Fighting Game · Guides & deep dives

Roguelike Adventure Mode

Full runs target 30-60 minutes.

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Section 126 defines Mode.RoguelikeAdventure, a Hades-inspired run-based permadeath fighter mode. A player picks a fighter, clears a procedural dungeon of fight encounters, resets to the hub on death, and carries meta-progression between runs.

Run Structure#

Full runs target 30-60 minutes. The per-run reward table is documented in the contract and data payload, difficulty escalates by room depth, and a cinematic boss appears every sixth room.

Room Graph#

Each run generates a directed acyclic graph with combat rooms, boon shrines, shops, and boss gates. Room enemies are drawn from the V2 fighter pool through V2LaunchRosterData with procedurally tuned AI difficulty.

The hazard library includes low-grav, fog, shrunk-hurtbox, armored, and electric-floor modifiers. Forked paths present defensive, offensive, cosmetic, and lore rewards.

Boons#

The boon library is per fighter and authored at V2/balance/roguelike/<fighter>/boons.csv with CSV to DataTable round trip tooling. Runs select 5-8 boons and 2-3 passives. Boons stack across a run and use Common, Rare, Epic, and Legendary rarity.

Launch examples include Light Punch gains Freeze on hit, Throws inflict Stun, Drive Impact causes Bleed, and Heat Smash deals AoE. Synergy bonuses include Freeze + Stun = Frostbite mega-stun.

Hub And Meta-Progression#

The persistent hub returns the player between runs and carries NPC dialogue, lore progression, meta-currency spending, and roster fighter NPC rotation aligned with Section 63.1. Meta-currency upgrades include more boon slots, better starting equipment, additional starting health, and additional revives.

Bosses And Narrative#

Complete runs include five cinematic realm bosses at launch, with support for 5-8 bosses. Each boss has unique mechanics, lore payoff, post-fight dialogue, and elite Heat +1, +2, and +3 variants.

Each fighter has a starring narrative arc that completes over 10-30 runs, with cinematic payoff per chapter. Hub NPC relationships evolve from per-run achievements, and a true ending unlocks after maximum-difficulty completion.

Multiplayer And Daily Runs#

Two-player co-op supports online and local couch play with shared room boons and shared meta-progression. PvP Roguelike runs two parallel races; the first player to clear the final boss wins, and an opponent ghost overlay shows rival progress.

Daily Run uses the same procedural seed for all players on a given day, records per-run leaderboard score, awards a cosmetic reward to top-N placement, and adds a weekly Heat challenge run with elevated difficulty.