---
title: "Level saga progression: API"
package: "@phaser-ae/level-saga"
tier: Pro
version: 3.0.0-0
released: 2026-10-24
updated: 2026-10-24
description: "The meta-game around a level-based puzzle, with a level map, lives on a timer, coins, boosters, win streaks, continues and timed events, for any puzzle pack."
url: https://phaser.io/packs/level-saga/api
site: Phaser - https://phaser.io
---

# Level saga progression: API

`@phaser-ae/level-saga` — The meta-game around level-based puzzles: a level map, lives that refill on a clock, coins, boosters, win streaks, continues and timed events.

## The pack

### `levelSaga`

```ts
function levelSaga(): Pack<{ levelSaga: typeof kit; }>
```

Compose the level saga rules under `game.levelSaga`.

## Helpers

### `createLevelSaga`

```ts
function createLevelSaga(config: SagaConfig): LevelSaga
```

Make a saga from its config. Throws, naming the field, on a config it cannot run.

## Classes

### `LevelSaga`

```ts
class LevelSaga
```

The meta-game around a level-based puzzle: a map of levels in chapters with hard and super-hard tiers, lives that
refill on a clock, coins, stars and boosters, continues with rising prices, win-streak gifts, and timed events
(milestone tracks and races against seeded rivals). It never reads a wall clock: time moves only through
`elapse(seconds)` (and `away` for time the game was closed), so everything replays. It plays no level itself: the
game starts one, plays it with its own rules and reports the result. Get one from `createLevelSaga`.

- `constructor(config: SagaConfig)`
- `get config(): SagaConfig` — A copy of the config.
- `get state(): SagaState` — A copy of the state: everything a save needs.
- `get time(): number` — Saga time in seconds.
- `get coins(): number` — Coins.
- `get stars(): number` — Spendable stars.
- `get streak(): number` — Wins in a row.
- `get attempt(): SagaAttempt | null` — The level being played, or null.
- `get next(): string | null` — The first level not yet won, or null when every level is won.
- `get won(): number` — Levels won.
- `lives(): { count: number; max: number; nextIn: number | null; unlimited: number }` — Lives now, the maximum, seconds to the next one (null when full or with lives off) and seconds of unlimited lives left.
- `boosters(id: string): number` — How many of a booster the player owns.
- `items(name: string): number` — The game's collectible count by name.
- `map(chapter?: string): SagaMapLevel[]` — Every level with its number, tier, chapter, status and stars; or only one chapter's when `chapter` is given.
- `chapters(): { id: string; first: number; last: number; won: number; done: boolean }[]` — The chapters in order, with their levels' first and last numbers and how many are won.
- `level(id: string): SagaMapLevel | undefined` — One level's map entry, or undefined for an unknown id.
- `streakBoosters(): Record<string, number>` — The before-boosters the current streak gives the next start (empty below the first tier).
- `continuePrice(): number | null` — The price of the next continue in the current attempt, or null when none is left or no level is being played.
- `elapse(seconds: number): SagaEvent[]` — Move saga time on by `seconds` (0 to 31536000): lives refill, unlimited lives run out, events end.
- `away(seconds: number, cap = 28800): SagaEvent[]` — Time the game was closed: `elapse` capped at `cap` seconds (default 8 hours), so a wrong clock cannot give a day of lives.
- `startLevel(level?: string, boosters: Record<string, number> = {}): SagaResult` — Start a level, by default the next one. Takes a life first when lives cost on start, consumes the chosen before-boosters (`boosters`, by id), adds the streak's free ones, and returns them in the `started` event for the game to apply.
- `useBooster(id: string): SagaResult` — Use a during-booster in the current level.
- `buyBooster(id: string, count = 1): SagaResult` — Buy `count` (1 to 99, default 1) of a booster with coins.
- `buyLives(): SagaResult` — Buy a full set of lives with coins.
- `continueLevel(): SagaResult` — Buy a continue in the current level at `continuePrice()`: what it gives (moves, slots) is the game's to apply.
- `finishLevel(result: { won: boolean; stars?: number; items?: Record<string, number> }): SagaResult` — End the current level. A win records its best stars (0 to the maximum), pays coins (a first win's by tier, a replay's less), grows the streak, unlocks the next level and moves events on, counting `items` the game collected. A loss takes a life (when lives cost on failing), ends the streak and can set a race back.
- `abandonLevel(): SagaResult` — Give up the current level: a loss.
- `grant(reward: SagaReward, receipt?: string): SagaResult` — Give a reward. With a `receipt` id (1 to 100 characters) it is given once only: a second grant with the same receipt is refused as `'duplicate'` and changes nothing.
- `spendStars(count: number): SagaResult` — Spend stars (on renovation, say). Refused, changing nothing, when there are not enough.
- `startEvent(def: SagaEventDef): SagaResult` — Start a timed event now. An event whose id is running is refused; an ended one with that id is replaced.
- `dropEvent(id: string): SagaResult` — Drop an ended event from the state.
- `events(): (SagaEventState & { left: number; standings: { who: string; wins: number }[] })[]` — The events, each with seconds left and, for a race, the standings now (the player as `'you'`, best first).
- `restore(state: SagaState): void` — Put back a state `state` gave, from this config's id. Ids the config no longer has are dropped, not refused.

