Skip to content

Progression

Dominik Burger edited this page Jun 7, 2026 · 7 revisions

Progression [CURRENT]

  • XP per level: 100. On reaching 100, level +1 and the carry-over resets; HP/energy refill to the new level's max.
  • Defeat a monster: 20 + level*10 XP and 4 + level*2 gold.
  • Catch a monster: 30 + level*15 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. SP via the lobby's Base Upgrades scene; MP via the server buyUpgrade handler (engine: src/engine/upgrades.js). [CURRENT] (MP buy-UI pending)

Clone this wiki locally