfold attempts fall apart. On the Select a Card screen you can also swap a skill out for an effect card when your six slots are already committed.
Select a Card screen with the Replace a Skill with an Effect Card option highlighted
The Select a Card screen, with the option to replace a skill with an effect card. Image: Hotta Studio
Take an AoE skill in the opening minutes. Echo Cascade is the clean example, and wide clear on packed minion waves feeds far more EXP orbs than single-target damage does. Early levels compound, so the sooner you can delete a wave the faster the rest of the run goes.
Grab the Growth Catalyst relic when it appears. It raises your EXP gain rate, and taken early it pays for itself across the whole run. Later on it is much less useful, so prioritize it in the first few drafts.
Growth Catalyst relic effect card offered in the Select a Card draft
The Growth Catalyst relic effect card, worth taking as early as it shows up. Image: Hotta Studio
Favor legendary relics over another skill level once your core kit is in place. A skill level adds a slice of damage to one ability; a relic’s stat boost applies for the rest of the run. With skills capped at level 15 anyway, the relic is usually the better line.

Forcing a Sixfold Synergy

Sixfold Synergy activates when all six of your equipped skills share one element. The three tracked types are Lakshana, Chaos and Incantation, and each has its own quest line. Skills like Gale Flurry, Tempest Spiral, Shadow Chase, Stormcall, Heavens Ablaze and Sustained Boost are the pieces you are sorting through.

Pick one element early and commit. Decide within the first few drafts which type you are building, because reaching six of a kind by accident almost never happens.
Use Eliminate on off-element skills. Removing them from the pool permanently thins the draft and raises the odds that the card you actually need shows up.
Refresh the hand when nothing on offer fits. This is how you land the last slot, which is usually the hard one — securing a final Incantation skill such as Sustained Boost often takes a couple of eliminations and a refresh back to back.

You will know it worked when the synergy registers in the run’s effect list. Open the effect tabs mid-run to confirm the six matching skills and the active relics are all where you expect them.

Effect List screen with the cube tab open showing collected relics and their effects
The Effect List, with the cube tab open on collected relics. Image: Hotta Studio

Talent Tree points and how many runs you need

Talent points are the only thing that carries between runs. Every match awards them regardless of how far you get, and they buy permanent stat bonuses on the Talent Tree that apply to every run afterward. Kills generate the points, and a single run caps at 60,000.

MetricValue
Talent point cap per run60,000
Time to reach the capAbout 15 minutes
Kills needed for the capAround 3,000
Runs to max the Talent TreeRoughly three capped runs

Once you hit 60,000 in a run, further kills stop adding points, so there is no benefit to grinding past the cap unless you are still working toward the 1,500-second or 900-enemy quests in that same match.


The fastest full-clear order

Run Simulation Drill I through VI back to back. These are short, capped by a 120-second clear condition, and each one only needs a single win.
Enter Saga of Infinity and play a single run out to 1,500 seconds. That one match covers the survival quest and will comfortably carry the 900-enemy and 30-Echo-Boss objectives, since bosses arrive on a 60-second cycle.
Use your remaining runs on the Sixfold quests, one element at a time, eliminating off-type cards from the first draft onward. These runs also refill your talent points toward the roughly three capped runs the full tree needs.

Rewards do not appear automatically. Return to the Quest Rewards screen after a run and claim each completed line manually, otherwise the objective sits marked complete with the items still unclaimed.


Because Saga of Infinity has no time limit, it is easy to burn an hour on a single run for no additional payout. Once the survival, kill and boss objectives are done and the talent point counter has stopped moving, end the run or save and exit. The mode closes on September 30, which leaves plenty of room to spread the Sixfold attempts across separate sessions rather than forcing them in one sitting.