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Announcement — Contracts System Incoming

[p]I’m currently working on a brand new feature for Entity Strike, the Contracts System.[/p][p]This system will allow players to activate special challenges before starting a run in Survival mode. Each contract introduces a clear objective such as eliminating specific enemies, defeating bosses, or completing tactical kill conditions in exchange for permanent rewards.
[/p][p](IN DEVELOPMENT STUFF, DESIGN AND MECHANICS MAY AND PROBABLY WILL CHANGE)[/p][h2]How It Works[/h2][p]Before starting a run, you’ll be able to:[/p]
  • [p]Browse available contracts[/p]
  • [p]Spend PermaScore to activate one[/p]
  • [p]Complete its objective during the run[/p]
  • [p]Earn additional PermaScore as a reward[/p]
[p][/p][p]Contracts are designed to:[/p]
  • [p]Add strategic decisions before each run[/p]
  • [p]Encourage different playstyles[/p]
  • [p]Increase long-term progression depth[/p]
  • [p]Reward skill and planning[/p]
[p][/p][p][/p][hr][/hr][h2]Why This Matters[/h2][p]Entity Strike has always been about build identity and replayability. Contracts expand that philosophy by:[/p]
  • [p]Giving players optional high-risk objectives[/p]
  • [p]Creating tension and purpose during runs[/p]
  • [p]Deepening the meta progression loop[/p]
[p]This is part of the broader effort to strengthen the game's progression systems and make each run feel more meaningful.

Also I plan to do multiple objective contracts.[/p][hr][/hr][h2]Current Development Status[/h2]
  • [p]Core system architecture: implemented[/p]
  • [p]Contract tracking during Survival: integrated[/p]
  • [p]UI screen (Contract Selector): in progress ( Not official art yet)[/p]
  • [p]Visual polish and feedback: coming next[/p]
[p]This is the main feature I’ve been focused on recently.[/p][p]More updates soon.[/p][p]Stay sharp. 🔥[/p][p]— Tropical Pixel Studios[/p]