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Meta-Progression Design

Source: Extracted and expanded from master_gdd.md §9.
Status: DRAFT — Echoes economy needs spreadsheeting to validate.


Table of Contents

  1. Meta-Currency: Time Echoes
  2. Unlock Shop
  3. Hub Screen
  4. Difficulty System
  5. Run History & Stats
  6. Unlock Pacing
  7. MVP Scope
  8. Open Questions

1. Meta-Currency: Time Echoes

What They Are

A persistent currency earned across runs. Cannot be lost. Spent in the Echo Market on permanent unlocks.

Earnings Table

AchievementEchoesNotes
Island 1 cleared25
Island 2 cleared (Victory)75
Boss perfect-kill (no units downed)+25Per boss
First time clearing an island×2 bonusOne-time per island
Each unit that survived the run+10Per unit still alive at victory
Defeat (died on Island 1)5Minimum payment
Defeat (died on Island 2)15
Synergy discovered (first time)+10One-time per unique synergy
Hard difficulty bonus+50% EchoesMultiplier on top of base earnings
Lethal difficulty bonus+100% Echoes
Breach difficulty bonus+200% EchoesPost-MVP

Example: Typical Run Earnings

ScenarioBaseBonusTotal
First run, die Island 1505 Echoes
Clear Island 1, die Island 225 + 15040 Echoes
Full clear (Normal)25 + 75+25 (perfect boss) + 30 (3 survivors)155 Echoes
Full clear (Hard, first time)(25 + 75) × 1.5×2 first clear bonus on each island + perfect bosses~350 Echoes

Design Target

  • A losing run should give enough Echoes to buy a small unlock (5–30).
  • A winning run should give enough for a major unlock (80–200).
  • A player should unlock something new every 2–3 runs for the first 30 runs.
  • All major unlocks should be achievable within 50–80 runs (matching Hades' ~60-run full unlock curve).

2. Unlock Shop

Categories

CategoryWhat It Unlocks
Key AspectsNew playable Key Aspects for units
CharactersNew starting characters with unique personalities and banter
Starting RelicsStart each run with 1/2/3 relics pre-equipped
Squad SlotsStart with 4 or 5 units instead of 3
BiomesUnlock Island 4 (post-MVP)
DifficultiesHard, Lethal, Breach modes
CosmeticsUnit skins, bucket variants, timeline themes (post-MVP)

Catalog

UnlockCost (Echoes)TierDescription
New Key Aspect: Dark Knight150MajorSelf-damage for massive damage. Edgy. Probably compensating for something.
New Key Aspect: Druid150MajorTransform terrain and heal simultaneously. Hippie energy.
New Character: Greta80MediumRetired blacksmith. Swings hammer. Calls everyone "dear."
New Character: Null120MediumA void that learned to want things. Creepy but polite.
New Character: Tiberius100MediumWashed-up former high priest. Drinks. Still heals.
New Character: Click100MediumClockwork automaton. Extremely literal.
New Character: Lyric80MediumActually a terrible musician. Somehow it works.
Starting Relic Slot 1100MajorStart runs with 1 relic pre-equipped.
Starting Relic Slot 2200MajorStart runs with 2 relics.
Starting Relic Slot 3300MajorStart runs with 3 relics.
4th Squad Slot300MajorStart with 4 units instead of 3.
5th Squad Slot500MajorStart with 5 units.
New Biome: The Sunken City200MajorUnlocks Island 4 (post-MVP).
Difficulty: Hard Mode50MinorEnemies +1 move, faster charge. +50% Echoes. Must win Normal to unlock.
Difficulty: Lethal100MinorNew behaviors, telegraphed combos. +100% Echoes. Must win Hard to unlock.
Difficulty: Breach150Minor(?) telegraphs. +200% Echoes. Must win Lethal to unlock.
Aspect Pool: Function Expansion50MinorAdds 3 new Function aspects to drop pool (Druid, Necromancer, Illusionist).
Aspect Pool: Movement Expansion50MinorAdds 3 new Movement aspects to drop pool.
Aspect Pool: Defense Expansion50MinorAdds 3 new Defense aspects to drop pool.
Aspect Pool: Utility Expansion50MinorAdds 3 new Utility aspects to drop pool.

Total Cost to Unlock Everything

~2,500 Echoes. At ~50 Echoes per run average, that's ~50 runs to full completion. (Comparable to Hades' 60-run unlock curve.)


3. Hub Screen

The Commander's Sanctum — the between-run space.

Areas

AreaFunctionVisual
Timeline TapestryView run history. Each run is a thread in a cosmic tapestry. Hover to see stats.Starfield with glowing threads. Failed runs are dim; successful runs are bright.
Book of FallenAll permadead units, their last wills, their stats. Sortable.A massive floating tome. Pages turn with animation.
Echo MarketSpend Echoes on unlocks.Floating crystal marketplace. Items orbit slowly.
RosterView characters, their banter, their run stats.Carousel of character portraits.
BestiaryAll enemies encountered. HP, abilities, kill count.Illustrated field guide.
Synergy CodexAll discovered synergies. Greyed-out undiscovered ones.Constellation map. Discovered = bright lines.
SettingsAudio, video, controls, accessibility.Standard menu.

