What it is
The economy governs how runs convert into wallet currencies, how those currencies convert into ship pulls, how ships are awarded by mission performance, and what real-money or ad-watch top-ups exist outside of runs. Two wallet currencies — Credits (soft) and Gems (hard/premium) — sit alongside Pull Tickets (consumable banner currency) and four Resource Tags (ore, fuel, crystal, relic) used as permission flags for the building system. Each arcade run pays out Credits scaled by mission tier and three performance bonuses (kills, events, level). Missions on the mission board pay out ships at rarity rolls tied to the mission’s reward tier and star rating. Gems gate convenience actions — instant mission completion, mission-board refreshes, and in-run revives — and can be purchased in fixed packs.
Stats tables
Currencies and meta-resources
| Currency | Type | Source |
|---|---|---|
| Credits | Soft wallet | Arcade runs, ad slots, special offers |
| Gems | Hard wallet | Gem packs, ad slots, special offers, starter pack |
| Pull Tickets | Consumable banner currency | Ad slots, special offers, daily chain |
| Scrap | Material | Ad slots |
| Stardust | Material | Ad slots |
| Ore tag | Resource permission flag | Unlocked by clearing first ore system |
| Fuel tag | Resource permission flag | Unlocked by clearing first fuel system |
| Crystal tag | Resource permission flag | Unlocked by clearing first crystal system |
| Relic tag | Resource permission flag | Unlocked by clearing first relic system |
Arcade run Credits — tier base
The arcade-run Credits formula is baseAtTier(tier) × (1 + killBonus + eventBonus + levelBonus). The tier base is (200 / 3) × 2^(tier − 1), rounded for display.
| Tier reached | Base Credits |
|---|---|
| 1 | 67 |
| 2 | 133 |
| 3 | 267 |
| 4 | 533 |
| 5 | 1067 |
| 6 | 2133 |
| 7 | 4267 |
Arcade run Credits — bonus chunks
Each of the three bonuses is a 0..1 fraction: current / (2 × par), clamped. At par, the bonus contributes 50% of the tier base; at 2× par, it contributes 100%. All three bonuses can stack, so the maximum payout per run is 4× the tier base.
| Bonus | Par formula | At-par contribution | Max contribution |
|---|---|---|---|
| Kill bonus | par = 500 × tier | 50% of base | 100% of base |
| Event bonus | par = 12 × tier | 50% of base | 100% of base |
| Level bonus | par = level table (below) | 50% of base | 100% of base |
Level par by tier
| Tier | Par level |
|---|---|
| 1 | 10 |
| 2 | 15 |
| 3 | 20 |
| 4 | 24 |
| 5 | 28 |
| 6 | 32 |
| 7 | 36 |
Mission ship-drop rates by reward tier
Each mission has a reward tier (common through legendary) and a star rating (1–3 stars). The star rating selects the entry in the shipChance triplet. Drop chance is the probability that the mission rewards a ship at all; if it does, the ship is rolled up to the listed max rarity.
| Reward tier | 1-star drop | 2-star drop | 3-star drop | Max ship rarity |
|---|---|---|---|---|
| Common | 0% | 0% | 5% | Common |
| Uncommon | 0% | 5% | 15% | Uncommon |
| Rare | 5% | 15% | 30% | Rare |
| Epic | 10% | 25% | 50% | Epic |
| Legendary | 20% | 40% | 75% | Legendary |
Ship rarity rates on banner pulls
| Rarity | Base rate |
|---|---|
| Common | 60% |
| Uncommon | 25% |
| Rare | 10% |
| Epic | 5% |
| Legendary | 0% |
Pity and soft-pity thresholds
| Rule | Value |
|---|---|
| Guaranteed rare or higher at | 10 pulls without a rare+ |
| Guaranteed epic or higher at | 50 pulls without an epic+ |
| Soft pity starts at | 40 pulls |
| Soft-pity epic rate per pull beyond 40 | +2% |
| 10-pull guaranteed minimum rarity | Uncommon |
Pull costs
| Action | Tickets | Gems |
|---|---|---|
| Single pull | 1 | 100 |
| 10-pull | 10 | 900 |
Banners
| Banner | Description |
|---|---|
| Sun | Ships of light and radiance |
| Moon | Ships of shadow and fortune |
Universal pull tickets work on either banner.
Gem-gated convenience actions
| Action | Gem cost |
|---|---|
| Instant-complete mission | max(5, ceil(remainingHours × 8)) |
| Mission-board refresh | 30 |
| First in-run revive | 20 |
| Second in-run revive | 40 |
| Third in-run revive | 60 |
In-run revive rules
| Rule | Value |
|---|---|
| Max revives per run | 3 |
| HP restored on revive | 50% |
| Invulnerability after revive | 3.0 s |
| Free revives per day | 1 |
| Revive prompt visible duration | 5.0 s |
| Pre-prompt death cinematic | 3.0 s |
Gem packs
All packs grant gems for free during beta — the displayed USD price is the post-beta target price.
