Spielerando

Meta-Progression

Meta-progression keeps part of the player's progress after a run ends. Each finished run pays out shards for how far the player got, and the shards buy permanent upgrades between runs. A run pays exactly once, a run that did nothing pays nothing, and every upgrade has a rising price and a top level.

Also called: Permanent upgrades, Between-run upgrades, Persistent progression, Hub upgrades.

A scorched little moss-green lantern-keeper tips a satchel of glowing violet shards into a stone basin, and one of three pillars around it rises a step higher.
Quillmoth Descent, an invented dungeon-delving game. Invented game, image generated with AI.

Paste this to your AI

Copy it into Claude, Cursor or ChatGPT. It already has good values and the usual mistakes in it.

Add "Meta-Progression" to my game.

What it should do: Meta-progression turns a lost run into a step forward. The player always leaves with something, so failing feels like progress and each new run starts a little stronger.

Build it exactly as this state machine. First check that it fits my game, then build it like this:

```mermaid
stateDiagram-v2
  [*] --> hub
  hub: Between runs
  run: Run going
  summary: Run summary
  hub --> run: starts a run
  run --> summary: run ends and pays
  summary --> hub: leaves the summary
  summary --> run: starts another run
```

Use these starting values:
- baseReward: 3 shards
- scorePerShard: 100 points
- winMultiplier: 1.5 x
- abandonShare: 0.5 x
- baseCost: 10 shards
- costGrowth: 1.5 x
- maxLevel: 5 levels
- bonusPerLevel: 0.1 x

Watch out for these common mistakes:
- The end of a run is reported twice: Tell your AI: pay only when the game is in a run, and leave the run in the same step as paying, so a second report finds nothing to pay.
- Starting and quitting at once: Tell your AI: a run with no score pays nothing, and giving up keeps only a share of the reward.
- Buying in the middle of a run: Tell your AI: upgrades can only be bought in the hub or on the summary screen, and a run plays with what it started with.
- Upgrades that make more shards: Tell your AI: keep upgrades to strength and comfort, and if shard income must rise, give it a low top level.
- A fraction of a shard: Tell your AI: round the payout down and the price to a whole number, once, in one place.
- Everything bought too early: Tell your AI: let each level cost more than the one before and give every upgrade a top level.

Do not change anything else in the game. Do not claim anything without proof: model what it takes, and show me what your solution rests on and how I can see that it works. If you cannot show something, say you do not know. When you are done, tell me in plain words how to try it.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP

What it does

Meta-progression turns a lost run into a step forward. The player always leaves with something, so failing feels like progress and each new run starts a little stronger.

How it runs, as a diagram

Everything it can be in, and what moves it on. Your AI builds from exactly this.

starts a runrun ends and paysleaves the summarystarts another runBetween runsRun goingRun summary
How it runs, as a diagram
  • Between runs → Run going: starts a run
  • Run going → Run summary: run ends and pays
  • Run summary → Between runs: leaves the summary
  • Run summary → Run going: starts another run

Good starting values

ValueStart withWhat it changes
baseReward3 shardsWhat any run that scored something is worth before its score counts. It makes a short, bad run still pay a little.
scorePerShard100 pointsHow much score makes one more shard. A higher number makes shards rarer, so upgrades come slower.
winMultiplier1.5 xFinishing the run pays this many times more. Keep it modest, or players stop caring about runs they do not finish.
abandonShare0.5 xHow much of the reward a player who gives up keeps. Below one, so quitting a bad run is never the best way to farm.
baseCost10 shardsThe price of an upgrade's first level. At the default the first upgrade comes after about two ordinary runs.
costGrowth1.5 xEach level costs this many times the one before. Rising prices spread the upgrades out; a flat price lets one upgrade swallow everything.
maxLevel5 levelsThe top level of every upgrade. A top level keeps the strongest player from becoming unbeatable.
bonusPerLevel0.1 xWhat one level adds, as a share of the starting strength. Five levels at the default make an upgrade half as strong again.

What usually goes wrong

The end of a run is reported twice

A death animation, a quit button and a crash handler can all say the run is over. If each one pays, the player is paid two or three times.

Fix: Tell your AI: pay only when the game is in a run, and leave the run in the same step as paying, so a second report finds nothing to pay.

Starting and quitting at once

If a run pays a base amount, a player can start and quit again and again and collect it each time.

Fix: Tell your AI: a run with no score pays nothing, and giving up keeps only a share of the reward.

Buying in the middle of a run

An upgrade bought during a run changes the strength halfway, which feels unfair and is hard to test.

Fix: Tell your AI: upgrades can only be bought in the hub or on the summary screen, and a run plays with what it started with.

Upgrades that make more shards

An upgrade that raises the shard payout feeds on itself: the better the player is, the faster they get better. Early runs end up worth far less than late ones.

Fix: Tell your AI: keep upgrades to strength and comfort, and if shard income must rise, give it a low top level.

A fraction of a shard

Paying 7.5 shards leaves half a shard in the bank, and prices that are not whole numbers show up as 22.5 on screen.

Fix: Tell your AI: round the payout down and the price to a whole number, once, in one place.

Everything bought too early

With flat prices a lucky player has every upgrade in a few runs and the rest of the game has nothing to chase.

Fix: Tell your AI: let each level cost more than the one before and give every upgrade a top level.

How to check it works

Works well with

Clashes with Dynamic Difficulty: Permanent upgrades make runs easier while the game that adapts makes them harder again, so the player gets stronger and nothing changes. Let one of them lead. Tune the adaptive part on top of a fixed upgrade level, or pause it while the player is below a few upgrades.

Common questions

what do i tell my ai to add meta-progression

Paste this: Add meta-progression: when a run ends, pay out shards from its score exactly once, bank them, and let the player spend them between runs on upgrades that stay for good. Each level costs more, and each upgrade has a top level.

what is the difference between meta-progression and experience levels

Experience levels grow a character inside one playthrough. Meta-progression grows the player's account across many runs, and it survives a run that ended badly.

should a failed run still give meta-progression rewards

Yes, that is the point. Pay out for how far the player got, and pay a little more for finishing. A run that scored nothing should still pay nothing.

how do i stop meta-progression from making the game too easy

Give every upgrade a top level, make each level cost more, and keep upgrades to strength rather than to earning more shards. Check the early runs still hurt.

Where it comes from

We could not find a reliable origin for this one yet.

Where this mechanic comes from has not been researched yet.

Games are named only as references. Names and marks belong to their owners, and nothing here is endorsed by them.

What was checked

This is what separates the blueprint from a catalogue entry: the values on this page come from code that runs.

Your AI gets the code

Tested example code comes through the Spielerando connection, so your AI can use it right away. How to connect it