Difficulty and the hidden challenge runs
Hard mode is its own campaign clear, held by 0.4% of players. The no-damage, no-health-pickup, no-spit and no-slow-motion clears are separate achievements you can stack.

Hard mode is not a slider you can move mid-run: it is a separate campaign clear tracked by its own achievement, and only 0.4 percent of players have it. The same list hides three other challenge runs that ask you to refuse part of the game's own toolkit.
The challenge runs
| Achievement | The rule | Global | Why it is hard |
|---|---|---|---|
| COP SAMURAI ! Katana not included ! | Finish the game on hard | 0.4% | A full campaign, no difficulty drop |
| ROBBO-COP | Clear a level (not the first) without taking damage | 0.7% | One hit resets the attempt |
| It's just a scratch! | Clear a level (not the first) without health pickups | 1.5% | No safety net between rooms |
| Morality police | Clear a level without spitting | 5.0% | Removes the only heal |
| CLOCK PUNCHER | Clear Osaka Chemicals without slow motion | 3.3% | Removes the panic button |
How hard is hard, honestly
The game does not publish a damage multiplier and this site will not invent one. What the achievement data shows is that hard is a real filter: 8.5 percent of players finish the game at all, and 0.4 percent finish it on hard. Whatever the numbers behind it, it is not a formality.
The practical difference is margin. On normal, a bad room costs you health you can earn back by spitting. On hard, the same room costs you the run.
Order to attempt the challenge runs
- Morality police (5.0%) — pick a short, early level and simply do not spit. This is the easiest of the five because health pickups still exist.
- CLOCK PUNCHER (3.3%) — Osaka Chemicals without slow motion. You already know the level by the time you attempt it.
- It's just a scratch! (1.5%) — a level with no health pickups. Choose one where you know the spawn order.
- ROBBO-COP (0.7%) — no damage at all. Same level choice as above, with zero tolerance.
- Hard campaign (0.4%) — last, because it makes every other run harder to practise.
The no-damage mindset
A no-damage clear is not about being fast. It is about refusing every fair fight: bait enemies into doorways, use the Beretta at range, keep a wall between you and anything with a shotgun, and never reload where you can be seen. If you take a hit in the first ten seconds, restart immediately — the level is short enough that restarting is cheaper than playing careful.
What hard mode does not change
The achievement list stays the same, the weapons stay the same, and there is still no upgrade to earn. Hard is not a new mode with new tools; it is the same game with less room for error.
Checked 2026-10-31 against the Steam global achievement table for app 1742440.