---
key: mechanic/engagement-retention--family-03
type: mechanic
id: engagement-retention--family-03
lang: en
title: Progression and empowerment
summary: >-
  Progression unlocks new actions and creates a sequence of attainable goals.
  The player can see what their effort changed.
updatedAt: '2026-10-22'
status: active
url: >-
  https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-03/
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-03.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-03.md
aliases:
  - Progression and new possibilities
tags:
  - 'Engagement, retention and addictive patterns'
  - Mechanics catalog
sourceIds:
  - source-7f09c8a736762f4f
sources:
  - id: source-7f09c8a736762f4f
    title: Slay the Spire
    url: 'https://www.megacrit.com/press-kits/slay-the-spire/'
    verifiedAt: null
relations: []
placements:
  - catalogId: engagement-retention
    id: family-03
    title: 'Engagement, retention and addictive patterns'
    url: 'https://gamemechanics.pro/en/mechanics/engagement-retention/#family-03'
    categoryIds:
      - section-1
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: Progression and new possibilities
    description: >-
      Progression unlocks new actions and creates a sequence of attainable
      goals. The player can see what their effort changed.
    image:
      src: images/mechanics/slay-the-spire-unlocks.webp
      width: 1440
      height: 810
      game: Slay the Spire
      sourceUrl: 'https://www.megacrit.com/press-kits/slay-the-spire/'
      originalUrl: 'https://www.megacrit.com/images/ss20.jpg'
      credit: Mega Crit
      rights: © Mega Crit. All rights reserved.
      caption: Permanent card unlocks for future runs
      alt: Permanent card unlocks for future runs
      markers:
        - x: 50
          'y': 45
          label: New elements expand future action options
    tips:
      - Unlock meaningful possibilities rather than only increasing a number.
    examples:
      - title: Slay the Spire
        url: 'https://www.megacrit.com/press-kits/slay-the-spire/'
endsAt: null
provenance: >-
  Original editorial design catalog consolidated from project discussions on
  2026-10-20. Complete discussion item lists and contextual limitations are
  preserved; linked primary sources support specific techniques, not the entire
  classification. English translation was prepared with machine assistance and
  editorial review.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/engagement-retention
---
# Progression and empowerment

id: engagement-retention--family-03
type: mechanic
key: mechanic/engagement-retention--family-03
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-03/

Progression unlocks new actions and creates a sequence of attainable goals. The player can see what their effort changed.

## At a glance

![Permanent card unlocks for future runs](https://gamemechanics.pro/images/mechanics/slay-the-spire-unlocks.webp)

[Slay the Spire](https://www.megacrit.com/press-kits/slay-the-spire/) · © Mega Crit. All rights reserved.

1. New elements expand future action options

- Unlock meaningful possibilities rather than only increasing a number.

- [Slay the Spire](https://www.megacrit.com/press-kits/slay-the-spire/)

## How it works

Development opens up new opportunities and creates a sequence of achievable goals.

## Variants

### Variants and applications

<a id="family-03-variants"></a>

- Experience and levels: each lesson brings a noticeable stage of development closer <a id="variant-engagement-retention-03-01"></a>
- Stat growth: numbers show accumulated power <a id="variant-engagement-retention-03-02"></a>
- Skill Trees: The Next Node Promises a New Opportunity <a id="variant-engagement-retention-03-03"></a>
- Gradual discovery of mechanics: the game regularly expands the range of available actions <a id="variant-engagement-retention-03-04"></a>
- Unlocking territories and modes: progress gives access to the next layer of content <a id="variant-engagement-retention-03-05"></a>
- Development of a base or settlement: changes are saved and become a visible result of investments <a id="variant-engagement-retention-03-06"></a>
- Parallel leveling: character, weapon, profession and faction are developed simultaneously <a id="variant-engagement-retention-03-07"></a>
- Continued growth after the main ending: additional levels and systems leave long-term goals <a id="variant-engagement-retention-03-08"></a>

## Context and limits

A map of 160 techniques for analyzing interest, returns, costs and pressure on the player. Involvement in itself does not mean dependence; the presence of separate mechanics does not determine the diagnosis or prove causation. This is the author's classification for critical analysis of design, and not a scientifically established list of the causes of gaming disorder. Assess context, audience, voluntariness of participation, and opportunity to stop.

## Connected materials


## Sources and provenance

Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.

- [Slay the Spire](https://www.megacrit.com/press-kits/slay-the-spire/) (id: source-7f09c8a736762f4f)

CC-BY-4.0 · gamemechanics.pro contributors
