DevLog · v2.1

EnchantmentTable

A long-term per-run power system, designed to reward smart shop play without breaking class identity. Eight levels, each with a different bonus and visual effect — and they survive every weapon change.

How it worked

100 gold per level, up to 8 levels.

When you reached an enchantment room, you could tap the enchant prompt to invest 100 gold for one enchantment level (this cost was later doubled in v3.4). Each level granted a different effect and added a new visual layer to your weapon.

  • Max level: 8.
  • Persistence: enchantments carry over when your weapon family changes mid-run.
  • Applies to: swords, longswords, bows, longbows and elemental staves.
Why persistence matters

Investing without regret.

The most important design decision was that enchantments stick when you swap weapons. Without persistence, players would refuse to enchant before late floors in case a better weapon dropped. With persistence, enchanting becomes a free investment that the run economy can plan around.

Visual identity

Why each level looks different.

Each enchantment level adds a visible glow, particle effect or trail. The visual progression isn't just decoration — it's a signal to other players in co-op that a teammate's build is online, and a quick way for the player themselves to feel the run getting stronger.

The mistake we corrected

Why the price went up later.

At 100 gold per level, players who reached the table early could be at level 8 by floor 15 and stay there. That made later runs feel flat — enchantments stopped being a tradeoff. v3.4 raised the cost to 200 gold per level to restore the tension between enchanting and buying health or damage at the shop.