Post
Progression compressed into one disposable attempt, where the build lives fast and dies completely.
Run-based progression gives players upgrades, items, routes, and power spikes that usually last only until the run ends. The drama comes from making temporary choices feel meaningful even though the whole structure is designed to reset.
Example
Slay the Spire builds a deck, relic set, and route over one climb. Enter the Gungeon builds weapons, passives, keys, and hearts over one descent.
Why it matters
Run-based progression is the genre's engine. It creates replayability by making growth intense, temporary, and easy to start over.
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