---
key: mechanic/progression-rewards--t241
type: mechanic
id: progression-rewards--t241
lang: en
title: 'Collections, albums and set completion'
summary: >-
  Found objects fill a visible set. Gaps show what remains to discover and turn
  individual rewards into a long-term goal.
updatedAt: '2026-10-21'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/progression-rewards--t241/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/progression-rewards--t241.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/progression-rewards--t241.md
aliases:
  - Collections and set completion
tags:
  - 'Progression, rewards and retention'
  - Mechanics and variants
sourceIds:
  - source-3817d420df0baa92
  - source-1696c3167e4356ed
sources:
  - id: source-3817d420df0baa92
    title: 'Robert Nystrom: State'
    url: >-
      https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown
    verifiedAt: null
  - id: source-1696c3167e4356ed
    title: Hollow Knight
    url: 'https://store.steampowered.com/app/367520/Hollow_Knight/'
    verifiedAt: null
relations:
  - type: uses
    direction: outgoing
    label: Sources in the selection
    key: resource/state-pattern
    title: 'State: Game Programming Patterns'
    url: 'https://gamemechanics.pro/en/resources/#resource-state-pattern'
    jsonUrl: 'https://gamemechanics.pro/api/v1/knowledge/en/resource/state-pattern.json'
    markdownUrl: 'https://gamemechanics.pro/content/knowledge/en/resource/state-pattern.md'
placements:
  - catalogId: progression-rewards
    id: t241
    title: 'Progression, rewards and retention'
    url: 'https://gamemechanics.pro/en/mechanics/progression-rewards/#t241'
    categoryIds:
      - mechanics
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-21'
    title: Collections and set completion
    description: >-
      Found objects fill a visible set. Gaps show what remains to discover and
      turn individual rewards into a long-term goal.
    image:
      src: images/mechanics/hollow-knight-charms.webp
      width: 1440
      height: 810
      crop:
        x: 113
        'y': 143
        width: 1237
        height: 562
      game: Hollow Knight
      sourceUrl: 'https://store.steampowered.com/app/367520/Hollow_Knight/'
      originalUrl: >-
        https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/367520/ss_33a645903d6dd9beec39f272a3daf57174a6cc26.1920x1080.jpg?t=1776125684
      credit: Team Cherry
      rights: © Team Cherry. All rights reserved.
      caption: Found charms and empty spaces
      alt: >-
        Hollow Knight: a collection displays acquired charms and empty positions
        for missing finds.
      markers:
        - x: 33
          'y': 55
          label: An acquired charm fills its collection slot
        - x: 49
          'y': 55
          label: An empty position represents an undiscovered object
    tips:
      - Make the set’s size and collection rules clear.
      - Suggest a search direction without necessarily revealing the reward.
    examples:
      - title: Hollow Knight
        url: 'https://store.steampowered.com/app/367520/Hollow_Knight/'
endsAt: null
provenance: >-
  Original bilingual editorial overviews authored for gamemechanics.pro on
  2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design
  examples; prototype checks describe work to perform, not completed playtests.
  Primary sources support the stated techniques and implementation context, not
  every proposed variant.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/progression-rewards
---
# Collections, albums and set completion

id: progression-rewards--t241
type: mechanic
key: mechanic/progression-rewards--t241
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/progression-rewards--t241/

Found objects fill a visible set. Gaps show what remains to discover and turn individual rewards into a long-term goal.

## At a glance

![Hollow Knight: a collection displays acquired charms and empty positions for missing finds.](https://gamemechanics.pro/images/mechanics/hollow-knight-charms.webp)

[Hollow Knight](https://store.steampowered.com/app/367520/Hollow_Knight/) · © Team Cherry. All rights reserved.

1. An acquired charm fills its collection slot
2. An empty position represents an undiscovered object

- Make the set’s size and collection rules clear.
- Suggest a search direction without necessarily revealing the reward.

- [Hollow Knight](https://store.steampowered.com/app/367520/Hollow_Knight/)

## How it works

A collection turns separate findings into a visible set whose missing entries guide further searches.

## Variants

### Mechanic variants

<a id="t241-variants"></a>

- Silhouettes suggest the shape of a missing entry. <a id="t241-v1"></a>
- Categories connect items through a shared feature. <a id="t241-v2"></a>
- Trading turns duplicates into a path toward gaps. <a id="t241-v3"></a>
- Discovery history preserves location and circumstances. <a id="t241-v4"></a>

## Design example

A plant album's empty mountain category suggests exploring at a different altitude.

Prototype check: Test the final collection entries: completion should have a clearer path than endless blind repetition.

## Context and limits

Progression changes player options and goals; rewards should explain new decisions and preserve useful stopping points. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.

## Connected materials

- Sources in the selection: [State: Game Programming Patterns](https://gamemechanics.pro/en/resources/#resource-state-pattern) (key: resource/state-pattern)

## Sources and provenance

Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.

- [Robert Nystrom: State](https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown) (id: source-3817d420df0baa92)
- [Hollow Knight](https://store.steampowered.com/app/367520/Hollow_Knight/) (id: source-1696c3167e4356ed)

CC-BY-4.0 · gamemechanics.pro contributors
