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Progression Config

Progression is split across economy-config.yml, stat-config.yml, and augment-config.yml.

Economy Config

economy-config.yml defines run income and level pacing.

FieldMeaning
base-round-goldGold reward baseline for round clears.
gold-per-phaseExtra gold added in later stages.
base-round-expEXP reward baseline for round clears.
exp-per-phaseExtra EXP added in later stages.
buy-exp-base-goldBase gold cost to buy EXP in supply flow.
buy-exp-per-levelExtra EXP-buy cost per current level.
exp-to-next-levelLevel table from current level to next threshold.

EXP buy uses gold, current level, and table thresholds. Once a player reaches max-level from main-config.yml, EXP buying stops.

Stat Config

stat-config.yml defines gold-based upgrades for run stats.

Default keys are:

  • hp
  • defense
  • damage
  • critical-damage
  • speed

Each stat rule contains:

  • max-level
  • base-gold-cost
  • gold-cost-per-level

Upgrade cost grows by current level, so repeated upgrades become more expensive within same run.

Augment Config

augment-config.yml defines pick flow and augment catalog.

FieldMeaning
options-per-pickHow many augment choices player sees per unlock.
claim-timingWhen later unlocks become claimable after player reaches unlock level.
unlock-levelsRun levels that grant new augment picks.
augmentsFull augment definitions table.

claim-timing supports three modes:

  • IMMEDIATE: unlock becomes claimable right when player levels up.
  • NEXT_ROUND_START: unlock queues on level-up, then opens at next combat, boss, or supply round entry.
  • SUPPLY_ROUND: unlock queues on level-up, then opens only when next supply round begins.

Level 1 pick stays immediate at run start in every mode.

Each augment entry includes:

  • id
  • enabled or disabled state
  • tier
  • category
  • display name and description
  • modifier values or a reason it is disabled

What Operators Usually Tune First

  1. unlock-levels, options-per-pick, and claim-timing for augment pacing.
  2. base-round-gold and base-round-exp for overall run tempo.
  3. buy-exp-* fields to decide whether supply EXP buying is minor boost or main progression shortcut.
  4. Individual stat costs to control whether players spike damage, speed, or survivability first.