Skip to content
THE DEVELOPMENT WIKIPROJECT I SPACE FANTASY · CO-OP FPS · ROGUELIKE

State boundaries and progression

Permanent unlocks, selected loadouts, run upgrades and temporary effects have different lifetimes. Keep these boundaries explicit when adding features.

State Stage travel Downing/revive Final run end
Equipped weapons/abilities Retained for run Retained Local selection preferences can remain
Core ranks/run inventory Retained Retained while run survives Cleared after result snapshot
Temporary buffs/control/overflow Follow effect and cleanup policy Temporary effects are cleared/reset as authored Cleared
Stage enemies/projectiles/pickups Stage cleanup Encounter continues while team survives Cleared
Run result snapshot Accumulates during run Records downs/revives Cached for results UI
Local FOV/sensitivity/settings Local and persistent Local and persistent Persist independently
Permanent ability unlocks Intended persistent progression Intended retained Intended retained; persistence milestone still pending

Current menu unlock configuration falls back to all referenced definitions when no explicit unlock list is supplied. That convenience is not proof of a completed permanent-progression save system.

Do not infer permanent currency, permanent stat upgrades, retained loot or weapon progression. Those require a separate design request. Runtime mutable state belongs in player/run services, not shared ScriptableObject definitions.

Source: project progression brief, loadout state, unlock state, local loadout store, run director.