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Meta-Progression and Ascension

Tactical Quick Answer

Rogue Command runs two meta-progression tracks off your profile. Profile XP is earned per mission cleared, so a lost run still pays, and levels unlock the Blueprints, Hacks, Upgrades and Starter units that enter your reward pool. Archive Tokens buy nodes in the Battle Archive, a radial tech tree that is fully refundable at any time. Winning a run unlocks Ascension 1 through 15, and beating Ascension 15 opens the uncapped Heat ladder.

Rogue Command is a roguelite, meaning your failures still contribute to your long-term success. Experience is awarded per mission cleared, so a run that collapses on the third level still pays you something, just less than one that goes the distance.

Everything below is tied to a profile. The game gives you three profile slots, each tracking its own Ascension record, and each can be reset to zero.

Unlocking New Assetsโ€‹

The drafting pool you start with is limited. To gain access to the most powerful units, buildings, and hacks, you must unlock them in the meta-progression layer between runs.

The Experience Systemโ€‹

Playing the game grants experience points, awarded for each mission you clear. Leveling your profile mostly expands the Reward Map pool, adding Blueprints, Hacks, Upgrades and Drops to what a run can offer you. A minority of levels unlock Starter units: Robo Recycler at 2, Hover Harvester at 5, Robo Rush Beacon at 6, Combat Engineer at 8, Armored Crystal Collector at 10, Swarm Walker at 12, Core Harvester at 15, Reach Engineer at 16, and Mantis Mech at 18. You also gain a reroll every ten levels.

The reward pool is fully unlocked at level 50. Past that, levels pay only Archive Tokens. That cap used to be the end of the road, and the December 2025 update raised it to 500,000 so token income never stops.

The Battle Archiveโ€‹

Archive Tokens come from three places: 5 for every profile level, 10 the first time you clear each Ascension tier, and 5 for each new Heat level. You spend them in the Battle Archive, a radial tech tree you open from the Starter screen before a run. Nodes grow outward from the center, gray lines mark prerequisites you have to buy in sequence, some nodes stand alone, and several have multiple ranks at rising cost.

Left-click assigns a point and right-click removes one. Shift does the whole stack in either direction, buying or selling, and clicking a distant node automatically buys the path to it.

The most useful thing to know about the Archive is that every point is refundable at any time. It works as a loadout tool you respec between runs, and never as a one-way investment you slowly accumulate to match the Starter you are taking, pushing into spawn health for the Robo Recycler or turret nodes for Castle and the Robo Rush Beacon.

Nor is it only stat scaling. Nodes add reward-map options, grant an extra reroll, let you trade Engineer lives for starting crystals, and unlock Enemy Sense, which reveals enemies through fog of war. Maxing the whole tree costs 2,592 tokens.

The developers do single out armor as a good early buy, saying that a couple of armor stacks "really helps making your turrets more of a reliable backbone". Note that the March 2026 update replaced several of these nodes, so the one to look for now is Advanced Armor and not the old Universal Armor.

One node was narrowed after 1.0. Patch 1.0.7 made the Refinery cap node affect harvester factories only, so it no longer raises the cap on anything else you were counting on it for.

Patch 1.0.7 also put your spending on the scoreboard. The run results screen now carries a run info bar showing the Archive Tokens you used and the base difficulty you played on.

Understanding Ascension Tiersโ€‹

Once you win your first complete run, you unlock Ascension levels. This system scales the game's difficulty for subsequent playthroughs, offering greater challenges and greater rewards. Each tier stacks its modifiers on top of every tier below it, and each has its own boss.

How Ascension Worksโ€‹

The modifiers are specific and not general. Ascension 1 makes factories spawn with units already built, produces some units in pairs, raises PCX unit health, lets enemy bases build turrets, and gives Elite and Boss units bonus damage and health. Ascension 2 gives PCX bases extra starting factories and cuts their production times, which is where the enemy starts outpacing you on tempo. Enemy buildings get tougher later, at Ascension 4 and again at Ascension 7.

Further up, Ascension 11 brings the PCX Scythe and gives every fighter a faster attack rate plus a 10% melee dodge. Ascension 15, "The Last Stand", makes PCX forces stronger across the board, lets Elite and Boss units cleanse negative status effects at a rate that scales with their current health, and finishes with the PCX Conquerer.

Climbing the Ladderโ€‹

Do not rush the Ascension ladder. Treat each tier as a test of your current drafting knowledge and tactical execution.

  • Use Time Focus. Relying entirely on real-time reactions will fail you well before the top of the ladder.
  • Respec the Battle Archive for the Starter you are taking. Since refunds are free, running a generic spread across every attempt is leaving value on the table.
  • Cohesion beats raw power. You can win the base game with a messy deck of strong cards, but a diluted deck stops producing enough damage as the tiers stack up.

Heat Levelsโ€‹

The escalation does not stop at Ascension 15. Beating it unlocks Heat, and Heat is uncapped. It starts at 0 and climbs by one every time you clear a level, with no known ceiling. It also requires every Ascension to stay active, so dropping your Ascension level removes access.

Each Heat level scales PCX forces without changing how they behave: roughly 2.5% more damage per level, faster enemy production, and more health on construction sites, with an extra 5% attack cooldown reduction landing at the 0, 10, 20, 30, 40 and 50 milestones. Heat also randomises your final boss, drawing from the pool of earlier Ascension bosses and handing them extra factories, which is where the Scythe turns up again.

Be clear about what Heat is for. The developers describe it as "an endlessly scaling monster" and say plainly that "there is no guarantee for the heat modes to be beatable beyond the single digits". It is a scoreboard, and never a ladder with a top.

Two Heat bugs were closed after 1.0. Patch 1.0.7 fixed the scaling on the enemy production time bonus at high Heat, where it had been reaching negative values. Patch 1.0.9 stopped the game announcing that Heat had unlocked after Ascension 14, moved that message to where it belongs after Ascension 15, and corrected the Ascension and Heat level shown in the run stats on the results screen.

Frequently Asked Questionsโ€‹

How do you unlock new Starter units?

Earn profile experience, which is awarded per mission cleared so even a losing run pays. Starters unlock at specific levels: Robo Recycler at 2, Hover Harvester at 5, Robo Rush Beacon at 6, Combat Engineer at 8, Armored Crystal Collector at 10, Swarm Walker at 12, Core Harvester at 15, Reach Engineer at 16, and Mantis Mech at 18.

Can you refund points in the Battle Archive?

Yes, at any time and for free. Right-click removes a point and shift sells the whole stack. That makes the Archive a loadout tool you respec between runs to suit your Starter, not a one-way investment.

How do you spend points in the Battle Archive?

Left-click assigns, right-click removes, shift does the whole stack either way, and clicking a distant node automatically buys the path to it. Archive Tokens come from profile levels at 5 each, first-time Ascension clears at 10 each, and new Heat levels at 5 each.

What changes at each Ascension level?

The modifiers stack as you climb. Ascension 1 spawns factories with units and raises PCX health, Ascension 2 adds starting factories and cuts enemy production times, enemy buildings toughen at 4 and 7, the PCX Scythe arrives at 11, and Ascension 15 lets Elite and Boss units cleanse negative status effects before finishing with the PCX Conquerer.

What comes after Ascension 15?

Heat, and it is uncapped. It starts at 0 and rises one step per level cleared with no ceiling, scaling PCX damage, production speed and health, and randomising your final boss from the earlier Ascension pool. The developers call it an endlessly scaling monster and say there is no guarantee it is beatable beyond single digits.