Why this game fits VEDAGames

A perfect training ground for an evidence-first advisor.

Slay the Spire makes the advisor’s promises concrete: observe a changing state, reason over uncertainty, recommend one legal move, then remember the outcome.

Observe

Every turn changes the state

Enemy intent, HP, Block, hand, draw order, potions, and relics create a new decision surface each turn.

Advise

Routes are meaningful

Map branches force trade-offs among safety, elites, shops, rests, events, and the next boss.

Remember

Choices compound

Cards, relics, gold, upgrades, and lost HP shape every later fight and cannot be evaluated in isolation.

Verify

Outcomes are visible

Predictions can be compared with the next screen, so a miss becomes a testable lesson instead of a hidden assumption.

Architecture

Three skills. One evidence loop.

VEDAGames is the product philosophy; these three skills give the system distinct responsibilities. They cooperate through durable evidence, not through untracked conversation.

Spire skill

Game advisor

Purpose: observe Slay the Spire, reconstruct confirmed state, identify legal actions, and advise the player.

Intention: stay watch-only, fail closed when state is missing, and log every meaningful decision and outcome.

MIRA skill

Experience reviewer

Purpose: curate the player-facing story, evidence, accessibility, trust, and franchise consistency.

Intention: keep verified milestones separate from guesses and recommend what belongs in the public report.

Builder skill

Product engineer

Purpose: implement approved telemetry, reports, architecture, and site changes.

Intention: preserve scope, test the change, and wait for explicit approval before publishing or changing an approved surface.

End-to-end: Spire observes → writes evidence → MIRA reviews the user-facing result → Builder implements an approved improvement → tests verify behavior and reviewed summaries update the report → Spire uses the verified capability on the next run.

Skills

Every agent skill in the evidence loop.

The skills cover observation, supervision, watchdog recovery, automation, control, verification, and learning. Each layer turns a live screen into a checked decision, a durable record, or a safer next action.

Automation layers

Connected loop
◌
TelemetryScreen evidence, floors, rewards, outcomes, and SQLite run history.
▦
CardsDeck state, costs, upgrades, damage, block, and legal play checks.
✦
RelicsRelic triggers and persistent modifiers carried into each recommendation.
◈
PotionsSlots, effects, timing, discard decisions, and shop availability.
≋
Rules engineIntent, lethal lines, thresholds, uncertainty, and regression-tested rules.
⇄
Bridge connectionHealth checks, recovery, sleep-mode detection, and fresh observations.
◎
SupervisorCoordinates advisor, Builder, MIRA, and Product Owner boundaries without hiding uncertainty.
◉
WatchdogDetects stale screens, stalled sessions, unsafe state drift, and recovery conditions before another action.
⌁
Run automationArms approved workflows, captures floor evidence, updates the durable ledger, and queues review.
⌘
Controller controlExplicitly armed actions, one move at a time, verified from the next screen.
↗
Advisor outputOne evidence-bound recommendation, logged with what happened next.

VEDAGames self-training

How the orchestrator gets better by itself.

VEDAGames learns from verified outcomes, keeps uncertainty visible, and promotes a lesson only when the evidence and tests support it.

5steps in the loop
01

Observe

Capture a fresh screen and identify the confirmed game state.

02

Predict

Model legal cards, relics, potions, intent, and the safest line.

03

Act

Recommend or execute one explicitly authorized controller action.

04

Verify

Compare the next screen with the expected result and record the gap.

05

Learn

Turn repeatable evidence into a tested rule and a clearer next run.

Verified ledger

The loop is measured from the run record.

Snapshot

These totals are generated from VEDAGames’s resolved SQLite evidence when the site is built. They show what was observed, compared, and promoted; they do not claim that the model retrained itself from a single outcome.

719decisions recorded
663decisions resolved
442verified outcomes
67floor records
15victory floors
49improvements verified

On the next run, VEDAGames retrieves relevant verified cases, uses tested fast paths, compares prediction with outcome, and queues larger gaps for Builder without blocking the current floor.

VEDAGames · Game Advisor #1

Enter the Spire.

A human-guided deck-building run that records observed decisions, resources, and outcomes. Spire advises; the player controls the game.

