What it is

Rewards are the prizes the game hands out for completing missions and leveling up inside a run. Three distinct surfaces feed off the same definitions: the post-run results screen (credits, ship pulls, star progress), a long-horizon five-chest progress track that fills across many runs, and the in-run level-up screen (stat upgrade picks). Each card has a fixed type, a fixed rarity that drives reveal-animation intensity, and a numeric amount rolled at award time.

Reward card types

Five card categories cover every prize shipped to the results screen.

TypeCategoryDestinationDescription
creditsCurrencyCurrency pouchSalvaged materials
ship_pullItemPull poolA blueprint that resolves to a new ship via the pull system
star_xpCurrencyStar rank trackProgress toward star rank
level_xpCurrencyLevel reward trackProgress along the five-chest track
mod_dropItemMod inventoryA common mod that can be merged with two more to upgrade

Rarity drives only the reveal animation. The five rarity tiers are common, uncommon, rare, epic, legendary, with display colours:

RarityDisplay color
Commongreen (#44aa44)
Uncommonblue (#4488ff)
Raredark blue (#0070dd)
Epicn/a (unused)
Legendaryn/a (unused)

The full set of pre-defined reward cards:

Card idNameTypeRarity
credits_smallCreditscreditscommon
pull_commonShip Signalship_pullcommon
pull_uncommonShip Signalship_pulluncommon
pull_rareRare Ship Signalship_pullrare
star_xp_baseStar Progressstar_xpcommon
star_xp_dailyFirst Win Bonusstar_xprare
level_xpLevel XPlevel_xpcommon
mod_drop_commonMod Dropmod_dropcommon

Post-mission rolls

Three guaranteed payouts at mission end. The credits roll is uniform within a per-tier range; ship-pull rarity is gated by performance tier; star XP is a tiny base amount, multiplied 10x on the first win of the day.

Credits

Always awarded. Amount is rounded to the nearest integer from a uniform range.

Performance tierMin creditsMax credits
Bronze515
Silver1230
Gold2555
Diamond45100

Ship pull

Awarded only when the player survived the mission. One pull per mission, with the rarity floor set by tier.

Performance tierPull card awarded
Bronzepull_common
Silverpull_common
Goldpull_uncommon
Diamondpull_uncommon

A Bronze or Silver clear always grants exactly one common ship pull; Gold and Diamond always grant one uncommon. Higher pull tiers (pull_rare) are only handed out by the level reward track, never by the per-mission roll.

Star XP

Always awarded. Amount depends on whether this is the first win of the day, which requires both surviving and the daily-first flag.

ConditionCard awardedAmount
First win of day (survived)star_xp_daily30
Any other completionstar_xp_base3

The first-win-of-day multiplier is 10x the 3-point base.

Level reward track

A five-chest progress track that fills 0–100% across many runs. Points are earned per arcade run; each completed run pushes the bar forward by an amount that scales with performance tier. When the bar crosses a chest threshold, that chest unlocks and can be opened once. The track is permanently complete after all five chests are claimed.

Points per run

Performance tierTrack points per runRuns to fill the track
Bronze5~20
Silver8~12–13
Gold12~8–9
Diamond18~6

Chest rewards

Threshold (%)Reward 1Reward 2
2010 credits5 star XP
4025 credits1 common ship pull
6040 credits1 uncommon ship pull
8060 credits1 uncommon ship pull
100150 credits1 rare ship pull

The 100% chest is the only source of a rare ship pull from arcade play; this card is otherwise unawarded.

Level-up modifiers (in-run picks)

Separate from post-run reward cards. When the player ranks up during a mission, the level-up screen offers a choice of stat upgrades drawn from a fixed pool of modifier types. Every modifier has a max rank of 20.

Modifier categories

CategoryModifiers
OffenseAll DMG, Bullet DMG, Energy DMG, Fire DMG, Bomb DMG, Leech
DefenseHealth, Shield, Vitality, Bulwark, Charge, Overshield
UtilitySpeed, Heat, Magnet, XP Gain, Luck, Thrust

Rarity (in-run pool)

Modifier rarityMembers
CommonHealth, Speed, All DMG, Bullet DMG, Energy DMG, Fire DMG, Bomb DMG, Magnet, XP Gain, Luck
UncommonShield, Heat, Vitality, Bulwark, Charge, Overshield, Thrust
RareLeech

Scaling formula

Every modifier effect carries a scaling shape selector (k). Four shapes exist; every shipped modifier uses the flat shape (k = -1).

ShapeSelectorPer-rank formulaNotes
Flatk = -1value = base every rankIdentical bonus every pick
Front-loaded harmonick = 0value = base × 5 / rankBig first pick, diminishing
Lineark = 1value = base × rankNo front-loading
Legacy diminishingk > 1value = base + perLevel × rank / (rank + k)Unused by current pool

Modifier effects per rank

All values below are per rank; multiply by the chosen rank for the cumulative effect. Stat units: percent applies a multiplier (1 + sum), flat is added directly.

