Skip to content

Reroll item: economy impact (2026-10-20)

The level-up Reroll is one new Utility shop item: 3 tiers at 150 / 300 / 600 gold (1050 total, 1 / 2 / 3 rerolls per run). The shop catalogue total rises 21701 -> 22751 gold (pinned in tests/test_economy_career.gd).

scripts/economy-careers.sh 2 60 72000 "median" hard run on origin/main (a scratch detached worktree) and on branch levelup-reroll. This is a REDUCED run (2 seeds, median profile only, 60-run cap) because four overnight lanes shared the CPU; the full 5 seeds x 3 profiles was not run. Careers end when the whole shop is bought.

Seed Runs to full shop, main Runs to full shop, branch Shop total
10000 16 17 21701 -> 22751
11000 20 21 21701 -> 22751

Reading: the extra 1050 gold costs about one more run on a median career, in line with ~1000-1300 gold per run in the late game. Both careers still reach spent = total, so the Reroll tiers are bought by the existing policy (the policy buys whatever it can afford; it does not rank the item).

The autopilot never rerolls or skips, so in the sim the item is all cost and no benefit. The real effect (a player burning gold on a convenience, offset by better builds) is not measured. No balance values changed.

marketing/appstore/compliance.md and the site privacy page list “level-ups offered and picked” and “which upgrades were picked” at category level, so the new levelup_action events and the run_end counters (rerolls_used, levelup_skips, rerolls_owned) are the same kind of data (gameplay choices). No change made to either; the site repo was not touched. Chris may want to confirm.