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Reddit post · Sep 29, 2026

Crazy how much work meta progression is

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villagesonwheelsReddit · Sep 29, 2026

Have you ever wondered what it takes to build a meta progression system for a roguelite?

I hadn't, but I just found out the hard way, as I just finished adding one to my game.

Short summary of what it needed:

  • Track all relevant statistics in the game (monsters destroyed, survive time per map, total survive time, arrow bounces...)
  • Add the functions that increase the tracked stats to everywhere in the codebase
  • Design somewhat fitting challenges for each unlock
  • Logic to check if the unlock is still in challenge phase, available to buy phase, or owned
  • 3 UI's (Unlock Menu, All Time Stats Menu, Game Over View) <- This was tedious
  • Unlock cards to support mentioned 3 phases, Same for the buy/claim section
  • Check what the player owns at start of round & hero/map selection
  • Check what the player unlocked during a round to show them in Game Over View

The nodes Godot provides helped tremendously (MarginContainer, PanelContainer, FlowContainer, GridContainer, H/VBoxContainers for the win).

Last year I was still trying to write UI layout code by hand, imagine I implemented this like that!

Check the game out on Steam: https://store.steampowered.com/app/5066610/Villages_on_Wheels

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