Progression curve (levels) and why it relates to spending
In SavageTech there’s a “meta progression” layer we often refer to as levels.
In the API and data model this is represented as the player’s fight stage (a number that increases as the player defeats opponents). You can think of it as: the further a player progresses, the “higher level” they are.
The big idea
Player spending/activity (like bets) fuels progression because it generates the gameplay actions that advance the fight:
That’s the direct correlation:
- More qualifying activity → more combat progress → higher stage (“level”)
- Higher stage → higher multipliers (based on your vendor’s curve)
Prestige curve (your progression curve)
Each vendor has a prestige curve: a list of thresholds that say:
- when the player reaches at least
minStage - apply the
betMultiplier(and optionally associate an external reward)
You manage this curve via:
POST /api/v1/vendor/prestige(add one level)PATCH /api/v1/vendor/prestige(replace the entire curve)
Graph: the default curve in this system
Below is the default prestige curve shipped by the API (stage → bet multiplier).
Example snippet (simplified):
{
"prestigeCurve": [
{ "minStage": 1, "betMultiplier": 1.0 },
{ "minStage": 20, "betMultiplier": 1.302 },
{ "minStage": 50, "betMultiplier": 1.699 },
{ "minStage": 100, "betMultiplier": 2.0 }
]
}
How to explain this to non-technical stakeholders
- Missions keep players coming back (“do X, earn Y”).
- Levels/stages show long-term progress and help you shape the economy.
- The curve is the dial you use to control how quickly progression accelerates as players engage/spend more.
If you want, we can add a small “recommended starter curve” and explain common tuning mistakes (too steep early; too flat late; skipping stages).