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Progression

Dominik Burger edited this page Jun 10, 2026 · 6 revisions

Progression [CURRENT]

  • XP per level (exponential): the XP to reach the next level is 100 × 1.15^(level−1) — every monster uses the same fixed curve, so it's 100 for L1→2, 115 for L2→3, ~405 for L10→11, ~1.6k for L20→21. On reaching the threshold, level +1, the carry-over resets, and HP/energy refill to the new level's max.
  • Defeat a monster: 20 + level*10 XP and 4 + level*2 gold.
  • Catch a monster: grants no XP — the reward is the captured monster itself (joined to team/vault, stabilized to a usable HP/energy). Only defeating a wild monster gives XP.
  • Extract: +30 gold run-completion bonus.
  • Gold: persists across runs (kept on death) and is spent in the spirit shop.
  • Spirit Essence: +2 per defeat, +3 per chest; persists across runs; spent to craft/upgrade chains.
  • Team: 4 active slots. Vault: up to 100 (raised by the Deep Vault upgrade).
  • Release (INV-T7): free an unwanted monster from the team or vault for a refund — Spirit Essence + level-scaled gold, the same amount a wild defeat of that monster's level grants (so a release is worth a consistent, non-free amount; both scale with Prospector/Attunement). You can never release your last monster, and releasing the only active one promotes a vault monster to keep ≥1 active. SP via the Inventory slot's Release action; MP via the roster inspect panel's Release button (server release handler, allowed only between rounds). Both use a two-step confirm. [CURRENT]
  • Base Upgrades (account meta-progression): spend gold between runs on permanent upgrades that carry across every run — Prospector (+20%/lvl gold), Attunement (+20%/lvl essence), Deep Vault (+25/lvl vault capacity); 5 levels each, geometric cost. Reached at the camp's Workshop station; engine in src/engine/upgrades.js (MP via the server buyUpgrade handler). [CURRENT]

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