What it is

Progression is the three-track ladder that paces a single run and the long-term unlocks across runs. A run is a fixed 5-level arc through one planet’s biome (10 levels in Challenge Mode); each played run feeds two meta tracks — a per-hull star tier driven by duplicate pulls, and a per-planet 10-level reward track driven by cumulative XP.

Stats / tables

Run level sequence — normal mode

Run levelKindWorld formEnd conditionDifficulty ramp
1normalOpen biome levelTimed (~4 min)Normal ramp
2normalOpen biome levelTimed (~4 min)Normal ramp
3mini_bossSealed square arenaBoss deathNormal ramp
4hardOpen biome levelTimed (~4 min)Pinned at 1.0; basics-only window skipped
5bossSealed square arenaBoss death → run resultsBoss tier (2× mini scale)

Run level sequence — Challenge Mode

Unlocked per planet after clearing the final boss of that planet on normal mode. Twice as long with the same per-level difficulty curve. Run payouts are doubled at run assembly.

Run levelKind
1normal
2normal
3mini_boss
4normal
5normal
6mini_boss
7hard
8hard
9mini_boss
10boss

Sealed-arena geometry (mini-boss and boss levels)

StatValue
Arena footprintSquare, 2 × 1400 world units per side
Wall thickness2000 world units
Wall containmentPer-frame ship clamp + static cuboid colliders

Boss kind stat multipliers

Applied on top of the encounter’s depth ramp (current run-level / final run-level → ×1.0–×1.5).

KindHP multiplierDamage multiplier
mini_boss4.04.0
boss8.08.0

Ship star progression — XP thresholds and grid

XP for ships is the number of duplicate pulls of the same hull (first pull = ★1 at 0 XP; each later duplicate = 1 XP). Per-star stats are not scaled directly — stars unlock mod backpack grid space.

StarCumulative XP requiredGrid (cols × rows)Grid cells
★103 × 39
★214 × 312
★334 × 416
★475 × 420
★5175 × 525

Planet progression — per-planet 10-level reward track

Each planet has 10 levels gated by cumulative XP. XP sources: completing challenges on that planet (bulk via xp bounty) and completing any run on that planet (base run XP). Players start at level 1; thresholds gate levels 2 through 10. Level 10 caps the track.

Track levelReward typeRarity
1custom_eventcommon
2ship_commoncommon
3weapon_1uncommon
4ship_uncommonuncommon
5alt_bossrare
6ship_rarerare
7planet_masterepic
8ship_epicepic
9weapon_2legendary
10global_bufflegendary

Track reward rarity colors

RarityBorder / accentHeader darkCard body light
commonffffff2a2a2affffff
uncommon50ff780a5c2ad4ffd8
rare44aaff0a2a6ed8eaff
epiccc66ff3a0a5cf0d8f8
legendaryffd228a03000ffe8b0

Base XP thresholds — per-planet track

Cumulative XP needed to reach the next track level. The per-planet multiplier applies to every entry.

Track levelBase XP threshold
2100
3250
4500
5800
61200
71700
82300
93000
104000
(cap)5500

Per-planet XP multiplier and base run XP

Effective threshold for a planet = base threshold × XP multiplier. Base run XP is added on every completed run on that planet (challenges add larger bounties on top).

Planet IDPlanet nameXP multiplierBase run XP
12LANDING SITE1.010
21SUNRISE CITY1.515
3THE VOIDSTAR2.020
30SOLARIS1.010
31SPEEDWAY1.010
32EDEN-51.010
33OLD EARTH1.010
34NETWORK STATION1.010
35DELPHI1.010
36DESOLATION1.010
37OBELISK1.010

Per-planet effective XP thresholds (cumulative)

Track levelLanding (×1.0)Sunrise (×1.5)Voidstar (×2.0)All others (×1.0)
2100150200100
3250375500250
45007501000500
580012001600800
61200180024001200
71700255034001700
82300345046002300
93000450060003000
104000600080004000
(cap)55008250110005500

Reward names by planet

Planet IDCustom eventGlobal buff
12Racing EventGlobal Defense Boost
21City EventGlobal Speed Boost
3Void EventGlobal Damage Boost
30Solar EventGlobal Fire Rate Boost
31Speed EventGlobal Crit Boost
32Eden-5 EventGlobal HP Regen
33Earth EventGlobal Shield Boost
34Network EventGlobal XP Boost
35Oracle EventGlobal Luck Boost
36Wasteland EventGlobal Armor Boost
37Obelisk EventGlobal Magnet Boost

Level preset → biome assignment

Each planet draws its per-level visual identity and hub/spoke layout from a named preset. Layout numerics are unified across presets (hubSize 0.45, spokeWidth 0.8, density 0.99; hub radius 200; spoke half-width 150); only terrain type, palette, particle and illumination knobs differ.

Preset IDDisplay namePatternTerrainLantern preset
derelict_stationDerelict Stationchaoticasteroidssolar_flare
frozen_wreckFrozen Wreck Fieldchaoticasteroidsdawn
volcanic_riftVolcanic Riftringspillarsshatter
bio_organicBio-Organic Expansechaoticasteroidsdawn
sunrise_gridSunrise Gridchaoticcitysolar_flare
voidstar_abyssVoidstar Abysschaoticvoidstar_mixshatter
solar_flatsSolar Flatschaoticasteroidssolar_flare
speed_circuitSpeed Circuitchaoticasteroidssolar_flare
eden_groveEden Grovechaoticasteroidsdawn
old_earth_ruinsOld Earth Ruinschaoticcitydawn
network_gridNetwork Gridchaoticasteroidssolar_flare
delphi_crystalDelphi Crystalchaoticpillarsshatter
obelisk_pillarsObelisk Pillarschaoticpillarsshatter
desolation_fieldDesolation Fieldchaoticasteroidsdawn

