For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.
Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It’s really hard to say. How do you improve if you don’t know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn’t a great feeling. And then, when I succeed, it doesn’t feel rewarding because I know I only succeeded because of the meta progression.
Having this meta progression as a crutch also stops you from engaging deeply with a game’s mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I’ve recently had this problem with Ball x Pit, for example. I didn’t engage with any of the stats because they all changed so fast that I didn’t see the point.
I’m mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?


I like Shiren 6 (Serpentcoil Island)'s take on it. Shiren the Wanderer tends to be more roguelike than lite, but there’s always been some meta progression.
In 6 instead of making you directly more powerful, it’s mostly about unlocking new mechanics and alternate routes to choose from in new runs.
There is another bit of meta progression I am not much a fan of, and that’s kind of inherited from older episodes, which is ways to save your items and retrieve them in next runs. But it was mostly the previous game Tower of Fortune which had this ultra easy and exploitable, kinda ruined the flow of the game for me.