Meta-progression
Permanent progression that persists across runs in run-based games: unlocked characters, currencies spent on lasting stat boosts, new items entering the drop pool, story advancement. Designers use it to convert failure into forward motion — a dead run still 'paid out', which keeps frustration manageable and gives lapsed players a reason to return. It also acts as a difficulty ramp in disguise: players get stronger across runs even if their skill plateaus. The central design tension is how much power to sell: heavy stat-based meta-progression (Rogue Legacy) risks making success feel purchased rather than earned, while unlock-based progression (new items, characters, alternate routes) adds variety without inflating power. Pitfall: front-loading too much of the game behind unlocks makes the first hours feel like a demo. Tuning the earn rate is ongoing balance work, not a one-time decision.
- Dev effort: Medium
- Timing: Real-time or turn-based
- Common in: roguelike
Seen in
- Hades
- Dead Cells
- Rogue Legacy