Inside the run archive A 104-second sequence containing all 14 artifacts from the Videos folder: VEDAGames_Lvl16 opens with active fight moments and its death beat within the first 23 seconds, then the other recordings and interleaved image cards carry the run forward. One continuous Time Eater boss audio track runs beneath the video and fades gently with the closing progress frame.

Progress Report · updated October 4, 2026

A climb VEDAGames can remember.

A player progression and run-history view built from supplied statistics, verified floor evidence, and clearly marked gaps. When the ledger does not know, the page says so.

Character Statistics · earlier reference

The record behind the runs.

75h 54m 59sTotal playtime
2Total victories
2Total deaths
210Total floors climbed
10Total bosses slain
230Total enemies slain
103/370Cards discovered
6/36Cards unlocked
86/178Relics discovered
3/24Relics unlocked
04h 09m 47sFastest victory

Run Archive

Four attempts. Two wins.

Ironclad run history: Ended at Hexaghost, score 100
Ascension 0 · Run 1 · Attempt 1Ended at Hexaghost · Score 100
Ironclad run history: Won, score 750
Ascension 0 · Run 2 · Attempt 2Won · Score 750
Ironclad run history: Ended at Time Eater, score 551
Ascension 1 · Run 1 · Attempt 1Ended at Time Eater · Score 551
Ironclad run history: Won, score 802
Ascension 1 · Run 2 · Attempt 2Won · Score 802

What I Learned

A knowledge notebook, updated October 4, 2026.

Today · October 4, 2026 · verified

Never end the turn without a verified defensive line.

In the latest Ascension 2 run, Hexaghost showed a visible 7×2 intent while Ironclad was at 0/72 HP and 0/3 energy. The run ended after End Turn with no playable card or defensive potion remaining. The next advisor check must confirm Block, incoming damage, and usable potions before ending a lethal turn.

Today · recovery lesson · verified

Reconcile live state before trusting the saved run state.

The latest defeat also exposed a potion-belt mismatch during recovery. After reconnecting or waking the bridge, VEDAGames must re-read HP, energy, enemy intent, and potions before recommending the next move or carrying evidence into a new floor.

Operational overhead · verified

Wall time is not active play time.

Ascension 2 was stretched by bridge recovery, long pauses, and combats left open across session boundaries. Floors 9–15 were not logged, and a Guardian record remained open for 14 hours with zero turns. Future runs need explicit safe-boundary checkpoints, a timeboxed play block, and a clean close before pausing.

Mistake · evidence-bound

Verify the lethal line.

Gremlin Leader and Time Eater records show that exact enemy HP, Block, intent, status modifiers, and post-action HP must be checked before calling a line safe.

Combat · regression tested

Read displayed damage once.

Displayed intent already includes visible damage modifiers. The calculator now avoids applying Vulnerable twice and checks each hit when modeling a changed attack.

Combat · verified

Use Corruption to turn defense into tempo.

In the Darklings combat, free Skills from Corruption supported repeated Block and focused attacks; manage the revive cycle before isolating one Darkling.

Boss · observed

Time Eater’s card counter is a resource.

The Floor 50 review observed that cheap cards can worsen the 12-card threshold; keep turns compact and preserve a safe defensive line.

Boss · observed

Respect the Slime Boss split threshold.

The Slime Boss record required a visible damage-and-split calculation; a non-damage intent did not remove the need to verify the next turn.

Elite · verified

Defend before an unread Nemesis status.

At Nemesis, Defend+ was chosen before the final Blood for Blood+ line because the next status effect was not confirmed.

Deck · verified

Skip a weak reward when the deck is already redundant.

After Snecko, the visible Entrench, Wild Strike, and Clothesline offers were skipped rather than diluting the existing plan.

Deck · verified

Runic Pyramid makes upgrade targets more valuable.

Armaments+ was preferred at Nemesis because retaining cards makes future upgrade targets persist instead of disappearing at turn end.

Path · evidence-backed

Calculated event risk can still cost the run’s health buffer.

The Dead Adventurer path was taken at 60/74 HP and won, but it ended at 28/74; a reward path must be weighed against boss-approach health.

Resource · verified

Free a potion slot before buying another potion.

At the Act 3 merchant, a full potion bar blocked a purchase until an owned potion was discarded; slot pressure is part of shop planning.

