Distances and multipliers, compared
ThrowVerse has five distance settings, not the three most players ever try. Each one changes three things at once — and they do not scale together.
The five settings
Choosing a distance before a game sets your point multiplier, how fast the aiming reticle sweeps, and how much your throws scatter. Reward scales linearly. Difficulty does not.
| Setting | Points | Sweep speed | Base scatter | Centre hit rate | Points/throw |
|---|---|---|---|---|---|
| 🟢 Easy | ×1 | ×1.0 | ×1.0 | ~100% | ~100 |
| 🟡 Medium | ×2 | ×1.9 | ×2.5 | ~87% | ~193 |
| 🟠 Hard | ×3 | ×2.7 | ×4.3 | ~50% | ~262 |
| 🔴 Expert | ×4 | ×4.1 | ×6.5 | ~26% | ~310 |
| 💀 Master | ×5 | ×5.7 | ×9.0 | ~14% | ~340 |
Sweep speed and scatter are shown relative to Easy. Centre hit rate and points per throw assume a well-timed centre release every throw and count partial credit from the outer rings.
The asymmetry is the story. Going from Easy to Master multiplies your reward by 5, but multiplies your scatter by 9 and the reticle speed by nearly 6. Difficulty outruns reward comfortably.
So why is Master still worth more per throw?
Because of the outer rings. Even a badly scattered Master throw usually lands somewhere, and somewhere is multiplied by five. A Ring 3 landing at Master is worth 250 points — more than a bullseye at Medium.
That partial credit is what keeps the expected value climbing despite the collapse in bullseye rate. Which leads directly to the rule that governs distance choice:
Recommended distance by mode
| Mode | Best value | Why |
|---|---|---|
| Classic | Medium | The throwverse bonus needs volume of centres; Medium banks it nearly every game. |
| Throwverse Challenge | Medium | Only centres pay, and Medium lands roughly six times as many as Master. |
| Around the Rings | Easy → Hard | The early-finish bonus is flat, so clearing fast beats multiplying slowly. |
| Score Race | Hard → Master | Every ring pays and there is no bonus to forfeit. Pure points per throw. |
| VS AI | Easy or Medium | The AI gets sharply better as distance rises. At Expert it matches you exactly. |
Sweep speed is the part people underestimate
Scatter gets the attention because it is what visibly moves the dart. But sweep speed is what actually breaks your timing. At Master the reticle crosses the board almost six times faster than at Easy, which compresses your release window by the same factor.
A timing error that costs you 0.02 of board radius at Easy costs you nearly 0.12 at Master — the difference between a bullseye and Ring 3, before scatter is even applied. This is why stepping up two settings at once feels impossible: you are simultaneously given a smaller window and a bigger penalty for missing it.
Step up one setting at a time, and only once your centre hit rate at the current setting is stable.
A sensible progression
- Easy — learn what a correct release feels like. Scatter is small enough that the dart lands where you released, so the feedback is honest.
- Medium — the value setting for most modes and most players. Spend real time here.
- Hard — the first genuine test. Roughly a coin flip on centres even with good timing.
- Expert — for Score Race and for beating your own records. The AI matches you exactly at this setting.
- Master — highest ceiling in the game, and the only way to unlock the Godlike achievement, which needs a bullseye at Master distance.