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

CurrencyTypeSource
CreditsSoft walletArcade runs, ad slots, special offers
GemsHard walletGem packs, ad slots, special offers, starter pack
Pull TicketsConsumable banner currencyAd slots, special offers, daily chain
ScrapMaterialAd slots
StardustMaterialAd slots
Ore tagResource permission flagUnlocked by clearing first ore system
Fuel tagResource permission flagUnlocked by clearing first fuel system
Crystal tagResource permission flagUnlocked by clearing first crystal system
Relic tagResource permission flagUnlocked 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 reachedBase Credits
167
2133
3267
4533
51067
62133
74267

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.

BonusPar formulaAt-par contributionMax contribution
Kill bonuspar = 500 × tier50% of base100% of base
Event bonuspar = 12 × tier50% of base100% of base
Level bonuspar = level table (below)50% of base100% of base

Level par by tier

TierPar level
110
215
320
424
528
632
736

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 tier1-star drop2-star drop3-star dropMax ship rarity
Common0%0%5%Common
Uncommon0%5%15%Uncommon
Rare5%15%30%Rare
Epic10%25%50%Epic
Legendary20%40%75%Legendary

Ship rarity rates on banner pulls

RarityBase rate
Common60%
Uncommon25%
Rare10%
Epic5%
Legendary0%

Pity and soft-pity thresholds

RuleValue
Guaranteed rare or higher at10 pulls without a rare+
Guaranteed epic or higher at50 pulls without an epic+
Soft pity starts at40 pulls
Soft-pity epic rate per pull beyond 40+2%
10-pull guaranteed minimum rarityUncommon

Pull costs

ActionTicketsGems
Single pull1100
10-pull10900

Banners

BannerDescription
SunShips of light and radiance
MoonShips of shadow and fortune

Universal pull tickets work on either banner.

Gem-gated convenience actions

ActionGem cost
Instant-complete missionmax(5, ceil(remainingHours × 8))
Mission-board refresh30
First in-run revive20
Second in-run revive40
Third in-run revive60

In-run revive rules

RuleValue
Max revives per run3
HP restored on revive50%
Invulnerability after revive3.0 s
Free revives per day1
Revive prompt visible duration5.0 s
Pre-prompt death cinematic3.0 s

Gem packs

All packs grant gems for free during beta — the displayed USD price is the post-beta target price.

Pack idGemsDisplay priceBonus label
gems_100100$0.99
gems_550550$4.99
gems_12001,200$9.99
gems_65006,500$49.99+50% BONUS
gems_1500015,000$99.99BEST VALUE

Special offers

OfferGemsTicketsPrice (USD)One-time
Starter Pack3005$0.99Yes
Weekly Bundle1503$4.99No

Supporter Club

ItemValue
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 idRewardAmountViews requiredCategory
daily_chainPull ticket25Chain
material_creditsCredits1502Material
material_scrapScrap2002Material
material_stardustStardust504Material
resource_ticketPull ticket11Resource
resource_gemsGems505Resource
ship_slot_0Ship13Ship
ship_slot_1Ship18Ship

Daily limits

LimitValue
Ad-granted pull tickets per day5

Rookie Boost

StatValue
XP multiplier during Rookie Boost1.5×

Starter inventory (fresh / reset account)

ItemAmount
Industria Towncar ship1
Junkrats Tank ship1
Solaris Cargo ship1
Gems0
Credits0
Pull tickets0

Resource tag themes

TagTheme
OreIndustry, salvage, hull work
FuelRouting, docks, timers, logistics
CrystalPrecision, tech, labs, optics
RelicAncient, 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.