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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.

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.

Drop into a procgen shard. Clear waves, recover icons, raid corrupted vaults. Bullet-hell pressure scales with wave count + zone tier. See Combat Loop.

Hit the extract beacon to bank loot at full value. Die and bank ~40% — still a forward step. The kingdom grows either way.

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.

  • 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.