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This tutorial walks through the creation of a flexible and expandable leveling system inside Rec Room, designed to reward players for completing tasks and progressing over time. The core idea is simple but powerful: players earn experience points (XP) for performing actions in a room, and once they reach certain XP thresholds, their level increases. While the example focuses on a “smithing” skill, the system is intentionally built so it can be reused and adapted for any number of skills, such as woodcutting, climbing, farming, or crafting. The system starts with event-based XP gains. Tasks around the room—buttons, triggers, or interactions—can send an event that grants a specific amount of XP. This makes the setup modular and easy to expand: adding a new XP source is as simple as connecting another event sender and choosing how much XP it rewards. All XP gains flow through a single receiver, keeping the logic clean and centralized. To track progression, two integer variables are introduced: one to store total XP and another to store the current level. These values can be converted into cloud variables, allowing player progress to persist between sessions. When XP is gained, it is added to the stored total, and the system immediately checks whether the player has reached the next level threshold. Instead of hardcoding XP requirements, the tutorial introduces lists to manage level progression. Each list entry represents the total XP required to reach a specific level. The player’s current level is used as an index to retrieve the correct XP requirement from the list. This approach makes balancing far easier—changing level difficulty is just a matter of editing list values rather than rebuilding logic. It also allows XP requirements to scale naturally, from low early levels to much higher late-game goals. When a player’s XP exceeds the required value from the list, their level increases. If they haven’t reached that threshold, nothing changes. This ensures stable progression and prevents accidental multi-level jumps. The system also includes on-screen feedback, displaying both the player’s current XP and level using formatted text, so progress is always visible and satisfying. Special attention is given to multiplayer behavior. The setup ensures that XP and level displays update correctly when a player joins the room, using local-only logic so each player sees their own stats rather than everyone else’s. This makes the system suitable for shared spaces without causing confusion or data overlap. Beyond basic progression, the tutorial highlights how this leveling system can be used as a gameplay gatekeeper. Levels can unlock new areas, restrict access to certain actions, or enable advanced interactions. Because the entire setup is modular, it can be duplicated and renamed to support multiple skills within the same room, creating a full RPG-style progression system. This first part focuses on building a clean, working foundation. The system is intentionally simple but structured in a way that allows future upgrades, refinements, and more advanced mechanics. It’s a practical, scalable approach to progression that works equally well for casual rooms and more complex, game-like experiences.