Discovery · verified

Feed can increase maximum HP.

The Byrd encounter records maximum HP rising from 90 to 93; Burning Blood then restored HP after combat.

Mistake · verified

Verify the next Act screen before carrying state forward.

The Act 2 transition record showed why HP, potions, relics, and map assumptions must not be carried forward without a visible next-Act state.

Process · verified

Unlinked lessons stay proposed.

VEDAGames promotes a strategy only after evidence, an implementation, and a regression test; missing decision records are not silently filled in.

Run History

Every climb, newest evidence first.

Latest evidence appears first. Choose Ascension, Act, and Floor to show only matching run records.

Showing all runs and available floor evidence.

Ongoing · updated September 25, 2026

Ascension 2 · Run 1

Ironclad · Act 2 transition reached · current run

Telemetry note: Floors 9–15 are shown below as explicit gaps. The controller bridge entered sleep/recovery during this stretch, so no verified floor boundary was written.

Ongoing
Ascension 2 Ironclad Guardian reward screen with Black Blood selected
Guardian reward · Floor 16
Ongoing run · Act 1 completeOngoing

Guardian defeated

Current state: 43/80 HP at the Act 2 transition; Black Blood replaced Burning Blood and Distilled Chaos was acquired.

Verified result: Act 1 Floor 16 Guardian victory. The card reward was skipped; 96 gold was recorded.

Evidence boundary: The run is active and the Act 2 map state has not yet been added to the public ledger.

Ascension 2 Ironclad Guardian reward screen showing the boss reward
Floor 16 · Guardian reward
Floor 16Boss victory

Guardian

What I did: Completed the Act 1 boss fight and selected Black Blood from the boss relic choices.

What I accomplished: Victory at 43/80 HP; Distilled Chaos and 96 gold recorded, with the card reward skipped.

What I learned: Preserve block through Guardian’s attack mode and verify each reward screen before carrying state into Act 2.

Floor 9Data gap

Floor telemetry unavailable

What we know: This floor falls inside the controller sleep/recovery interval between the logged Floor 8 boundary and the verified Floor 16 Guardian victory.

What we accomplished: No encounter, route choice, reward, or ending state can be confirmed from the structured ledger.

What we learned: The floor remains unverified until a matching screenshot or saved boundary record is linked.

Floor 10Data gap

Floor telemetry unavailable

What we know: This floor falls inside the controller sleep/recovery interval between the logged Floor 8 boundary and the verified Floor 16 Guardian victory.

What we accomplished: No encounter, route choice, reward, or ending state can be confirmed from the structured ledger.

What we learned: The floor remains unverified until a matching screenshot or saved boundary record is linked.

Floor 11Data gap

Floor telemetry unavailable

What we know: This floor falls inside the controller sleep/recovery interval between the logged Floor 8 boundary and the verified Floor 16 Guardian victory.

What we accomplished: No encounter, route choice, reward, or ending state can be confirmed from the structured ledger.

What we learned: The floor remains unverified until a matching screenshot or saved boundary record is linked.

Floor 12Data gap

Floor telemetry unavailable

What we know: This floor falls inside the controller sleep/recovery interval between the logged Floor 8 boundary and the verified Floor 16 Guardian victory.

What we accomplished: No encounter, route choice, reward, or ending state can be confirmed from the structured ledger.

What we learned: The floor remains unverified until a matching screenshot or saved boundary record is linked.

Floor 13Data gap

Floor telemetry unavailable

What we know: This floor falls inside the controller sleep/recovery interval between the logged Floor 8 boundary and the verified Floor 16 Guardian victory.

What we accomplished: No encounter, route choice, reward, or ending state can be confirmed from the structured ledger.

What we learned: The floor remains unverified until a matching screenshot or saved boundary record is linked.

Floor 14Data gap

Floor telemetry unavailable

What we know: This floor falls inside the controller sleep/recovery interval between the logged Floor 8 boundary and the verified Floor 16 Guardian victory.

What we accomplished: No encounter, route choice, reward, or ending state can be confirmed from the structured ledger.

What we learned: The floor remains unverified until a matching screenshot or saved boundary record is linked.