ModifierRarityEffect per rankMode
HealthCommon+15% hpMaxpercent
HealthCommon+0.75 damageReductionflat
HealthCommon+0.5 hpRegenflat
ShieldUncommon+15% shieldMaxpercent
ShieldUncommon+7.5% shieldRegenRatepercent
ShieldUncommon−4.5% shieldRegenDelaypercent
SpeedCommon+30% thrustpercent
SpeedCommon−10% dragpercent
SpeedCommon+30% maxSpeedpercent
All DMGCommon+10% damage (all weapons)percent
Bullet DMGCommon+25% damage (bullet weapons)percent
Energy DMGCommon+25% damage (energy weapons)percent
Fire DMGCommon+25% damage (fire weapons)percent
Bomb DMGCommon+25% damage (bomb weapons)percent
HeatUncommon−7.5% heatBurnRatepercent
MagnetCommon+40 magnetRangeflat
XP GainCommon+0.04 xpGainMultflat
LuckCommon+0.10 luckMultflat
VitalityUncommon+1.0 hpRegenflat
BulwarkUncommon+2.0 damageReductionflat
ChargeUncommon+12% shieldRegenRatepercent
OvershieldUncommon+25% shieldMaxpercent
LeechRare+0.005 lifeStealflat
ThrustUncommon+50% thrustpercent

Modifier rank 20 totals

Selected examples at the 20-rank ceiling, showing the cumulative bonus a fully-stacked pick provides.

ModifierRank 20 cumulative
Health+300% hpMax, +15 damageReduction, +10 hpRegen
Shield+300% shieldMax, +150% shieldRegenRate, −90% shieldRegenDelay
Speed+600% thrust, −200% drag (clamped to 0), +600% maxSpeed
All DMG+200% damage
Bullet/Energy/Fire/Bomb DMG+500% damage to matching weapon tag
Heat−150% heatBurnRate
Magnet+800 magnetRange
XP Gain+0.80 xpGainMult (added to base 1.15 → 1.95 multiplier)
Luck+2.00 luckMult
Vitality+20 hpRegen
Bulwark+40 damageReduction
Charge+240% shieldRegenRate
Overshield+500% shieldMax
Leech+10% lifeSteal
Thrust+1000% thrust

How it works

  1. Mission ends. The results layer rolls three guaranteed cards in order: credits (uniform amount within the tier’s range), ship pull (if survived, rarity from the tier table), star XP (base 3, or 30 on first win of day).
  2. The same mission resolution adds the tier’s track points to the level reward track. If a chest threshold is crossed, that chest becomes claimable and surfaces on the rewards UI.
  3. Inside a run, when the player gains enough XP to rank up, the level-up screen draws a fixed-size choice from the modifier pool; rarity weights are biased by the ship’s luckMult stat.
  4. The player picks one modifier. Its current rank is incremented and the per-rank effects table is consulted via the scaling shape to compute the new stat contribution.
  5. Stat contributions from modifiers stack flat-additively with every other source (ship base, mods, artifacts, passives) into the ship’s combat stat block. Percent effects sum into (1 + sum) multipliers and are clamped at 0 (drag never inverts).

Interactions

  • Star XP and credits both go into long-horizon account currencies that exist outside any single run.
  • The level reward track is independent of star rank — runs feed both simultaneously but at different scales.
  • Ship pulls awarded post-mission and from chests are added to a pull pool that resolves via the separate pull-rates system; pull rarity is the floor, not a guarantee of the ship’s rarity.
  • The first-win-of-day bonus requires survival; deaths cannot trigger it even if it is the first completion of the day.
  • The mod_drop_common card is defined but is awarded through the mission-drops system at run end, not through the post-mission reward roller documented above.
  • In-run modifier picks (Health, Shield, etc.) are wholly separate from post-mission reward cards. The two systems share no card pool and no rarity weighting; they only share visual treatment for rarity colors.
  • Drag’s percent reduction at high Speed ranks pushes the multiplier toward zero — the engine clamps the drag multiplier at 0, so the ship loses all coast resistance but does not gain anti-drag.
  • Luck stat from the Luck modifier feeds into the leveling rarity roller as (1 + luckMult) × ship.luck, scaling the weights of uncommon/rare/epic/legendary level-up options.

What it does NOT do

  • The post-mission reward roller never awards warp crystals, pull tickets, mods, or in-run modifiers; only credits, ship pulls, and star XP.
  • Rare ship pulls do not appear in the post-mission roll at any performance tier; the only arcade source is the 100% chest of the level reward track.
  • The level reward track does not loop; once all five chests are claimed it is permanently complete.
  • Diamond performance does not raise the post-mission ship-pull beyond uncommon; only the track’s terminal chest exceeds it.
  • Modifier picks do not have a chance-to-fail or random magnitude; rank value is fully deterministic for the chosen modifier.
  • No reward card type respects performance tier other than credits and ship pulls; star XP is a fixed 3 or 30.
  • The reward system does not consume any resource — track points are earned, not spent, and chests are claimed for free.
  • Modifier effects do not stack multiplicatively across modifiers within a single percent-bucket (e.g., two damage percent sources sum additively, then apply once).