Every run is the same four beats. Each one decides what you keep and what you burn.
Isometric rooms, procedurally stocked. Bats, slimes, skulls. No two runs look the same.
Some sit behind a locked door. Some behind a room you have to earn. None of them are free.
Push a weapon toward +10. Sometimes it holds. Sometimes it does not. That is the wager.
The endgame door. You buy a ticket to open it, clear the room, and the ticket burns on the way in.
What each beat drops, costs and destroys is in the whitepaper.