Floor 15Data gap

Floor telemetry unavailable

What we know: This floor falls inside the controller sleep/recovery interval between the logged Floor 8 boundary and the verified Floor 16 Guardian victory.

What we accomplished: No encounter, route choice, reward, or ending state can be confirmed from the structured ledger.

What we learned: The floor remains unverified until a matching screenshot or saved boundary record is linked.

Completed September 22, 2026

Ascension 1 · Run 2

Ironclad · Score 802 · three bosses defeated

Victory
Ascension 1 Run 2 victory, score 802, 16 relics and 40 cards
Run history · September 22, 2026
Completed run · Floor 51Victory

Time Eater defeated

Final resources: 74/74 HP · 112 gold · 40 cards · 16 relics · Fairy in a Bottle unused.

Result: 51 floors climbed and three bosses defeated. The ending is “Victory?”; no Heart combat victory is claimed.

Evidence: Player-confirmed boss defeat and final-results screenshots. The intermediate combat actions were not fully logged.

Ascension 1 final results showing score 802
Floor 51 · final results
Floor 51Victory

Run results

Score 802; 51 floors climbed, 18 enemies and three bosses slain. Final HP 74/74, gold 112.

Final-results screen verified; no Heart combat victory.

Ascension 1 Run 2 overview used as context for Floor 50
Same-run overview · exact floor image unavailable
Floor 50Boss victory

Time Eater

Boss defeated. Energy Potion and Blood Potion consumed; Fairy in a Bottle remained unused.

The final outcome is confirmed; intermediate turns are incomplete in the structured ledger.

Ascension 1 Run 2 overview used as context for Floor 49
Same-run overview · exact floor image unavailable
Floor 49Smith

Boss-approach rest site

Barricade upgraded to Barricade+; its energy cost changed from 3 to 2. HP 74/74.

Upgrade confirmed before the boss; combat-only upgrades are kept separate from the permanent deck.

Giant Head combat from an earlier run, used as related imagery
Related Giant Head encounter · earlier run
Floor 48Elite victory

Giant Head

Victory at 61/74 HP; 27 gold, Red Skull and Blood Potion collected.

Confirmed reward and outcome records; no invented card reward.

Giant Head combat from an earlier run, used as related imagery
Related Giant Head encounter · earlier run
Floor 42Opening state

Giant Head elite

What I did: Logged the elite opening at 74/74 HP, 4 gold, and three potions.

What I accomplished: No closing state or reward is recorded.

What I learned: No info available.

Ascension 1 Run 2 overview used as context for Floor 41
Same-run overview · exact floor image unavailable
Floor 41Purchase recorded

Act 3 Merchant

What I did: Logged one resolved purchase sequence at 257 gold and 74/74 HP.

What I accomplished: Feel No Pain, True Grit, Fairy in a Bottle, and Strength Potion recorded; Liquid Bronze removed.

What I learned: Full potion slots can block a shop potion until a potion is manually discarded.

Ascension 1 Run 2 overview used as context for Floor 38
Same-run overview · exact floor image unavailable
Floor 38Combat victory

Darklings

What I did: Logged 12 combat decisions, including Corruption, free defensive Skills, and focused attacks on the active Darkling.

What I accomplished: Darklings combat victory recorded; Headbutt+ acquired.

What I learned: Debuff the group, exploit Corruption’s free Skills, and avoid isolating a Darkling before the revive cycle is managed.

Ascension 1 Run 2 overview used as context for Floor 37
Same-run overview · exact floor image unavailable
Floor 37Event victory

Mind Bloom

What I did: Chose “I Am War,” then recorded 16 decisions through the Mind Bloom Slime Boss fight and reward.

What I accomplished: Shovel, 50 gold, and Body Slam (upgrade not confirmed) were recorded; the combat victory was observed, but final HP was not closed.

What I learned: At 47 HP, the evidence-supported event choice favored the fight over adding two Normality curses; Body Slam (upgrade not confirmed) fit the block engine.

Ascension 1 Run 2 overview used as context for Floor 36
Same-run overview · exact floor image unavailable
Floor 36Elite victory

Nemesis

What I did: Logged six decisions around the visible 15-damage intent, Defend+ mitigation, Blood for Blood+, and the final lethal sequence.

