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The game has actually already been running in a closed alpha for close to two years now and therefore I could already gather a lot of data and test different methods to address some of your concerns.
In the early versions of the game, the player only had one creature and always encountered a random creature at each depth. During this time it was often hard for players to reach further than a certain threshold, as the game developed some sort of a rock paper scissors dynamic and how far one creature could go was mainly determined by how long it took until it encountered a counter.
To deal with this problem, I have implemented two new features. The first one being, that the player starts with a team of three creatures and can always choose which one of these he wants to send against the enemy.
The second feature is a map, similar to the ones in games like slay the spire, in which the player can choose between different difficulties of creatures and gets better rewards if he chooses harder encounters.
I have seen great results after implementing these changes and skilled players could consistently reach new depths, even when the deepest creature was already at a depth of 20 or more.
Another aspect is, that we periodically reset the whole game and readjust the game balance if one strategy is too dominating and to keep the meta fresh.
I have also tested your mentioned approach of creatures moving between depths after being stored, if they have an unusual high or low win rate. Since the power spike between depths is rather big, this has resulted in these creatures dominating, if they were moved to a lower depth or losing almost every fight in the other case.
I am of course always closely monitoring all the feedback and statistics to prevent a state, in which the game is too easy or hard for the regular player.
Firstly, very cool that you thought about these things, they've all come up in the earlier stages of testing, meaning you were right on the money. However, they've all been solved, as far as I can see it.
As Spinzaku (the dev) already mentioned, we did experiment with creatures adjusting their depth, mainly to solve the problem of an extremely weak creature being alone on a single depth, but also to correct for outliers. While this did fix some issues, it created a lot of feel bad moments. Downgraded creatures were especially unfun to face, as a weak creature on depth 10 could be an extremely strong creature on depth 9.
Luckily, with the additions of new mechanics and systems, the problems you mention have more or less solved themselves.
Why strong pioneers are not an issue:
There are multiple systems in place that shift the odds into the challengers favor. Above all, he has more information and agency: He can view the pioneer in the ladder and plan accordingly. The action pool is rich enough, such that any strategy has clear counters and if an unbeatable strategy emerges it will either be nerfed, or a new way to specifically counter it will be introduced. If you make it to the depth with all of your team (you get 3 creatures per run), you get 3 attempts at beating the pioneer, shifting the odds further in your favor.
Then there's also the fact that you can choose your opponents to an extent, as Spinzaku already described. You get rewarded for facing strong creatures, but you can also try and avoid them.
Further, the second problem you mention is actually a solution to the first one. Any creature that loses to the strong pioneer, will also populate the same depth and present an easier opponent to beat.
Subjectively, I've never ran into a situation were I felt I could not possibly beat the currently deepest creature (except for in early stages of development, when the action pool was much more constrained), which brings us to your second concern.
Why difficulty decay is not an issue:
As I see it, difficulty decay is actually a good thing. If reaching new depths becomes exponentially harder, the ladder becomes stale. Experience has also shown that this effect is not too strong. It does become harder the deeper you go, because your team needs to be able to face a wide variety of creatures. All in all, in the last few patches this balance has been in a very good state.
As an aside: Trying to reach the deepest depth is only one of many goals. Having your creature be the strongest on a given depth is also cool. Just like in magic, different kinds of players exist. Some enjoy creating very weird, unique creatures (not necessarily the strongest creatures). Or the deepest creature that uses a specific skill. Maybe you want to purposely put a lot of a certain type of creature into the ladder, because you think it's funny, or even use a team of two strong creatures and one "funny" one, to place the funny one way deeper than it should be and give others a nice surprise when they see it, etc. This also automatically leads to a diverse meta.