Progress

What you are paid for
and where it goes

Every battle brings credits and XP. Credits repair your machine and buy the next one; XP unlocks it in the tree. An advantage in battle is not for sale in any form.

Reward

What you are paid for

The reward is made of five parts, and a win multiplies all of it. What exactly you were credited with is shown line by line right after the battle.

Damage 59 % How much health you took off the enemy
Finish 15 % For seeing the battle through yourself
Survival 12 % How much health you had left
Accuracy 9 % The share of hits, not the number of shots
By terrain 6 % Collapse, falling, water — that is your work too
A loss pays too. Less than a win, but it pays — for damage, accuracy and terrain work. Sitting out a lost battle is always better than leaving it.
Five per cent of every battle's XP goes into free XP. You can spend it on any machine in the tree, out of turn.
Currencies

Where all of it goes

Six currencies, and they do not replace one another. The first three appear in every battle, the rest less often.

Credits

The main money. You repair the machine, buy shells and buy the machines themselves with it.

Arrives: per battle

Machine XP

Accumulates only on the machine you play. Unlocks its modules and the next machine of the branch.

Arrives: per battle

Free XP

Trickles in from every battle. The one way to open a machine out of turn.

Arrives: weekly

Bonds

The reward for a ranked season. Never sold for money.

Arrives: monthly

Blueprints

Drop in battle. A collected set makes researching one particular machine cheaper.

Arrives: weekly

Tokens

Bought for money. They speed things up and decorate, but they do not help in battle.

Arrives: purchased
Spoils on a steel table: casings, a blueprint, a crate of parts
03 · Fair play

Victory is not for sale

Money buys four things: time, convenience, looks and insurance against your own mistake. Premium and boosters multiply what you have already earned — which still requires playing.

XP and blueprints are not sold for the paid currency at all. Credits have exactly one door — a capped exchange in the shop that gives around an hour and a half of play a day at its ceiling, and gets worse with every portion. In ranked, machine stats are normalised and upgrades are switched off: there is simply nothing to pay for.

TimeConvenienceLooksInsurance

How ranked works

Rhythm

Why you come back

Five loops, and each one is longer than the last.

01 · 5–12 minutes

A battle

Credits, machine XP, 5 % into free XP, a chance of a blueprint, progress on tasks and the pass

02 · one evening

A day

Double XP for the first win of the day; three daily tasks; one free swap; the shot of the day

03 · five or six sittings

A week

Five weekly tasks; the weekly crate with blueprints and bonds

04 · a ranked season

A month

The ranked season: division, bonds, cosmetics. Ranked pays no credits

05 · eight weeks

A season

The battle pass: 60 levels, two tracks, a daily XP cap

Progress starts with the first battle

Credits and XP arrive for it already — even if the battle is lost.