What I accomplished: Nemesis elite victory, 20 gold, and Armaments+ recorded; HP ended at 47/74 in the resolved outcome.

What I learned: Defend before committing damage against an unread Nemesis status; Armaments+ was preferred because Runic Pyramid retains upgrade targets.

Ascension 1 Run 2 overview used as context for Floor 35
Same-run overview · exact floor image unavailable
Floor 35Combat victory

Darklings

What I did: Logged 14 decisions through the three-Darklings fight and reward choice.

What I accomplished: Combat victory at 46/74 HP; 20 gold, Power Potion, and Shockwave+ recorded.

What I learned: Shockwave+ was selected for immediate multi-enemy safety; a strength payoff was not confirmed, so Spot Weakness+ stayed unchosen.

Ascension 1 Run 2 overview used as context for Floor 34
Same-run overview · exact floor image unavailable
Floor 34Recorded

Act 3 starting room

What I did: Inspected the visible relic options and logged two decisions rather than guessing at unread effects.

What I accomplished: Act 3 boundary at 74/74 HP; Runic Pyramid selection was player-confirmed.

What I learned: Unread relic text must be inspected before comparing options; unknown effects stay unknown.

Ascension 1 Run 2 overview used as context for Floor 33
Same-run overview · exact floor image unavailable
Floor 33Boss victory

Bronze Automaton

What I did: Defeated the Act 2 boss after 28 logged decisions, then confirmed the next Act boundary.

What I accomplished: Entered Act 3 at 74/74 HP; Corruption, Liquid Bronze, and Runic Pyramid recorded.

What I learned: Keep the retained-hand plan explicit when choosing a boss relic; the final relic choice was confirmed as Runic Pyramid.

Ascension 1 Run 2 overview used as context for Floor 30
Same-run overview · exact floor image unavailable
Floor 30Victory

Centurion and Mystic

What I did: Logged 10 resolved combat decisions, including Weak, Shrug It Off+, and the final damage line against Mystic.

What I accomplished: Multi-enemy victory at 45/74 HP; 52 gold, Strength Potion, and Shockwave recorded.

What I learned: Apply Weak and use block deliberately against the active attacker; Feed lethality still requires exact displayed HP.

Ascension 1 Run 2 overview used as context for Floor 29
Same-run overview · exact floor image unavailable
Floor 29Victory

Snake Plant

What I did: Logged 12 decisions and finished the lethal sequence with Blood for Blood, Headbutt, and Strike before the final Blood for Blood hit.

What I accomplished: Snake Plant defeated; HP 54/74 → 51/74 after Burning Blood, 14 gold recorded, card reward unopened.

What I learned: Malleable and the 7×3 intent require a damage-versus-block calculation; a zero-cost Blood for Blood closed the final 4 HP.

Ascension 1 Run 2 overview used as context for Floor 28
Same-run overview · exact floor image unavailable
Floor 28Event

Ancient Writing

What I did: Chose Simplicity from the two visible Ancient Writing options.

What I accomplished: All Strikes and Defends upgraded; HP remained 54/74.

What I learned: No decision record was written for this event; the outcome is confirmed but the rationale is not.

Ascension 1 Run 2 overview used as context for Floor 27
Same-run overview · exact floor image unavailable
Floor 27Partial record

Merchant

What I did: Entered the shop at 513 gold and 35/74 HP; inventory events record Vajra, Medical Kit, Barricade, Blood Potion, and a card-form Barricade.

What I accomplished: The final purchase order and exact shop screen are not fully recorded.

What I learned: Shop telemetry must distinguish relic/card names and record each purchase or removal as it occurs.

Ascension 1 Run 2 overview used as context for Floor 26
Same-run overview · exact floor image unavailable
Floor 26Chest

Treasure room

What I did: Opened the treasure room from the visible map state.

What I accomplished: Eternal Feather acquired; HP 35/74 and gold 513 recorded.

What I learned: No decision record was written for the chest; contents are confirmed only by the persisted ending state.

Ascension 1 Run 2 overview used as context for Floor 25
Same-run overview · exact floor image unavailable
Floor 25Rest

Rest site

What I did: Used the rest site after the Triple Slavers fight.

What I accomplished: Healed from 13/74 to 35/74 HP; gold 438.

