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The idea in this game is you get candles. Eventually, die/restart and spend the candles to become stronger the next time you restart.
You can unlock the memories so there is a degree of persistence between runs with your hero.
When spending points on your heroes, this is permanent as well.
To get to the mountain need the trophy from boss.
https://darkestdungeon.fandom.com/wiki/The_Timeless_Wood
But otherwise, yes - all Hero progress is otherwise lost.
To be a bit pedantic here, while I am not claiming you're saying this, I want to clarify that meta progression is not a feature of roguelikes, but often of roguelites. You start out more or less the exact same way in roguelikes every time, and there's no change between runs.
On a personal note, I tolerate meta progression in most games, but some are egregious and grindy, and one could make the argument that the entire concept of metaprogression is counterproductive to rewarding the skill of the player. To a certain extent, it replaces player skill with time played (this varies widely and depends very much on how it's implemented in each game), which really irritates me.
I simply mean it is in the nature of such games to restart.
I agree too heavy on meta progression style is boring. the gameplay loop can be fun but it takes away from a feeling of success. You arent getting better at a game, simply the game is made to become easier over time and give you more of the necessary tools over time. Feels kind of bad to be honest.
Its why I have mixed opinions on this game. I find it fun and enjoy the runs, but its the type of game where skill or planning isnt so important. Its good to mindlessly pass time while I watch a show or rewind though.
Yes, exactly my feelings. Like, unlocking new stuff is cool, and if that new stuff is a sidegrade that opens up more options and build variety, then awesome, I say. But when so many games make the base level player more powerful and/or challenge weaker, it doesn't feel like I'm the one accomplishing much. You're just making it easier for me to win.
This is purposly designed in that way, so players who just struggle to get better have a chance to still enjoy the game. Imagine you're just really bad at this game and you just can't make it beyond act I without the meta progression - you'd be pretty pissed to have paid 40$ for just act I. So adding that kind of progression is just an inclusive thing to do.
Yeah, if only there was some sort of solution to this problem that didn't rely on a one way street progression that progressively handicaps the game's own difficulty over time. Perhaps even one of several solutions that might have been implemented as bog standard over the course of decades. Really activates those almonds.