Run + Return Loop
Every session is a loop, not a campaign. Death isn’t a reset — it’s a checkpoint that funnels resources back into the kingdom so the next sortie launches harder.
The four phases
Section titled “The four phases”1. Loadout
Section titled “1. Loadout”Pick Chip’s gear from the kingdom armory. Inventory pulls from what previous runs banked. Slots: weapon, armor, two utility, four ability slots populated by stolen icons.
2. Sortie
Section titled “2. Sortie”Drop into a procgen shard. Clear waves, recover icons, raid corrupted vaults. Bullet-hell pressure scales with wave count + zone tier. See Combat Loop.
3. Extract or die
Section titled “3. Extract or die”Hit the extract beacon to bank loot at full value. Die and bank ~40% — still a forward step. The kingdom grows either way.
4. Kingdom turn
Section titled “4. Kingdom turn”Between sorties, allies you recruited handle the kingdom on their own. Builders raise structures, gatherers refill stockpiles, fighters defend the perimeter, scouts spot threats. See Multi-Role Units for how the priority-weight job system works.
Then loadout + sortie again.
Why the loop compounds
Section titled “Why the loop compounds”- Resource flywheel — every run banks some loot. Failed runs still feed the kingdom.
- Ally scaling — recruited units keep working between runs. Kingdom output grows even when you’re not playing.
- Ability stacking — stolen icons stack. The build that broke last run might break the next one harder. See Recursive abilities.
- Difficulty escalation — each successful sortie nudges the next one harder. Bigger threats, bigger payouts.
Where the loop lands you
Section titled “Where the loop lands you”- Game Overview — full feature list
- Combat — moment-to-moment mechanics
- Units — multi-role job system
- Steam page — wishlist for demo notification