system

Use when

The game is run-based and you need each death to advance a longer arc, so failure feels like progress instead of a wiped slate.

Meta-Progression — Persistent Unlocks Between Runs

What it is. The layer of power and content that survives death. A run ends; the run’s soft growth resets; but a slower, permanent ledger — unlocked weapons, upgraded stats, new rooms, story beats — carries forward and shapes the next run.

Player fantasy / why it’s fun. “I lost, but I’m further along.” Meta- progression is what turns a roguelike’s clean-slate purity into a roguelite’s long pull. Death stops being a punishment and becomes content (anchor-hades — every death is a scripted conversation).

When to use / when NOT

Use it whenSkip it when
Runs are short and lossy; you need a reason to re-enterThe genre’s soul is the clean wipe (traditional roguelike, [[FUN.md §10]])
You want to gate content/difficulty behind repeated playPersistent power would erase the mastery that IS the game (Spelunky purists)
Failure needs a consolation that isn’t hollowYou can’t afford to balance a moving power floor

The tension to declare up front: persistent power vs. persistent options. Power (permanent +stats) makes the game easier over time — comforting, but it can turn skill into patience. Options (new weapons, new rooms, new starts) make it wider without making it softer. Most durable roguelites lean options-heavy and keep power gains small and capped.

Variants

VariantWhat persistsRiskExample
Power metaPermanent stat/heart upgradesGrind-to-win; skill floor erodesRogue Legacy manor
Options metaNew weapons/rooms/starts unlockBalance sprawlDead Cells blueprints; Nuclear Throne chars
Narrative metaStory advances across deathsRuns out of contentHades relationships
Difficulty metaHarder tiers unlock (opt-in)Only for the committedHades’ Heat / pact of punishment
Cosmetic metaLooks only, zero powerWeak pull for someSkins, dyes (system-collectibles)

Tuning levers

LeverWhat it controlsHealthy range / rule
Per-run payout floorThe “always earn something” contractEvery run — even a 30-second death — grants something spendable
Power-creep ceilingHow much easier meta makes the gameCap it. Small, felt, bounded — options over raw power
Unlock cadenceRuns between meaningful unlocks~1–3 runs early, stretching later; never a desert
Front-load vs slow burnWhen the good stuff arrivesFront-load the first unlock to hook; pace the rest
Opt-in difficultyWhere mastery lives after power capsAscension/Heat tiers give the ceiling back to skill
Reset granularityWhat a death actually costsSoft (run) power gone; hard (meta) safe. Be explicit

The contract that keeps a lossy loop kind: no run is wasted. Even a death on floor 1 must convert to meta currency. Assert it — the null run (do-nothing, instant death) still returns > 0 to the ledger.

How it wires to Hayao

Fails when…

Verify

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.