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Roguelike Benchmarks Reference

Run duration, meta-progression, and replayability targets from the genre's best.


Slay the Spire (Mega Crit, 2019)

MetricStS ValueOur Target
Run duration45–90 min45–60 min (solo)
Floors per run~50 floors (3 acts)~9–12 nodes (3 islands)
Floor typesCombat, Shop, Event, Rest, Elite, BossFight, Hard Fight, Shop, Camp, Mystery, Recruit, Relic Forge, Boss
Decision points per run~20 card picks + ~15 relics~9–12 relic picks + ~5–8 aspect drops
Meta-currency per run~10–100 souls (ascension-dependent)~20–150 Echoes (difficulty-dependent)
Unlock pacing1–2 unlocks per run for first 20 runsTBD — need to design the unlock curve
Difficulty scaling20 Ascension levels4 difficulties (Normal, Hard, Lethal, Breach)
Win rate target~30% at base difficultyTBD — should a first-time player win?
Meta-progression gatesCharacters, cards, relicsKey Aspects, starting characters, relic slots, biomes

Lessons from StS

  • Unlocks are addictive. Every run should give progress toward something. Even a failed run should feel like it moved the needle.
  • Ascension is the real endgame. 20 levels of incremental difficulty is why people play 500+ hours. Our 4 difficulties need enough granularity. Consider: 4 base difficulties × modifiers?
  • Card pool dilution is real. StS players debate whether unlocking cards makes the game harder (bigger pool = less consistency). Our Aspect pool has the same risk. Need a system to prevent pool bloat.

Into the Breach (Subset Games, 2018)

MetricITB ValueOur Target
Run duration30–60 min45–60 min (solo)
Missions per run~20 (4 islands × 5 missions)~9–12 nodes (3 islands × 3–4 nodes)
Squad size3 mechs (fixed)3–5 units (variable)
Permadeath impactPilot lost = run over (effectively)Slot opens, can recruit replacement
Meta-progressionCoins unlock squads (5 total)Echoes unlock Aspects, characters, slots
AchievementsPer-squad, per-island, hard-modeFull Steam achievement set (post-MVP)
Win rate target~60% on Normal (player skill ceiling high)TBD
Node typesCombat, Defend, Boss8 node types (more variety, shorter runs)

Lessons from ITB

  • "One more turn" pacing is king. ITB's 5-turn missions are 2–5 minutes each. Bite-sized. Our 10-minute battles need to feel the same way — every turn is a puzzle snap.
  • Perfect information enables mastery. ITB players can calculate every outcome. Our deterministic combat aims for the same clarity.
  • Undo is essential UX. ITB lets you undo an entire turn. We need at least single-move undo. This is not a nice-to-have — it's core to the "no surprises" contract.

Hades (Supergiant, 2020)

MetricHades ValueOur Target
Run duration20–40 min45–60 min
Meta-progressionMirror of Night (dozens of upgrades)Unlock shop (~15–20 items)
Narrative integrationStory progresses across runsTime-looped commander framing
Weapon variety6 weapons × 4 aspects each9 Key Aspects × 11+ Function/Movement/Defense/Utility
God boon systemBuild-crafting via 8 gods × ~15 boons eachAspect slot system (5 slots per unit)
Death is storyZagreus dies constantly. Every death advances plot.Time-loop framing = every failed run is canon.

Lessons from Hades

  • Story across runs is the secret sauce. StS and ITB have minimal inter-run narrative. Hades proved that meta-narrative adds massive retention. Our time-loop framing can carry this if we invest in it.
  • Build-crafting breadth doesn't need depth at first. Hades launched with 8 gods. We're launching with 9 Key Aspects. That's enough if the combinations feel distinct.
  • House of Hades = our between-run hub. We need a hub screen that feels alive. Bestiary, run history, unlock shop, character roster. This is not just a menu — it's the player's home.

Scope Comparison

GameTeam SizeDev TimeContent at LaunchOur Equivalent
StS2 (core)~2.5 years EA + launch3 characters, ~250 cards, ~175 relics9 Key Aspects, ~50 aspects, ~30 relics
ITB2 (core)~3 years8 squads, ~40 weapons9 Key Aspects, ~50 aspects
Hades~20~3 years6 weapons, 8 gods, ~120 boonsN/A (solo dev)
Us120–24 weeks (MVP)9 Key, ~25 aspects, 30 relicsKeep it small. Ship it.

Open Questions

  • [ ] Win rate target: Should a first-time player on Normal difficulty win? StS says no (~5% first-run win rate). ITB says maybe (~60% once you learn it). Our answer determines tuning.
  • [ ] Unlock pacing: How many runs to unlock everything? Hades = ~60 runs. StS = ~20 runs per character. Our target: TBD.
  • [ ] Difficulty granularity: 4 difficulty levels vs. StS's 20 Ascension levels. Is 4 enough for replayability? Or should we have difficulty modifiers (like Hades' Pact of Punishment)?
  • [ ] Failed-run reward ratio: If a player dies on Island 1 Floor 1, they get minimal Echoes. Does that feel bad? StS gives zero meta-currency for early deaths. Hades always gives something.

Markdown is the canonical GDD source.