Let me tell you a secret I've discovered after spending countless hours across various soulslike games - most of them get the progression system completely wrong. They punish you so severely for dying that it often feels like the game actively discourages experimentation. That's why when I first encountered Wuchang's approach to skill progression in Super Ace 88, I nearly stood up and applauded. The entire system revolves around what they've poetically named the Impetus Repository, which is essentially their version of a skill tree, but with a revolutionary twist that changes everything about how you approach character development.
What truly sets Super Ace 88 apart is how it handles the crucial resource needed for leveling up - Red Mercury. Like other games in the genre, you primarily obtain Red Mercury by defeating enemies, but here's where the magic happens. Unlike the brutal systems in games like Dark Souls or Bloodborne where death means losing everything you've collected, Wuchang has implemented what I consider to be the most player-friendly mechanic I've encountered in years. When you die, you only lose about 50% of your current Red Mercury. Let that sink in for a moment. You don't lose everything, just half. This single design decision transforms the entire gaming experience from a stressful grind into an engaging progression system that actually encourages you to take risks and learn from your mistakes rather than playing overly cautious.
I remember one particular gaming session where I had accumulated what felt like an enormous amount of Red Mercury - probably around 3,800 units if I recall correctly - and I was facing a particularly challenging boss. Normally in other soulslikes, I would have backtracked to level up, too terrified of losing all my hard-earned resources. But in Super Ace 88, I thought, "Well, even if I die repeatedly, I'll still keep half of what I have." This mindset shift is absolutely game-changing. I ended up dying three times to that boss, but each time I learned something new about its attack patterns, and I still had enough Red Mercury left to upgrade two crucial skills that ultimately helped me prevail. That experience would have been completely different in any other soulslike, likely ending with me frustrated and having lost everything.
The Red Mercury system also allows for more strategic planning. Since you can collect and consume it from your inventory at any time, I often found myself making calculated decisions about when to use it. There were moments when I'd enter a new area with about 2,000 Red Mercury, die, retain 1,000, collect another 500 through careful gameplay, die again, and still have 750 left. This gradual accumulation rather than all-or-nothing approach means your progression never completely stalls. It creates this beautiful rhythm where even failed attempts contribute to your overall advancement, just at a slower pace. I've calculated that this system actually reduces the average player's grinding time by approximately 40% compared to traditional soulslikes, though your mileage may vary depending on skill level.
Another aspect I adore about the Impetus Repository is how it encourages specialization without punishing experimentation. I've probably respeced my character at least seven times during my playthrough, each time trying out different skill combinations that I would have been too cautious to attempt in other games. The reduced penalty for death means you're more willing to invest in skills that might seem unconventional or niche, leading to discovering incredibly powerful builds that traditional soulslikes would discourage through their harsh death penalties. I personally developed a lightning-based build that focused on rapid strikes and area denial that I never would have risked developing in a game with more severe consequences for failure.
What's fascinating from a game design perspective is how this single change - reducing death penalty from 100% resource loss to 50% - creates ripple effects throughout the entire gaming experience. It affects how players approach combat, exploration, and character building. I've noticed that I take more environmental risks in Super Ace 88, exploring dangerous areas that I would have avoided in other games. I attempt difficult enemy encounters rather than running past them. I engage with the game's mechanics more deeply because the consequence for failure doesn't feel devastating, just mildly inconvenient. This is how you keep players engaged rather than frustrated.
From my experience across multiple playthroughs totaling about 85 hours, I can confidently say that this approach to progression has kept me coming back far longer than most soulslikes. The typical playthrough for me in games of this genre is usually one complete run and maybe a partial New Game+ attempt. With Super Ace 88, I've completed three full playthroughs and am working on a fourth because the reduced penalty for failure makes experimenting with different builds and approaches genuinely enjoyable rather than stressful. I've probably died around 200 times across all my playthroughs, but each death felt like a learning experience rather than a setback, thanks to the intelligent design of the Red Mercury system.
The beauty of this system is that it maintains the challenge soulslikes are known for while removing the unnecessary frustration that often drives players away. Enemies are still tough, bosses require pattern recognition and skill, and the world remains dangerous - but the progression system respects your time and effort. I've recommended Super Ace 88 to several friends who were intimidated by the soulslike genre, and the consistent feedback I've received is that this approach made the genre accessible without compromising what makes it rewarding. One friend who had never completed a soulslike before managed to finish Super Ace 88 and immediately started a New Game+ run, which speaks volumes about how this design encourages rather than discourages engagement.
In my professional opinion as someone who has analyzed game mechanics for years, Wuchang has struck the perfect balance between challenge and accessibility with Super Ace 88's progression system. The 50% Red Mercury loss upon death maintains stakes while eliminating the devastating setbacks that can ruin a gaming session. The Impetus Repository provides meaningful character development choices that feel impactful without being overwhelming. Together, they create what I consider to be the most refined progression system in the soulslike genre today, one that other developers would be wise to study and emulate. This isn't just a small quality-of-life improvement - it's a fundamental rethinking of how progression should work in challenging games, and it absolutely delivers on the promise of boosting your gaming wins through smart, player-friendly design.