>>724624963
In all fairness, isn't that just how regular Terraria progression works? You kill a boss, get a new ore or set of gear, go kill the next boss, repeat over and over. And you even have to traverse the world over again for example for a lot of them, as far as progression goes it's mostly new locations. There's a whole new ocean biome on one side with an underwater area, an ocean under the desert, then for progression bosses you generally fight them in new areas. The hallow above ground, the inside of the dungeon, above ground jungle, a new hell biome, in the sky, an astral biome, etc. There's plenty of variety as far as boss fighting locations go as well as how the bosses themselves work which keeps it interesting. A few bosses don't have a specific location to be fought, but that's the same as the base game, and the bosses that are in the same location as other bosses are generally pretty far apart progression wise so it feels fine to come back to a location. In fact I think you practically traverse every single biome if you fight all the bosses. Meanwhile in the base game there's some biomes like the desert or snow that don't have anything associated with them and just sort of exist
I would say it only feels repetitive if you think the core Terraria gameloop is repetitive. On the other hand in writing this post I've already realized Calamity could do with adding some events since it's lacking any. But otherwise it's pretty reasonably close to base Terraria from a design perspective.