Loop

General gameplay loop

Ascendria will be a roguelike, where dying is "permanent". This means that the game should be replayable, and every run should be different from the other.

Modules

The mountain is split up into separate layers. Every layer has a completely randomized map made up of different modules, much like in The Binding of Isaac.

Every time you enter a module, enemies will spawn, and the modules will "lock up". When you clear all the enemies, that module is considered cleared and you can continue. Entering the module again will not spawn any enemies.

You only get a certain amount of modules you can explore. The modules you can explore are shown through a map. Every time you explore a module, the temperature will go down, making your temperature gauge go down much faster. With the right equipment, you can explore more than usual. Using #lanterns allows you to restore your temperature. You don't have to take risks and take it slow, but if you're willing to you can get a little bit extra by risking your run.

When you think you're ready, you can challenge the boss, located on the first level. You can challenge the boss at any time, but it's not recommended.

Death and dreams

Dying in Ascendria doesn't always mean permanent death. Dying on a normal module by enemies will cause you to respawn, but the temperature will go down slightly, letting you explore less modules.

However, dying to temperature (hypothermia) or to a boss, you will die. Before this you get a #dream. These dreams are small puzzles you can complete to gain one more chance at life. Dying after a dream will end your run.

Looping and powers

Whenever you lose a run, it will start over, and you will gain "light points". These points can be spent on cosmetics or alternatively on "divine powers". These powers have randomized attributes attached to them, like in Nightreign. These can give all kinds of effects, like giving you a head start on attributes, or even giving you skills to start with. You can equip ___ powers at a time.