Default zone spawn rates (rates in enemies/second before director modulation)

ZoneBase spawn rate
wilds0.4
spoke (dark)0.6
spoke (illuminated)0.2
hub (dark)0.8
hub (illuminated)0.1

How it works

  • A run is bound to a planet. The planet config picks a biome, enemy set, boss, fog density, and a level preset; the level preset supplies the LevelConfig that drives hub/spoke topology, palette, illumination, and zone spawn pools.
  • The run plays out the 5-level sequence (10 for Challenge Mode). Per level, the engine reads the level kind to decide world form, AI director pinning, and end condition.
  • Normal levels run for roughly four minutes of biome play on the open hub-and-spoke world with a normal difficulty ramp. The hard level (run level 4 in normal mode) skips the basics-only opening window and pins the ramp at 1.0 for the duration.
  • Mini-boss and final-boss levels swap the biome layer for a sealed square arena 2800 world units on a side, walled in by 2000-unit thickness and a per-frame containment clamp; the level ends only on boss death. Mini bosses spawn alongside a roster; the final boss has roughly 2× the mini’s combat scale.
  • The boss-kind stat multipliers stack on top of an encounter-depth ramp that scales linearly from ×1.0 at run level 1 to ×1.5 at the final run level.
  • Out-of-bounds level numbers (dev-mode beyond the final level) clamp to the boss kind rather than crash; production runs end at the final level and route to the results screen.
  • Ship stars rise with duplicate pulls of the same hull. The first pull unlocks ★1 immediately; each later duplicate is 1 XP. Reaching ★5 needs 17 cumulative duplicates after the first pull (18 total pulls).
  • A new star only unlocks a larger mod backpack grid. Hulls do not jump tiers in raw combat stats just because the star rose; per-star stats interpolate between ★1 and ★5 endpoints with t = (star − 1) / 4.
  • A completed run banks two flows of XP onto the planet track: a fixed base run XP for finishing, plus larger challenge bounties earned during play. Per-planet thresholds and per-planet base run XP scale together so harder planets demand more total XP but pay more per challenge.
  • The planet track starts at level 1 and caps at level 10. Each crossed threshold awards exactly one reward keyed to that level (1–10) and that planet. Reward types repeat across planets but the names, signature ships, weapons, alt boss, and global buff vary per planet.
  • The track UI shows an overall fill across all 10 thresholds (pct = xp / threshold[9]) and a current-level fill against the next threshold; at level 10 the bar is fully filled and the level returns 10 with zero remaining range.
  • Challenge Mode is unlocked per planet after clearing that planet’s final boss on normal mode. The mode plays the same per-level difficulty curve over 10 run levels with payouts doubled at run-assembly time.

Interactions

  • The planet config supplies levelPreset per planet; that preset (a LevelConfig) feeds the world generator’s hub/spoke precompute and the zone-aware terrain fill on every run level.
  • The level kind for the current run level drives the world generator and the AI director: normal/hard use the open biome world plus the director’s biome enemy pool; mini-boss and boss kinds load the sealed arena and pin a boss encounter instead.
  • The encounter system applies the boss-kind HP and damage multipliers (×4 mini, ×8 boss) together with the encounter-depth ramp (×1.0–×1.5 by run-level fraction).
  • Ship XP feeds the mod backpack grid sizing; the grid gates which mods can be installed for that hull. The hull base stats lerp between ★1 and ★5 endpoints; mid-star pins on a hull break the line on a specific stat.
  • Run completion credits the planet track with base run XP plus challenge bounties. The planet track stores XP per planet, so progress on one planet does not advance another’s track.
  • Track level 1 unlocks a planet-specific sub-event that may then spawn during runs on that planet; track level 5 unlocks an alternate boss for that planet; track level 7 unlocks an advanced planet variant; track level 10 grants a permanent global buff that applies on every planet thereafter.
  • Per-run level-up XP, weapon-chest fractional upgrades, and reward card rolls live on the world / leveling system and feed into a run independently of the run-level sequence; the run-level sequence governs only the world form, end condition, and difficulty pinning.

What it does NOT do

  • Does not let normal mode runs continue past the final boss level — clearing the final boss routes to the results screen.
  • Does not change run length based on the chosen hull — the 5-level (or 10-level Challenge) sequence is fixed per mode.
  • Does not award doubled payouts in normal mode — Challenge Mode applies the ×2 payout at run assembly, not in the per-run-level sequence.
  • Does not scale ship hull base combat stats directly with star tier — a higher star only enlarges the mod backpack grid and (for hulls with per-hull ★5 overrides) shifts named ★5 endpoints.
  • Does not award track XP toward other planets — each planet’s track XP is independent.
  • Does not surface a player level cap on the planet track — the track caps at level 10; beyond level 10 the bar reports fully filled.
  • Does not progress the track from challenge or run XP earned before reaching level 1 — players start at level 1 with 0 XP; the first threshold unlocks level 2.
  • Does not gate Challenge Mode by anything other than clearing that planet’s final boss on normal mode.
  • Does not let the boss-kind multipliers and the depth ramp stack additively — depth ramps the encounter scale to ×1.0–×1.5 and boss kind multiplies that result by ×4 or ×8.
  • Does not allow mini-boss or boss levels to end on time — the sealed arena exit is boss death only.
  • Does not let any entity (player, projectile, knockback push) leave the sealed arena footprint — wall thickness plus per-frame clamp plus static colliders enforce containment.
  • Does not assign different per-level layout numerics per planet — hub size, spoke width, and density are unified across level presets, with only terrain type, palette, and visual flair differing.