This is a roguelite, not a roguelike, and the difference is everything for how you should approach the first ten hours. In Eternal Palace Sakura, unlocked weapons, abilities and upgrades persist across runs. You are not starting from zero each time. That single fact changes how you should spend your first run.
Because the progress bank is permanent but the palace is not — it rearranges itself every time — the first run is not about clearing the palace. It is about finding out which fighting arts you want in a build you will actually enjoy using. You are gathering options.
| Element | Persists? |
|---|---|
| Unlocked weapons | Yes — carried between runs |
| Unlocked abilities | Yes — carried between runs |
| Permanent upgrades / attributes | Yes — the meta-progression |
| Fighting arts (50+) | Yes — unlocked permanently once bought |
| The palace layout | No — regenerated each run |
| Run-specific resources | No — reset on death |
That table is the reason the game feels good to return to. The build is yours; the challenge is not. Every run is a new arrangement of a familiar set of tools, which is exactly the loop that makes fifty fighting arts feel like fifty options instead of fifty chores.
Because the endgame is gated behind power, the sensible order is: settle on a route in the early runs, then spend the mid-game attributes on the arts that multiply that route rather than the ones that merely add to it. A wide combo that clears trash but loses to bosses is a build that stalls. Learn the boss, then buy the answer to it.