> For the complete documentation index, see [llms.txt](https://ai-os-and-trend-finder.gitbook.io/ai-os-and-trend-finder-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ai-os-and-trend-finder.gitbook.io/ai-os-and-trend-finder-docs/.spec_system/archive/phases/phase_30/session_08_progression_depth.md).

# Session 08: Progression Depth

**Session ID**: `phase30-session08-progression-depth` **Status**: Not Started **Estimated Tasks**: \~12-25 **Estimated Duration**: 2-4 hours

***

## Objective

Expand the stable first slice into AI OS-flavored progression without changing the privacy boundary.

***

## Scope

### In Scope (MVP)

* Add skill-linked classes or relic modifiers derived from `skills.active` and `localAgents.skillSources`.
* Add capped model-flavored resource drops or materials from `modelUsage` signals.
* Expand enemy behaviors, room modifiers, run objectives, and upgrade/relic choices.
* Add run history and achievement data using the existing local persistence contracts.
* Evaluate worker simulation only if profiling shows measurable input or rendering blockage.

### Out of Scope

* New backend, auth, realtime service, or remote package loading.
* Optional generated content packs and collectors (remain deferred).

***

## Prerequisites

* [ ] Session 07 stable first playable slice.

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## Deliverables

1. Additional progression rules reflecting AI OS usage diversity without exposing private activity content.
2. Expanded local run history and achievements.
3. Profiling notes or tests supporting any decision to keep or add a worker.

***

## Reference Code (`EXAMPLES/`)

For the *shape* of relics, modifiers, enemy variety, and run objectives -- the AI OS-flavored mapping (skills/model usage -> drops) stays ours.

* **Composable per-tick modifiers (relic/status model)** -- `EXAMPLES/frogue/src/fae/behavior/` threads independent behaviors (`bleeding`, `damaged`, `licked`, `status`, `movement`) through `standard.cljs` with `->`, so effects stack without a monolithic update. A clean pattern for relic modifiers and status effects as composable, unit-testable rules. The `entities/*_powerup.cljs` files (`jump`, `gills`, `tongue`) show the pickup-grants-modifier flow.
* **Enemy variety and modifiers** -- `EXAMPLES/Rotten-Soup/src/assets/js/game/entities/actors/enemies/` spans `StatelessAI`, `SimpleEnemy`, `GoalBasedEnemy`, `legendary/OrcPriest`, and `boss/Lich`; `modifiers/` (`Buff`, `Enchantment`, `Effect`) and `entities/items/` (weapons/armor/potions/scrolls) model an upgrade/relic catalog to expand against.
* **Depth-scaled spawn weighting** -- the `dungeonThemes` + `mobDistribution` tables in `map/generation/RandomDungeon.js` are a precedent for scaling enemy/objective difficulty by floor while keeping placement deterministic.

## Locked Visual Assets (`visual-assets.md`)

Some progression art is already committed, so depth work can lean on existing frames before commissioning more:

* **Boss**: `boss_kernel_sentinel_{0,1}` (32x32) is packed in the gameplay atlas -- the locked `Kernel Sentinel` direction (rotating core, telegraphed area attacks) is available for an expanded objective/encounter.
* **Relic/upgrade**: `pickup_upgrade_relic` (gameplay atlas) plus `icon_claim_reward`/`icon_cache_chest` (UI atlas) cover the first relic and reward iconography; reuse these for new relic/class choices and only flag genuinely new art needs.
* Keep any added relic/class/resource semantics mapped to the locked palette meanings (cyan currency, green health, orange/red hostile, magenta/acid hazard) so new content reads consistently.

## Success Criteria

* [ ] Progression changes use counts, categories, labels, and capped signals instead of raw prompts, logs, command bodies, or private paths.
* [ ] New relics, classes, resources, or objectives are covered by deterministic unit tests.
* [ ] Added content does not require a new backend, auth service, realtime service, or remote package loading.


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