Deck-Building Run Progression
Deck-building run progression makes the deck itself the character, assembled from cards offered during a single run and then discarded completely when that run comes to an end.
A run opens with a weak starting deck and a branching map. Each fight offers a card as a reward, shops sell more, and relics rewrite rules for the rest of the attempt. Adding cards dilutes the deck, so refusing a reward is a genuine move and card removal is a service worth paying for. Death resets everything except unlocks, which widen future options rather than strengthen the next attempt.
Mega Crit released Slay the Spire into early access in 2017, joining two forms that had matured separately: the tabletop deck-builder, where a deck is constructed during play rather than before it, and the roguelike run with procedural layout and permadeath. Both are built from randomised, self-contained decisions. Merging them swapped the roguelike's item build for a deck, which is legible, tunable and cheap to author.
Imitators arrived by the dozen, and card-based runs became a default structure for small teams because content scales through combination rather than through art. Costs are the familiar ones for randomised design. A run can be lost to a bad offer rather than a bad decision, and the probability reading that experts do fluently is opaque to newcomers. Balance work is effectively endless.
Lineage — traced back to a root
Every mechanic in this dataset resolves to an ancestral chain. This one is 5 steps deep, beginning with Numeric Score in 1972.
Descends directly from
Carried forward by 1 later game
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Also called: deckbuilder roguelike, roguelike deckbuilder, run-based deck