---
title: "Independent renovation progression: API"
package: "@phaser-ae/renovation-progress"
tier: Pro
version: 3.0.0-2
released: 2026-10-14
updated: 2026-10-19
description: "Credits, stored items, atomic shopping baskets, unlockable areas and installed decorations for a renovation meta-game, with saves that survive changes to the catalogue."
url: https://phaser.io/packs/renovation-progress/api
site: Phaser - https://phaser.io
---

# Independent renovation progression: API

`@phaser-ae/renovation-progress` — Renderer-independent credits, inventory, atomic shopping baskets, area unlocking, installed variants and versioned saves for any game.

## The pack

### `renovationProgress`

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

Install independent rules; no renderer or game-specific owner required.

## Helpers

### `createRenovationProgress`

```ts
function createRenovationProgress(config:RenovationConfig)
```

Create the economy from a catalogue. Throws on a bad id, duplicate ids, a negative or fractional price, a prerequisite that does not exist or is cyclic, or a slot whose area or kind does not exist.

## Classes

### `RenovationProgress`

```ts
class RenovationProgress
```

The renovation economy: credits, stored and installed products, unlocked areas and granted rewards, changed only by whole atomic baskets. Create it with `createRenovationProgress`.

- `readonly config:RenovationConfig` — The catalogue it was created with (an owned copy).
- `constructor(config:RenovationConfig)`
- `get state()` — A copy of the current state; changing it changes nothing.
- `owned(product:string,s=this.data)` — Copies of a product the player has, stored plus installed. `s` defaults to the live state.
- `quote(actions:RenovationAction[]):RenovationResult` — Quote and commit use the same atomic cart transition. A failed line spends nothing.
- `transact(actions:RenovationAction[]):RenovationResult` — Commit every line of the basket in order, or reject the whole basket with a `reason` and change nothing. A basket has 1 to 100 lines.
- `apply(action:RenovationAction)` — Commit one action as a single-line transaction.
- `grant(reward:RenovationReward):RenovationResult` — Grant a reward once. A repeated `id` returns `valid: true` with `duplicate: true` and changes nothing; a bad id, credits or items, credit overflow, storage over capacity or 100,000 receipts already held are rejected with a reason.
- `serialize()` — The save as text: the catalogue `id`, its `version`, the product ids it knew and the live state. The catalogue itself is not stored.
- `restore(serialized:string):RenovationRestoreReport` — Replace the live state with a save, fitted to the current catalogue. A save is refused only when it is not one of this game's: unparsable or malformed text throws `renovation: not a save`, another catalogue `id` or an unknown format `renovation: incompatible save`. The catalogue may have changed in any other way since the save was written, and the state is kept as far as it still makes sense: credits, receipts and revision are kept as they are; copies of removed products and removed areas are dropped; an installed product whose slot, kind or area changed or went returns to storage; starting areas, prerequisites of areas the player already had, and the starting stock of products new since the save are added. Storage over a lowered capacity is kept, and blocks buying and rewards until the player makes room. A refused or failing restore leaves the live state untouched. The report says what changed.
- `save(storage:RenovationStorage,key=\`renovation:${this.config.id}\`)` — Write the save to a storage adapter (anything with synchronous `setItem`); storage exceptions propagate. The key defaults to `renovation:<config id>`.
- `load(storage:RenovationStorage,key=\`renovation:${this.config.id}\`):RenovationRestoreReport|false` — Restore from a storage adapter: the restore report, or `false` when nothing is stored under the key. A bad save throws as {@link RenovationProgress.restore} does.

## Types

### `RenovationAction`

```ts
type RenovationAction={type:'buy';product:string;quantity?:number}|{type:'place';product:string;slot:string}|{type:'store';slot:string}|{type:'unlock';area:string}
```

One line of a basket: `buy` copies of a product, `place` a stored product in a slot (any product already there returns to storage), `store` the product in a slot, or `unlock` an area.

### `RenovationArea`

```ts
interface RenovationArea
```

An unlockable area. Its slots can be used only once it is unlocked.

- `id:string` — Unique id, in the same form as a product's.
- `cost:number` — Credits to unlock it; a nonnegative safe integer.
- `requires?:string[]` — Ids of areas that must be unlocked first.
- `needs?:string[]` — Ids of products the player must own, stored or installed, to unlock it.

### `RenovationConfig`

```ts
interface RenovationConfig
```

The authored catalogue. Saves are keyed on `id` and survive edits to everything else; see {@link RenovationProgress.restore}.