## Types

### `SagaAttempt`

```ts
interface SagaAttempt
```

A level being played.

- `level: string` — The level id.
- `tier: SagaTier` — Its tier.
- `boosters: Record<string, number>` — Before-boosters it started with, bought or from the streak: the game applies them.
- `continues: number` — Continues bought in this attempt.
- `used: Record<string, number>` — During-boosters used in this attempt.
- `paid: boolean` — Whether starting took a life (lives that cost on start), so a win gives it back.

### `SagaBoosterDef`

```ts
interface SagaBoosterDef
```

A booster kind.

- `id: string` — Unique id, 1 to 100 characters.
- `when: 'before' | 'during'` — `'before'`: chosen when a level starts and applied from its first move. `'during'`: used at any point in a level.
- `price?: number` — Coins for one; 0 (default) means it cannot be bought.
- `start?: number` — How many a new player has; default 0.

### `SagaChapterDef`

```ts
interface SagaChapterDef
```

A run of consecutive levels shown as one area of the map.

- `id: string` — Unique id, 1 to 100 characters.
- `levels: number` — Levels in it, 1 to 1000. Chapters take levels in order; levels past the last chapter form no chapter.

### `SagaConfig`

```ts
interface SagaConfig
```

The authored saga. Saves are keyed on ids and survive edits to everything else.

- `id: string` — Names this game's saves: a save restores only into a config with the same id.
- `levels: number | SagaLevelDef[]` — The levels in order: a count (ids `level-1` up, tiers from `hardEvery` and `superHardEvery`) or definitions; 1 to 100000.
- `hardEvery?: number` — With a level count: every n-th level is hard; default 0 (none).
- `superHardEvery?: number` — With a level count: every n-th level is super hard, which wins over hard; default 0 (none).
- `chapters?: number | SagaChapterDef[]` — Map areas: a level count per area (each `chapter-1` up), or definitions; default 20 levels an area.
- `lives?: { max?: number; refill?: number; cost?: 'fail' | 'start' }` — Lives: `max` 0 to 99 (0 turns lives off; default 5), `refill` seconds a life, 1 to 86400 (default 1800), `cost` when a life is taken (default `'fail'`; `'start'` takes it on starting and gives it back on a win).
- `coins?: { start?: number; win?: number; replay?: number; tiers?: Partial<Record<SagaTier, number>>; refill?: number }` — Coins: `start` for a new player (default 0), `win` for a first win (default 10), `replay` for winning again (default 0), `tiers` multipliers (default normal 1, hard 2, super hard 3), `refill` price of a full set of lives (default 900; 0 means not for sale).
- `stars?: number` — Most stars a level can earn, 0 to 5; default 3.
- `starReward?: number` — Stars added to the spendable stars per new star earned on a level; default 1.
- `continues?: number[]` — Coins for each continue in one attempt, in order; default [900, 1900, 2900]. An empty list allows none.
- `boosters?: SagaBoosterDef[]` — Booster kinds.
- `streak?: { wins: number; boosters: Record<string, number> }[]` — Free before-boosters for a run of wins: the highest tier the current streak reaches applies to the next start.
- `replay?: boolean` — Whether a won level can be played again; default false.
- `seed?: number` — Seed for rivals' paces, 0 to 4294967295; default 1.

### `SagaEvent`

```ts
type SagaEvent = | { type: 'life-gained'; lives: number } | { type: 'life-lost'; lives: number } | { type: 'started'; level: string; boosters: Record<string, number> } | { type: 'won'; level: string; stars: number; first: boolean; coins: number } | { type: 'lost'; level: string } | { type: 'unlocked'; level: string } | { type: 'chapter-done'; chapter: string } | { type: 'streak'; wins: number } | { type: 'reward'; source: string; reward: SagaReward } | { type: 'milestone'; event: string; step: number; reward: SagaReward } | { type: 'race-finished'; event: string; place: number; reward: SagaReward | null } | { type: 'event-started'; event: string } | { type: 'event-ended'; event: string }
```

What the saga did, in order.

### `SagaEventDef`

```ts
type SagaEventDef = SagaMilestoneEventDef | SagaRaceEventDef
```

A timed event.

### `SagaEventState`

```ts
interface SagaEventState
```

An event in progress or finished and not yet dropped.

- `def: SagaEventDef` — The event's definition.
- `startedAt: number` — Saga second it started.
- `endsAt: number` — Saga second it ends.
- `points: number` — Milestones: points so far.
- `reached: number` — Milestones: steps reached (and rewarded).
- `race: SagaRaceState | null` — Race standing; null for milestones.
- `ended: boolean` — True once it has ended.