Hub Tone

The hub is quiet and contemplative. A music box plays a slow version of the main theme. The Commander's Journal sits open, recording thoughts. The tone here is more sincere — the jokes happen in the run. The hub is where you reflect.


4. Difficulty System

Unlock Chain

Win Normal → Unlock Hard (purchase for 50 Echoes)
Win Hard → Unlock Lethal (purchase for 100 Echoes)
Win Lethal → Unlock Breach (purchase for 150 Echoes)

Difficulty Comparison

FeatureNormalHardLethalBreach
Enemy HP1.0×1.0×1.1×1.2×
Enemy moveBase+1+1+1
Charge speedBaseBase−1 tick−1 tick
New behaviors01/faction2/faction3/faction
Synergy pairs001/fight2/fight
(?) telegraphs0001/fight
Enemy countBase+1/fight+2/fight+2/fight
Echoes multiplier1.0×1.5×2.0×3.0×
Win rate target30–40%15–25%5–10%<5%
More rewards?NoUncommon+ relic choicesRare+ relic choicesLegendary possible from normal fights

Difficulty Philosophy

  • Higher difficulty = enemies are smarter and faster, not bullet sponges.
  • Each tier adds 1–2 new mechanics, not just stat multipliers.
  • Hard mode should still be fun for players who've mastered Normal. Lethal should feel like a different game.

5. Run History & Stats

Per-Run Stats (Tracked)

StatDisplay
Date/timeWhen run started
DurationReal time
OutcomeVictory / Defeat (which island / boss)
Units deployedNames and Key Aspects
Units lostNames and death causes
Damage dealtTotal, per unit
Damage takenTotal, per unit
Enemies killedTotal, per type
Bosses killedWhich, perfect-kill?
Synergies discoveredNew this run
Relics obtainedList
Gold spentTotal
Echoes earnedTotal

Lifetime Stats (Tracked)

StatDisplay
Total runsCount
Wins / LossesRatio
Favorite unitMost deployed
Most killed enemyEnemy with highest kill count
Most common death causeFall damage, spell, melee, etc.
Total Echoes earnedCumulative
Unlocks purchased% complete

6. Unlock Pacing

Expected Player Journey

RunsUnlocks PurchasedTotal Echoes (approx)Player State
1–51–2 minor unlocks25–250Learning the game. First Aspect pool expansions.
5–151 major unlock + 2–3 minor250–750First win (Normal). Unlocking Hard.
15–302–3 major unlocks750–1500Mastering Hard. Unlocking characters.
30–50Remaining major unlocks1500–2500Full completion. Breach attempts.

Anti-Frustration Features

  • Bad luck protection: If a run ends on Island 1 Floor 1, minimum 5 Echoes. The game never gives zero.
  • First-win bonus: First-time clearing an island doubles Echoes. Incentivizes pushing further.
  • Daily challenge (post-MVP): Curated seed, bonus Echoes for participation.
  • No FOMO: No limited-time unlocks. Everything is permanent and earnable.

7. MVP Scope

Included

  • [x] Time Echoes meta-currency + earning system
  • [x] Unlock shop with 10+ items (focus on major unlocks: characters, relic slots, difficulties)
  • [x] Hub screen: Timeline Tapestry, Book of Fallen, Echo Market, Roster
  • [x] 3 difficulties: Normal, Hard, Lethal
  • [x] Run history tracking (per-run + lifetime stats)
  • [x] Unlock chain for difficulties

Deferred to Post-MVP

  • [ ] Breach difficulty
  • [ ] Full unlock catalog (all Aspect pool expansions, all characters, all relic slots)
  • [ ] Bestiary
  • [ ] Synergy Codex visuals
  • [ ] Daily challenge mode
  • [ ] Cosmetics
  • [ ] Steam achievements

8. Open Questions

  1. Echoes economy balance: The numbers above are initial estimates. Need a spreadsheet with monte carlo simulation of player runs to validate the ~50-run unlock curve.
  2. Starting relic slots: Starting with 3 relics = the player skips the first 3 relic choices. Is this too powerful? Maybe start with 2 max, and the 3rd slot is for post-launch.
  3. Aspect pool expansions as unlocks: If new players unlock Function Expansion, the drop pool gets bigger. Bigger pool = less consistency. StS has this problem. Should expansions be opt-in (equippable before run) instead of pool-diluting?
  4. Difficulty as an unlock cost: Should Hard mode cost Echoes, or just unlock for free after first win? Spending currency to make the game harder feels weird. (Alternative: Hard mode unlocks for free after a Normal win. Echoes are for content unlocks only.)
  5. Cloud saves: Meta-progression is persistent between runs. Should it persist across devices? Steam Cloud Saves would handle this, but needs implementation.
  6. Reset option: Can a player reset their meta-progression? (Recommend: yes, "Reset All Progress" in settings. Confirmation dialog. For content creators doing fresh-start challenges.)

Next: Co-op Design

Markdown is the canonical GDD source.