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.
| Field | Meaning |
|---|---|
base-round-gold | Gold reward baseline for round clears. |
gold-per-phase | Extra gold added in later stages. |
base-round-exp | EXP reward baseline for round clears. |
exp-per-phase | Extra EXP added in later stages. |
buy-exp-base-gold | Base gold cost to buy EXP in supply flow. |
buy-exp-per-level | Extra EXP-buy cost per current level. |
exp-to-next-level | Level 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:
hpdefensedamagecritical-damagespeed
Each stat rule contains:
max-levelbase-gold-costgold-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.
| Field | Meaning |
|---|---|
options-per-pick | How many augment choices player sees per unlock. |
claim-timing | When later unlocks become claimable after player reaches unlock level. |
unlock-levels | Run levels that grant new augment picks. |
augments | Full 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
unlock-levels,options-per-pick, andclaim-timingfor augment pacing.base-round-goldandbase-round-expfor overall run tempo.buy-exp-*fields to decide whether supply EXP buying is minor boost or main progression shortcut.- Individual stat costs to control whether players spike damage, speed, or survivability first.