### `SagaLevelDef`

```ts
interface SagaLevelDef
```

One level of the map.

- `id: string` — Unique id, 1 to 100 characters; progress is saved against it.
- `tier?: SagaTier` — Difficulty tier; default `'normal'`.

### `SagaMapLevel`

```ts
interface SagaMapLevel
```

A level's place on the map, from `map()`.

- `id: string` — Level id.
- `number: number` — 1-based position in the saga.
- `tier: SagaTier` — Tier.
- `chapter: string | null` — Chapter id, or null past the last chapter.
- `status: 'done' | 'next' | 'locked'` — `'done'` (won), `'next'` (the first not won) or `'locked'`.
- `stars: number` — Best stars, 0 until won.

### `SagaMilestoneEventDef`

```ts
interface SagaMilestoneEventDef
```

A milestone track: points from levels unlock rewards in turn.

- `kind: 'milestones'` — `'milestones'`.
- `id: string` — Unique id among events, 1 to 100 characters.
- `duration: number` — How long it runs, in seconds of saga time, 1 to 31536000.
- `points?: { win?: number; perStar?: number; items?: Record<string, number> }` — Points for a won level, per star on it, and per collectible reported by `finishLevel`; default 1 a win.
- `steps: { points: number; reward: SagaReward }[]` — The rewards, in order, each at a running total of points (strictly rising).

### `SagaRaceEventDef`

```ts
interface SagaRaceEventDef
```

A race: first to win `target` levels against rivals who win at their own seeded pace.

- `kind: 'race'` — `'race'`.
- `id: string` — Unique id among events, 1 to 100 characters.
- `duration: number` — How long it runs, in seconds of saga time, 1 to 31536000.
- `target: number` — Wins needed, 1 to 1000.
- `rivals: number` — Rival racers, 1 to 99.
- `pace?: [number, number]` — Each rival's seconds per win, drawn once between these; default [120, 600].
- `resetOnLoss?: boolean` — True: a lost level sets the player's wins back to 0. Default false.
- `rewards: SagaReward[]` — Rewards by finishing place, first place first; a place past the list gets nothing.

### `SagaRaceState`

```ts
interface SagaRaceState
```

A race in progress.

- `wins: number` — Player's wins.
- `finishedAt: number | null` — When the player reached the target, in saga seconds; null until then.
- `paces: number[]` — Each rival's seconds per win.
- `place: number | null` — The place the player finished in, from 1, once known; null before.

### `SagaRefusal`

```ts
type SagaRefusal = | 'in-level' | 'not-in-level' | 'locked' | 'already-won' | 'no-lives' | 'unknown-level' | 'unknown-booster' | 'wrong-booster-kind' | 'no-booster' | 'not-for-sale' | 'not-enough-coins' | 'no-continues-left' | 'not-enough-stars' | 'lives-full' | 'unknown-event' | 'event-running' | 'bad-count' | 'bad-reward' | 'duplicate'
```

Why an action was refused.

### `SagaResult`

```ts
type SagaResult = { valid: true; reason?: undefined; events: SagaEvent[] } | { valid: false; reason: SagaRefusal; events: [] }
```

The answer to an action: done, with its events, or refused with a reason and nothing changed.

### `SagaReward`

```ts
interface SagaReward
```

Anything the saga can give. Every field is optional; counts are whole numbers from 0.

- `coins?: number` — Coins.
- `lives?: number` — Lives, added past the maximum if need be.
- `unlimited?: number` — Seconds of unlimited lives, added to any already running.
- `boosters?: Record<string, number>` — Boosters, by id.
- `stars?: number` — Stars, the currency a renovation or decoration meta spends.
- `items?: Record<string, number>` — The game's own collectibles, by name.

### `SagaState`

```ts
interface SagaState
```

Everything that changes; a save holds exactly this.

- `id: string` — The config id this state belongs to.
- `time: number` — Saga time in seconds: what lives and events run on.
- `lives: number` — Lives now.
- `refillAt: number | null` — Saga second the next life arrives, or null when lives are full.
- `unlimitedUntil: number` — Saga second unlimited lives run out; at or before `time` means none.
- `coins: number` — Coins.
- `stars: number` — Spendable stars.
- `items: Record<string, number>` — Collectibles, by name.
- `boosters: Record<string, number>` — Boosters owned, by id.
- `done: Record<string, number>` — Best stars on each won level, by id (0 for a win with no stars).
- `streak: number` — Wins in a row.
- `plays: number` — Levels started.
- `attempt: SagaAttempt | null` — The level being played, or null.
- `events: SagaEventState[]` — Events running or ended and not yet dropped.
- `receipts: string[]` — Ids of rewards granted with a receipt, so a reward is never given twice.

### `SagaTier`

```ts
type SagaTier = 'normal' | 'hard' | 'super-hard'
```

A level's difficulty tier, which scales its coin reward.

---

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