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.
| Type | Category | Destination | Description |
|---|---|---|---|
| credits | Currency | Currency pouch | Salvaged materials |
| ship_pull | Item | Pull pool | A blueprint that resolves to a new ship via the pull system |
| star_xp | Currency | Star rank track | Progress toward star rank |
| level_xp | Currency | Level reward track | Progress along the five-chest track |
| mod_drop | Item | Mod inventory | A 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:
| Rarity | Display color |
|---|---|
| Common | green (#44aa44) |
| Uncommon | blue (#4488ff) |
| Rare | dark blue (#0070dd) |
| Epic | n/a (unused) |
| Legendary | n/a (unused) |
The full set of pre-defined reward cards:
| Card id | Name | Type | Rarity |
|---|---|---|---|
| credits_small | Credits | credits | common |
| pull_common | Ship Signal | ship_pull | common |
| pull_uncommon | Ship Signal | ship_pull | uncommon |
| pull_rare | Rare Ship Signal | ship_pull | rare |
| star_xp_base | Star Progress | star_xp | common |
| star_xp_daily | First Win Bonus | star_xp | rare |
| level_xp | Level XP | level_xp | common |
| mod_drop_common | Mod Drop | mod_drop | common |
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 tier | Min credits | Max credits |
|---|---|---|
| Bronze | 5 | 15 |
| Silver | 12 | 30 |
| Gold | 25 | 55 |
| Diamond | 45 | 100 |
Ship pull
Awarded only when the player survived the mission. One pull per mission, with the rarity floor set by tier.
| Performance tier | Pull card awarded |
|---|---|
| Bronze | pull_common |
| Silver | pull_common |
| Gold | pull_uncommon |
| Diamond | pull_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.
| Condition | Card awarded | Amount |
|---|---|---|
| First win of day (survived) | star_xp_daily | 30 |
| Any other completion | star_xp_base | 3 |
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 tier | Track points per run | Runs to fill the track |
|---|---|---|
| Bronze | 5 | ~20 |
| Silver | 8 | ~12–13 |
| Gold | 12 | ~8–9 |
| Diamond | 18 | ~6 |
Chest rewards
| Threshold (%) | Reward 1 | Reward 2 |
|---|---|---|
| 20 | 10 credits | 5 star XP |
| 40 | 25 credits | 1 common ship pull |
| 60 | 40 credits | 1 uncommon ship pull |
| 80 | 60 credits | 1 uncommon ship pull |
| 100 | 150 credits | 1 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
| Category | Modifiers |
|---|---|
| Offense | All DMG, Bullet DMG, Energy DMG, Fire DMG, Bomb DMG, Leech |
| Defense | Health, Shield, Vitality, Bulwark, Charge, Overshield |
| Utility | Speed, Heat, Magnet, XP Gain, Luck, Thrust |
Rarity (in-run pool)
| Modifier rarity | Members |
|---|---|
| Common | Health, Speed, All DMG, Bullet DMG, Energy DMG, Fire DMG, Bomb DMG, Magnet, XP Gain, Luck |
| Uncommon | Shield, Heat, Vitality, Bulwark, Charge, Overshield, Thrust |
| Rare | Leech |
Scaling formula
Every modifier effect carries a scaling shape selector (k). Four shapes exist; every shipped modifier uses the flat shape (k = -1).
| Shape | Selector | Per-rank formula | Notes |
|---|---|---|---|
| Flat | k = -1 | value = base every rank | Identical bonus every pick |
| Front-loaded harmonic | k = 0 | value = base × 5 / rank | Big first pick, diminishing |
| Linear | k = 1 | value = base × rank | No front-loading |
| Legacy diminishing | k > 1 | value = 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.
| Modifier | Rarity | Effect per rank | Mode |
|---|---|---|---|
| Health | Common | +15% hpMax | percent |
| Health | Common | +0.75 damageReduction | flat |
| Health | Common | +0.5 hpRegen | flat |
| Shield | Uncommon | +15% shieldMax | percent |
| Shield | Uncommon | +7.5% shieldRegenRate | percent |
| Shield | Uncommon | −4.5% shieldRegenDelay | percent |
| Speed | Common | +30% thrust | percent |
| Speed | Common | −10% drag | percent |
| Speed | Common | +30% maxSpeed | percent |
| All DMG | Common | +10% damage (all weapons) | percent |
| Bullet DMG | Common | +25% damage (bullet weapons) | percent |
| Energy DMG | Common | +25% damage (energy weapons) | percent |
| Fire DMG | Common | +25% damage (fire weapons) | percent |
| Bomb DMG | Common | +25% damage (bomb weapons) | percent |
| Heat | Uncommon | −7.5% heatBurnRate | percent |
| Magnet | Common | +40 magnetRange | flat |
| XP Gain | Common | +0.04 xpGainMult | flat |
| Luck | Common | +0.10 luckMult | flat |
| Vitality | Uncommon | +1.0 hpRegen | flat |
| Bulwark | Uncommon | +2.0 damageReduction | flat |
| Charge | Uncommon | +12% shieldRegenRate | percent |
| Overshield | Uncommon | +25% shieldMax | percent |
| Leech | Rare | +0.005 lifeSteal | flat |
| Thrust | Uncommon | +50% thrust | percent |
Modifier rank 20 totals
Selected examples at the 20-rank ceiling, showing the cumulative bonus a fully-stacked pick provides.
| Modifier | Rank 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
- 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).
- 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.
- 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
luckMultstat. - 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.
- 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_commoncard 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).