AR-005 — Progression model (LOCKED)

LOCKEDv1 · 2026-08-01

AR-005 — Progression model (LOCKED)

Promoted from Action Required card AR-005. This is the decision of record.

I agree with Claude's recommendation 100%, and I think we should lock this permanently because it defines Astra's competitive integrity. If we ever make Runes or Relics persistent between matches, we immediately break several of our own design principles. --- # AR-005 — Relics & Runes Progression Model (LOCKED) Status: APPROVED Priority: CRITICAL --- # Design Philosophy Astra is a competitive skill-based Battle Royale. Every player enters a match on equal footing. The outcome of a match must be determined by: * Skill * Decision making * Positioning * Teamwork * Aim * Loot choices Never by account age or money spent. --- # Match Flow Every match begins with: text Player Lands ↓ No Relics No Runes No Buffs No Advantages ↓ Loot Phase ↓ Find Weapons ↓ Find Relics ↓ Find Runes ↓ Build Your Loadout ↓ Fight Every player starts identically. --- # Relics ## Definition Relics are temporary weapon enhancements found during a match. Examples: * Shiva Eye * Prana Core * Sacred Rune * Energy Conduit * Divine Blessing * Ultimate Catalyst These exist only inside the current match. --- ## Lifecycle text Match Start ↓ Player Finds Relic ↓ Weapon Evolves ↓ Match Ends ↓ Relic Destroyed Nothing is carried forward. --- # Runes ## Definition Runes are temporary character modifiers found during a match. Examples: * Agni Rune * Vayu Rune * Saraswati Rune * Rudra Rune * Bhumi Rune Runes only affect the current match. --- ## Lifecycle text Match Start ↓ Player Finds Rune ↓ Character Buffed ↓ Match Ends ↓ Rune Removed No permanent ownership. --- # Why? Because every match should create a new story. Example Yesterday Hanuman ↓ Agni Build Today Hanuman ↓ Vayu Build Tomorrow Hanuman ↓ Rudra Build Every match feels different. --- # Permanent Progression The account only stores identity, never power. Permanent progression includes: * Hero Mastery * Weapon Mastery * Legend Progression * Cosmetics * Character Skins * Weapon Skins * Barrier Skins * Titles * Banners * Emotes * Profile Frames * Seasonal Rewards Nothing here changes combat performance. --- # Things That Are Never Persistent The following are always reset at the end of every match: * Relics * Runes * Weapon Evolution * Catalyst * Avatar State * Loot * Healing Items * Barrier Type * Prana * Shield * Weapons * Ammunition Every match begins fresh. --- # Why This Matters If Relics became permanent: A new player fights: New Player ↓ No Relics Against Veteran ↓ Legendary Relics ↓ Permanent Buffs The fight is already unfair. That is exactly what Astra is trying to avoid. --- # Monetization Impact Relics and Runes are never sold. Never included in: * Battle Pass * Premium Store * Bundles * Events * Limited-Time Offers The store only contains cosmetics. This permanently protects Astra from pay-to-win. --- # Technical Architecture Relics and Runes exist only inside the match server. They are never stored in the player account database. Server Lifecycle: text Match Server ↓ Spawn Loot ↓ Players Collect ↓ Match Ends ↓ Server Destroyed ↓ All Relics Deleted Player Database: Stores * Cosmetics * Statistics * Mastery * Progression Never Relics. Never Runes. --- # Hard Rules Protected This decision reinforces: * Hard Rule #005 — Identity over Power * Hard Rule #006 — Never sell competitive advantage * Hard Rule #007 — Cosmetics only monetization * Hard Rule #011 — Gun skill wins fights No amendments are required. --- # Future Expansion Future seasons may introduce: * New Rune types * New Relics * New Catalyst variants However, every new addition follows the same rule: * Spawned during the match. * Lost when the match ends. * Never owned permanently. * Never purchasable. --- # 🔒 Final Decision | System | Persistent? | | ------------------ | ----------- | | Hero Mastery | ✅ Yes | | Weapon Mastery | ✅ Yes | | Legend Progression | ✅ Yes | | Cosmetics | ✅ Yes | | Titles | ✅ Yes | | Banners | ✅ Yes | | Season Journey | ✅ Yes | | Relics | ❌ No | | Runes | ❌ No | | Weapons | ❌ No | | Healing Items | ❌ No | | Barrier Type | ❌ No | | Weapon Evolution | ❌ No | | Avatar State | ❌ No | --- # One improvement I'd make to this design I would introduce a Relic Codex. This does not let players keep Relics—it lets them discover and catalogue them. When a player finds a Relic for the first time, it is permanently recorded in their Codex with: * Artwork * Description * Lore * Gameplay effect * Discovery count * Total uses * Win rate while equipped The Relic itself still disappears after the match, but the knowledge and collection progress remain. This gives players another long-term progression goal without affecting competitive balance, perfectly aligning with Astra's philosophy of identity, mastery, and collection over power.