- `id:string` — Names this game's saves. A save restores only into a catalogue with the same id; change it to start every player afresh.
- `version?:number` — Optional catalogue revision (nonnegative integer) written into saves and reported back by restore, so a host can tell which release a save came from. It never refuses a save.
- `products:RenovationProduct[]` — Everything that can be bought, stored and installed.
- `areas:RenovationArea[]` — The unlockable areas.
- `slots:RenovationSlot[]` — The places a product can be installed, each in an area and accepting one product kind.
- `initialCredits?:number` — Credits a new game starts with; default 0.
- `initialAreas?:string[]` — Areas unlocked from the start, and added to any restored save that lacks them; default none.
- `initialInventory?:Record<string,number>` — Stored copies per product a new game starts with, and given once to a restored save that predates the product; default none.
- `inventoryCapacity?:number` — Most copies the storage holds at once (installed copies do not count); default 1000.

### `RenovationProduct`

```ts
interface RenovationProduct
```

Independent economy and scene-selection state. Hosts supply rewards and storage adapters.

- `id:string` — Unique id: a letter or digit, then letters, digits, `:`, `_` or `-`, up to 100 characters. Saves are keyed on it.
- `kind:string` — Which slots take it: a slot accepts only products of its own kind.
- `cost:number` — Credits to buy one copy; a nonnegative safe integer.
- `requires?:string[]` — Ids of products the player must own, stored or installed, before this one can be bought.
- `label?:string` — Display name; authored metadata the rules never read.
- `variant?:string` — Variant name; authored metadata the rules never read.
- `level?:number` — Level; authored metadata the rules never read.

### `RenovationProgressApi`

```ts
type RenovationProgressApi=typeof kit
```

Public independent rules and helpers exposed by the composed pack.

### `RenovationRestoreReport`

```ts
interface RenovationRestoreReport
```

What {@link RenovationProgress.restore} changed so that a save made against another revision of the catalogue fits the current one.

- `changed:boolean` — True when anything below is not empty. A save made against the same catalogue restores with `changed` false.
- `savedVersion?:number` — The `version` the catalogue had when the save was written, when it had one.
- `dropped:{products:Record<string,number>;areas:string[]}` — What the catalogue no longer has: copies lost per removed product (stored and installed) and removed area ids.
- `unplaced:string[]` — Saved slot ids that were emptied because the slot, its product, its kind or its area changed or went. A surviving product went back to storage.
- `added:{areas:string[];items:Record<string,number>}` — What the catalogue added: areas unlocked (starting areas, and prerequisites of areas the player already had) and starting stock given for new products.

### `RenovationResult`

```ts
type RenovationResult={valid:true;duplicate:boolean;spent:number;state:RenovationState}|{valid:false;reason:string}
```

The outcome of a quote or transaction: `valid: true` with the credits `spent`, whether it was a `duplicate` (a reward already granted) and the resulting state, or `valid: false` with a reason code that names the first failure.

### `RenovationReward`

```ts
interface RenovationReward
```

A reward from the host game, paid once per `id`.

- `id:string` — Receipt id, in the same form as a product's: granting the same id again changes nothing.
- `credits?:number` — Credits to add; a nonnegative safe integer. Default 0.
- `items?:Record<string,number>` — Copies to add to storage, by product id; each count a whole number from 0 to 1000.

### `RenovationSlot`

```ts
interface RenovationSlot
```

A place a product can be installed.

- `id:string` — Unique id, in the same form as a product's.
- `area:string` — Id of the area it is in; it is usable only once that area is unlocked.
- `kind:string` — The product kind it accepts.

### `RenovationState`

```ts
interface RenovationState
```

Everything that changes as the game is played; a save holds exactly this.

- `credits:number` — Credits in hand; a nonnegative safe integer.
- `inventory:Record<string,number>` — Stored copies by product id; installed copies are not counted here.
- `installed:Record<string,string>` — The product id installed in each slot, by slot id; an empty slot has no entry.
- `areas:string[]` — Ids of the unlocked areas, in the order they were unlocked.
- `receipts:string[]` — Ids of the rewards already granted, so a repeat is ignored; at most 100,000.
- `revision:number` — Starts at 0 and rises by one for every committed basket and every new reward.

### `RenovationStorage`

```ts
interface RenovationStorage
```

Anything with synchronous `getItem` and `setItem`, such as `localStorage`.

- `getItem(key:string):string|null` — The text stored under `key`, or null when there is none.
- `setItem(key:string,value:string):void` — Store `value` under `key`; may throw (a full or blocked store), and the exception propagates.

---

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