What I learned: No decision record was written, but the persisted state confirms healing rather than an upgrade.

Ascension 1 Run 2 overview used as context for Floor 24
Same-run overview · exact floor image unavailable
Floor 24Elite victory

Triple Slavers

What I did: Completed the elite record and reached the reward state.

What I accomplished: Finished at 13/74 HP; Pantograph, 28 gold, and an unopened card reward recorded.

What I learned: The accompanying retrospective warns against lethal claims without exact enemy HP, Block, intent, and post-action HP.

Ascension 1 Run 2 overview used as context for Floor 23
Same-run overview · exact floor image unavailable
Floor 23Rest

Rest site

What I did: Used the rest site after the Snecko combat.

What I accomplished: Healed from 33/74 to 55/74 HP; gold 403. Liquid Bronze removal is recorded, but its reason is not.

What I learned: Resource changes need an explicit reason alongside the item event.

Ascension 1 Run 2 overview used as context for Floor 22
Same-run overview · exact floor image unavailable
Floor 22Victory

Snecko

What I did: Logged five resolved decisions through the Snecko fight, reward, and card skip.

What I accomplished: Snecko defeated; 14 gold collected, card reward skipped, and Burning Blood restored HP to 33/74.

What I learned: When the actual card offers were visible, the reward was skipped rather than adding Entrench, Wild Strike, or a redundant Clothesline.

Ascension 1 Run 2 overview used as context for Floor 21
Same-run overview · exact floor image unavailable
Floor 21Partial record

Shelled Parasite

What I did: Opened mid-combat at 30/74 HP with Shelled Parasite at 14/72 HP and 6 Block; three decisions were logged.

What I accomplished: Combat outcome is marked victory; 13 gold, Fear Potion, and card offers Disarm, Combust, and Second Wind were observed, but the floor close is absent.

What I learned: Mid-combat starts must stay partial until the earlier turn sequence and closing state are captured.

Ascension 1 Run 2 overview used as context for Floor 20
Same-run overview · exact floor image unavailable
Floor 20Opening state only

Spheric Guardian and Mystic

What I did: Logged the opening hand, energy 3, Mystic at 20 HP/40 Block, Spheric Guardian at 39 HP, and six decisions.

What I accomplished: No closing state is recorded; Bloodletting+ and Liquid Bronze were acquired and Duplication Potion was consumed.

What I learned: Do not promote a combat outcome when the closing state is absent; the zone-sensitive sequence remains unverified.

Ascension 1 Run 2 overview used as context for Floor 19
Same-run overview · exact floor image unavailable
Floor 19Elite victory

Three Slavers

What I did: Logged 12 decisions across the connected route and elite combat; the visible continuation was chosen after weighing the shop path.

What I accomplished: Three Slavers defeated; HP 70/74 → 65/74, 30 Gold Stolen Back plus 18 gold, Duplication Potion, and Armaments+ recorded.

What I learned: Stop and reassess after Offering or a new draw; the priority target and the remaining block line must be explicit.

Ascension 1 Run 2 overview used as context for Floor 17
Same-run overview · exact floor image unavailable
Floor 17Opening state only

Act 2 chest

What I did: Reached the Act 2 chest at 13/74 HP and 342 gold before opening it.

What I accomplished: No info available; chest contents and subsequent choice were not recorded.

What I learned: A safe-boundary screenshot without the opened chest cannot establish a reward.

Ascension 1 Run 2 overview used as context for Floor 16
Same-run overview · exact floor image unavailable
Floor 16Boss victory

Slime Boss

What I did: Logged three recommended combat lines against the 140-HP Slime Boss, including the split-threshold damage line.

What I accomplished: Boss defeated at 13/74 HP; Offering, Liquid Bronze, and the boss-relic options were recorded, with the final relic choice unresolved in this floor record.

What I learned: A visible non-damage intent does not remove the need to verify the next turn before committing to a split-race line.

Ascension 1 Run 2 overview used as context for Floor 15
Same-run overview · exact floor image unavailable
Floor 15Rest

Boss-approach rest

What I did: Used the rest site before the Act 1 boss.

What I accomplished: HP recorded at 50/74 with 216 gold; boss next confirmed.

What I learned: The safe pre-boss boundary is confirmed, but no decision rationale was recorded.