| Pack id | Gems | Display price | Bonus label |
|---|---|---|---|
| gems_100 | 100 | $0.99 | — |
| gems_550 | 550 | $4.99 | — |
| gems_1200 | 1,200 | $9.99 | — |
| gems_6500 | 6,500 | $49.99 | +50% BONUS |
| gems_15000 | 15,000 | $99.99 | BEST VALUE |
Special offers
| Offer | Gems | Tickets | Price (USD) | One-time |
|---|---|---|---|---|
| Starter Pack | 300 | 5 | $0.99 | Yes |
| Weekly Bundle | 150 | 3 | $4.99 | No |
Supporter Club
| Item | Value |
|---|---|
| Paid tier price | $2.99 USD |
Ad-reward slots
Each slot is a separate counter; once viewsRequired ads are watched, the reward is granted.
| Slot id | Reward | Amount | Views required | Category |
|---|---|---|---|---|
| daily_chain | Pull ticket | 2 | 5 | Chain |
| material_credits | Credits | 150 | 2 | Material |
| material_scrap | Scrap | 200 | 2 | Material |
| material_stardust | Stardust | 50 | 4 | Material |
| resource_ticket | Pull ticket | 1 | 1 | Resource |
| resource_gems | Gems | 50 | 5 | Resource |
| ship_slot_0 | Ship | 1 | 3 | Ship |
| ship_slot_1 | Ship | 1 | 8 | Ship |
Daily limits
| Limit | Value |
|---|---|
| Ad-granted pull tickets per day | 5 |
Rookie Boost
| Stat | Value |
|---|---|
| XP multiplier during Rookie Boost | 1.5× |
Starter inventory (fresh / reset account)
| Item | Amount |
|---|---|
| Industria Towncar ship | 1 |
| Junkrats Tank ship | 1 |
| Solaris Cargo ship | 1 |
| Gems | 0 |
| Credits | 0 |
| Pull tickets | 0 |
Resource tag themes
| Tag | Theme |
|---|---|
| Ore | Industry, salvage, hull work |
| Fuel | Routing, docks, timers, logistics |
| Crystal | Precision, tech, labs, optics |
| Relic | Ancient, sacred, endgame infrastructure |
How it works
A run ends and a result is built containing the tier reached, total kills, events completed, and player level. The arcade-credits formula computes a tier base from the tier reached, then adds three independent bonus chunks for kills, events, and level. Each chunk fills linearly from zero to its maximum as the run stat goes from zero to 2× its par value, and chunks round so the four reported values sum exactly to the awarded total.
Missions on the mission board are tagged with a reward tier and a star rating. On completion, the reward table for that tier is consulted; the star rating picks the matching ship-drop probability. If the roll succeeds, a ship is granted at a random rarity up to the table’s max rarity.
Pulls are made on one of two banners using either tickets or gems. The roll consults the base rarity table; the pity counters override the base roll when they trip, and once the player reaches the soft-pity pull count the epic rate climbs by a fixed amount per pull. A 10-pull also enforces a minimum rarity floor so at least one result is uncommon or better. Universal pull tickets work on either banner.
Gems gate three convenience actions: collapsing the real-time mission timer to zero, refreshing the mission board, and reviving mid-run after death. Revives escalate in cost each time within a single run, are capped per run, restore half HP with brief invulnerability, and the first revive of the day is free. Gems are obtained from packs, ad slots, the starter pack, or the weekly bundle.
Ad-reward slots are independent counters: each slot tracks its own view count and grants its reward once the required number of ad views accumulates. The system caps ad-granted pull tickets per day across all ticket-granting slots. A 50% XP bonus called Rookie Boost applies passively during the first-week onboarding window.
Interactions
Combat — total kills and the tier reached during a run feed directly into the Credits payout.
Progression — level reached and events completed each contribute a bonus chunk to the run payout. Mission tier (the 4-minute escalation counter) sets the base.
Ships — pulls and mission rewards both produce ships. Mission ship rewards are gated by reward tier and star rating; banner pulls roll the base rarity table with pity overrides.
Missions — mission instant-complete and board-refresh consume gems. Mission completion grants ship-drop rolls.
Death and revives — the in-run death-defiance system consumes gems on an escalating cost schedule, restores HP, and grants invulnerability after revive.
World / buildings — the four resource tags (ore, fuel, crystal, relic) are unlocked by clearing the first system of each type and act as permission flags for building placement.
Ads — the ad-reward system grants tickets, gems, credits, scrap, stardust, and ships across eight slots with independent view counters.
What it does NOT do
The economy does not award XP through any wallet — Rookie Boost multiplies XP gained from gameplay, but XP itself is not a wallet currency.
There is no coin currency separate from Credits. There is no gold currency. Tickets and gems are the only banner-pull inputs.
Resource tags are not stockpiled — they are binary permission flags, not a count. Scrap and Stardust appear only as ad-slot rewards in this system and are not produced by arcade runs.
The legendary banner-pull rate is zero — legendaries do not come from pulls. They come only from mission rewards at the legendary reward tier.
Run payouts do not include gems. Gems are not granted by arcade runs through this system; only ad slots, packs, the starter pack, and the weekly bundle grant gems.
The starter pack and weekly bundle do not grant credits. The starter pack is one-time only; the weekly bundle is repeatable.
The featured rate-up section of the pull-rate table is empty — there are no featured ship rate-ups in the current configuration.