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  4. Difficulties

All 5 Difficulties in Demonology

Updated on August 27, 2026 (about 2 months ago)

Difficulty in Demonology is a contract you sign before the job: harder settings raise the payout multiplier while quietly removing safety rails like setup time, a working fuse box, and forgiving hunt thresholds. The ladder tops out in a custom mode where you pick your own punishments and the multiplier prices them honestly.

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Difficulty type

Standard Difficulties

4 items

The fixed ladder from beginner-friendly to punishing.

Easy

The beginner job setting. Evidence shows up more often, hunts are rare, the fuse box is already on, and the paycheck stays at 1x.

Reward
1x
Hunt threshold
≤25% energy
Fuse box
Starts on
Cursed objects
1
Evidence
Evidence interactions happen more often, so tools like the Laser Projector, thermometer, and Spirit Book fill in faster. Some evidence can also be ruled out after a few minutes if it never appears.
Hunts
Hunts are rarer and shorter, energy drains slower, and ghosts stop hunting after a kill.
Best for
Learning maps and evidence

Medium

The default job setting. Pay is 1.25x, hunts start around 50% average energy, and you have to find the fuse box yourself.

Reward
1.25x
Hunt threshold
≤50% energy
Fuse box
Starts off
Cursed objects
1
Evidence
Standard evidence rate with the usual three-evidence loop. There is no Easy-mode boost and no Nightmare-mode cut.
Hunts
Baseline hunt rules. Ghosts can hunt once average energy hits 50%, with the usual 5-second grace before they appear.
Best for
Default jobs

Hard

A higher-pay preset at 1.5x. Hunts can start at 75% average energy, the fuse box starts off, and one cursed object still spawns.

Reward
1.5x
Hunt threshold
≤75% energy
Fuse box
Starts off
Cursed objects
1
Evidence
Hard does not add a separate evidence penalty. Gather the usual three pieces while surviving earlier hunts.
Hunts
Ghosts can hunt once average energy hits 75%, with the usual 5-second grace. A kill does not stop the hunt the way it does on Easy.
Best for
Higher payout without Nightmare rules

Nightmare

The hardest preset. Pay is 2x, you start at 75% energy with no cursed objects, the ghost room can move, and hunts hit with no grace period.

Reward
2x
Hunt threshold
Start at 75% energy
Fuse box
Starts off
Cursed objects
-
Evidence
Evidence is harder to get. Prints last 60 seconds instead of 120, and Wither shows on the site after about 8 minutes instead of about 3. If the ghost room changes, Ghost Orbs drift to the new room.
Hunts
No setup time and no hunt grace. The ghost room can change during the job, hunts are more frequent, Energy Drinks restore 30% energy, and the Base Camp energy monitor is broken.
Best for
Highest preset payout

Difficulty type

Custom Difficulty

1 items

Build-your-own rules where the multiplier prices each punishment.

Custom

A slider difficulty from 0x practice with hunts off up to 4.07x. You set energy, hunts, evidence, map, and player rules instead of using a preset.

Reward
0x to 4.07x
Hunt threshold
Custom
Fuse box
Custom
Cursed objects
Custom, up to 6
Evidence
Sliders cover how many evidence types the ghost gives, thermometer rate, Spirit Box responses, EMF 5 rate, and print duration. Max Custom is often played with no evidence, identifying from traits only.
Hunts
Ghost sliders cover hunt duration, hunt energy, cooldown, grace, probability, whether hunts happen, whether a kill ends the hunt, walk speed, room changes, and setup time. Turning hunts off pays 0x and is used to learn maps.
Best for
Practice or max payout
Custom controls
Energy, Ghost, Evidence, Map, and Player sliders, plus ghost-type force, weather, evidence chance, cursed-object count, fuse box, and broken flashlights.

What actually changes

Three levers move with the difficulty label. The hunt threshold decides how much energy the ghost needs before it can attack, so higher settings mean living most of the job huntable. The fuse box goes from already-on to actively sabotaged, turning light into a managed resource. Setup time shrinks to nothing, which converts calm evidence routines into speedruns.

Climbing the ladder profitably

  • Stay on lower settings while learning ghost types; a failed high-multiplier job pays worse than a finished easy one.
  • Move up when hunts stop killing you, not when they stop scaring you.
  • Custom difficulty is the endgame economy: stack the punishments you can genuinely handle and skip the ones that end your runs, and the multiplier follows.

FAQ

Q.

What changes between difficulties?

Reward multiplier, hunt threshold, fuse box behavior, and setup time. Harder settings pay more while making hunts earlier, light scarcer, and preparation shorter.

Q.

When should I raise the difficulty?

Once you can survive hunts reliably and identify ghosts without a full setup phase. The multiplier only pays if you finish.

Q.

Is custom difficulty worth it?

Yes, once you know which punishments you can absorb. Stacking the tolerable ones builds a better multiplier than the fixed ladder offers.

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Check out other catalogs from Demonology

View all
GhostsGhosts25 entriesPerksPerks7 entriesEquipmentEquipment23 entriesEvidenceEvidence8 entriesCursed ObjectsCursed Objects6 entriesMapsMaps13 entriesFortune Teller TicketsFortune Teller Tickets13 entriesChallengesChallenges9 entries

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