Ascension 1 Run 2 overview used as context for Floor 14
Same-run overview · exact floor image unavailable
Floor 14Forge upgrade

Ominous Forge

What I did: Chose Forge at the Ominous Forge and upgraded Shrug It Off.

What I accomplished: Shrug It Off upgraded; no curse added and gold stayed at 216.

What I learned: At 28/74 HP, the resolved record favors a known defensive upgrade over an unknown relic plus Pain.

Ascension 1 Run 2 overview used as context for Floor 13
Same-run overview · exact floor image unavailable
Floor 13Event victory

Dead Adventurer

What I did: Searched the Dead Adventurer event, continued after the first reward, and logged 11 decisions through the sleeping elite fight.

What I accomplished: Elite victory; HP 60/74 → 28/74, Orichalcum and Shrug It Off acquired, gold 153 → 216.

What I learned: A calculated event risk can be acceptable at 60/74 HP, but the extra fight materially reduced the run’s health buffer.

Ascension 1 Run 2 overview used as context for Floor 12
Same-run overview · exact floor image unavailable
Floor 12Rest

Rest site

What I did: Reached the rest-site boundary with 153 gold and Blessing of the Forge visible.

What I accomplished: The persisted screen shows 60/74 HP; the floor summary records a completed rest.

What I learned: No decision record was written for the rest, so the choice cannot be reconstructed beyond the observed state.

Ascension 1 Run 2 overview used as context for Floor 11
Same-run overview · exact floor image unavailable
Floor 11Combat victory

Normal combat

What I did: Logged six recommendations, including visible Defend/Iron Wave/Strike lines and a discard check before Headbutt.

What I accomplished: Combat victory; HP 36/74 → 38/74, gold 138 → 153, and Inflame acquired.

What I learned: Headbutt targets must come from confirmed discard choices; the final Inflame reward was player-confirmed.

Historical run

Ascension 1 · Run 1

09/14/2026 · Ironclad · Score 551

Failed
Ascension 1 Run 1 history screen showing Ironclad slain on Floor 50 by Time Eater
Run summaryFailed

Slain on Floor 50 by Time Eater

What I did: Reached the Act 3 boss.

What I accomplished: 11 relics and 32 cards are shown in the supplied run history screenshot.

What I learned: The final retrospective requires a verified nonlethal block line against Vulnerable multi-hit damage; lesson remains proposed.

Run history showing the Time Eater defeat
Run history · final outcome
Floor 50Failed

Time Eater

What I did: Entered the final boss fight at 69 HP and ended at 0 HP.

What I accomplished: No victory; the run ended at Time Eater.

What I learned: Verify multi-hit damage after Vulnerable and preserve a sufficient Block line before ending the prior turn.

Floor 41 Giant Head evidence frame
Floor 41Escape recorded

Giant Head elite

What I did: Fled with Smoke Bomb at 12/99 HP.

What I accomplished: Preserved the run; elite rewards were forfeited.

What I learned: No info available.

Historical run

Ascension 0 · Run 2

09/09/2026 · Ironclad · Score 750

Victory
Historical Ascension 0 Ironclad victory with score 750
Historical run summaryVictory

Ascension 0 victory · score 750

September 9, 2026 · Ironclad · 13 relics · 36 cards.

This supplied run-history result is separate from the September 22 Ascension 1 victory.

Historical run

Ascension 0 · Run 1

09/03/2026 · Ironclad · Score 100

Failed
Ascension 0 Run 1 history screen showing Ironclad slain on Floor 16 by Hexaghost
Run summaryFailed

Slain on Floor 16 by Hexaghost

What I did: Reached the Act 1 boss.

What I accomplished: Score 100; four relics and 19 cards are shown in the supplied run history screenshot.

What I learned: No info available.

Ironclad facing Hexaghost in the archived boss-attempt recording
Archived Hexaghost boss attempt
Floor 16Failed

Hexaghost

What I did: Entered the Act 1 boss fight.

What I accomplished: No victory; the run ended on Floor 16.

What I learned: No info available.

Evidence boundary: Floors without a reliable archive match retain their verified text record and use a restrained “No screenshot available” placeholder. The observation archive was checked; no unrelated image is presented as proof.