Modes and Progression
What you play and how your account grows. Updated 2026-09-16.
Modes
1. PvE — The Chimeras
The entry door and part of the economic engine. Rounds alternate PvE and PvP: a round opens with chimera(s) → then commander combat → then chimera again.
- Current delivery scope: minimum PvE = one creature (Sapidae 3D) with visible intent; no waves. Waves and more creatures are horizon (09 · Futuro e Ideas).
- Wins drop extra gold and components that feed the next rounds.
- Great for learning board, synergies and economy without competitive pressure.
2. The Colosseum — commanders, last one standing
The competitive heart. Eight commanders (today: you + 3 bots in the prototype) compete all-vs-all, simultaneously:
- Each round pairs commanders; surviving units' damage hits the rival's HP.
- PvE rounds interleave to oxygenate and reward.
- 100 HP. At 0, eliminated. Last one standing wins — matches last about 15 minutes.
Whoever positions and economizes better wins. No popular vote: only the board.
3. The deckbuilder — preparation
Before entering, each commander defines a reserve of 36 units (18 cost 1, 12 cost 2, 6 cost 3). Your shop cards come from that reserve: picking the reserve well is the meta-game around the match.
- Today: game base templates for everyone — parity, no one arrives with an edge.
- Horizon: players using their own Axies. Wallet, if it ever enters, enters at the end (09 · Futuro e Ideas).
Progression
The account grows through expression, achievements and mastery.
| Layer | What it is |
|---|---|
| Commander level (in match) | 1 to 9 by buying XP with gold; each level = one more unit on board |
| Commander Mastery | Weekly missions per synergy (e.g. "win 3 matches with 4 Plants") → titles, banners, cosmetic coins |
| Seasons | Passes with skins and season marks; unlockable by playing |
| Chibi avatars | Your face in the Colosseum: emotes, celebrations, finishers (Boom FX) — pure style |
Balance (genre framing)
Lunacia Synergy is a tactical auto-battler in the TFT / Magic Chess / Auto Chess family:
- The design prioritizes tactical decision-making in the result.
- If monetization or inventory integration arrives later, it will be designed carefully and communicated honestly — no absolute "zero pay-to-win" slogans that can't be kept.
- Tactical variety is earned by playing (mastery, seasons, challenges) in the game's base model.
This is not a moral slogan: it is the genre pattern. Auto-battlers retain because composition and positioning rule.
Where does this grow?
Described modes are the destination of the base product. The path — staged, gated — is in 05 · Roadmap. Horizon ideas are in 09 · Futuro e Ideas and are not promises.
Lunacia Synergy · 04 · Modos y Progresión · 2026-09-12 · updated 2026-09-16