Guides
XP & Levels
Meta-progression system — earn XP from runs, level up, and unlock perk slots.
Meta-Progression
XP and levels are persistent across runs. Every run — whether you win, die, or prestige — contributes XP toward your account level. Levels unlock perk slots, giving you passive abilities for future runs.
Level Table
| Level | Total XP Required | Perk Slots |
|---|---|---|
| 1 | 0 | 1 |
| 2 | 200 | 1 |
| 3 | 500 | 2 |
| 4 | 1,000 | 2 |
| 5 | 2,000 | 3 |
| 6 | 3,500 | 3 |
| 7 | 5,500 | 4 |
| 8 | 8,000 | 4 |
| 9 | 12,000 | 5 |
| 10 | 18,000 | 5 |
| 11+ | +8,000 per level | scales by (level-10)/2 |
The XP curve is hand-tuned through level 10. After that, each level requires an additional 8,000 XP with perk slots scaling gradually.
XP Sources
XP is calculated at the end of every run:
| Source | XP Amount | Notes |
|---|---|---|
| Stamp haul | 1% of stamps collected | Your stamp count at run end |
| Adversary kills | 50 XP each | Cumulative across the run |
| L1 construct built | 25 XP | Per construct placed |
| L2 construct built | 50 XP | Per construct placed |
| L3 construct built | 100 XP | Per construct placed |
| Context file found | 30 XP | Per narrative file discovered |
| Survived 10+ days | 25 XP | Bonus threshold |
| Survived 30+ days | 75 XP | Bonus threshold |
| Survived 60+ days | 150 XP | Bonus threshold |
| Victory (win condition) | 500 XP | Only on prestige/win |
Prestige Multiplier
All XP earned is multiplied by your prestige level:
- P0: 1.0x (no bonus)
- P1: 1.2x (+20%)
- P2: 1.4x (+40%)
- P5: 2.0x (double XP)
Higher prestige levels make leveling faster, rewarding players who push through harder win conditions.
XP Optimization
Maximizing XP Per Run
- Collect stamps aggressively — 1% of stamps is your largest XP source in long runs
- Kill every adversary you can — 50 XP per kill adds up fast
- Build all 3 construct tiers — 25 + 50 + 100 = 175 XP from constructs alone
- Find context files — 30 XP each, up to 29 total files
- Survive as long as possible — the survival bonuses stack (25 + 75 + 150 = 250 XP at 60+ days)
- Win if possible — the 500 XP victory bonus is significant
Early Levels (1-5)
At low levels, even short runs contribute meaningful XP:
- A run with 1,000 stamps + 2 kills + 1 L1 construct = ~10 + 100 + 25 = 135 XP
- Level 2 requires only 200 XP — achievable in 1-2 runs
- Level 5 requires 2,000 XP — focus on longer runs with more kills
Mid Levels (5-10)
- Target 500-1,000 XP per run
- Run higher prestige for the multiplier bonus
- Farm adversaries for consistent 50 XP per kill
- Build all construct tiers every run
Late Levels (10+)
- Each level requires 8,000+ XP
- High prestige multiplier is essential
- Long runs with 50K+ stamps yield 500+ XP from stamps alone
- Victory bonus (500 XP) becomes proportionally smaller
Run-End XP Summary
When a run ends (death or victory), you see an animated XP breakdown showing:
- Each XP category with visual bars
- Total XP earned
- Level progress toward next level
- Level-up animation if threshold crossed
The summary has different styling for victory (green tone) vs death (red tone), but XP is awarded regardless.
Tips
- Death is not wasted — you still earn XP from everything you accomplished in the run
- Short runs are fine early — a quick run with a few kills and stamps still pushes you toward level 2-3
- Prestige multiplier compounds — even a 20% bonus at P1 makes a big difference over many runs
- Level 5 is a key milestone — unlocks the Firewall Primer perk (first 3 attacks deal 0 SI damage)
- Constructs are easy XP — build at least an L1 construct every run for free 25 XP