Progression & currencies
What persists, how Gold is earned, gameplay unlocks, costumes, and Moon Tokens.
What you keep
| For this hunt | On your account |
|---|---|
| Weapon and passive levels | Owned heroes and weapon unlocks |
| Evolutions and current health | Unlocked biomes and recorded clears |
| XP, level and the active build | Gold, Moon Token balances and costumes |
| The current fight and its timer | Completed history, statistics and build shares |
Gold comes from completed results
The default reward starts with floor(team kills × 0.1), plus 150 for a victory. Multiply that total by the difficulty’s Gold factor and the run’s Gold balance multiplier, then round down. The server calculates and records the reward for each participant.
Example: a Normal victory with 1,000 kills and the default 1× balance multiplier gives 250 Gold. The same result on Hard at 1.5× gives 375. A Normal defeat with 1,000 kills gives 100. These examples assume an accepted completed result.
Intermediate bosses do not each add a 150-Gold win bonus. Leaving a run is not a shortcut to a victory or immediate settlement. The saved result and account balance are the authority.
Earn your collection
Hero and weapon unlocks use accumulated kills, completed runs, victories or specified clears. Each reference entry shows its gameplay condition. New biomes are earned through victories; Nightmare requires the corresponding Hard clear.
Moon Tokens can accelerate eligible hero and weapon unlocks through the collection controls. Daily Hunt uses a normalized pool regardless of ownership. There is no costume stat bonus.
Costumes live in Heroes
Open Heroes to find the wardrobe, unlock an available costume and equip it for its hero. Costumes affect appearance only.
Scroll the table sideways to read every column →| Costume | Hero | Currency | Catalogue price |
|---|---|---|---|
| Moonlit Silver | Sir Aldren | Gold | 250 |
| Rose Court | Mirella | Moon Tokens | 250 |
| Starfall | Elowen | Gold | 400 |
Moon Tokens & ETH status
Moon Tokens are non-transferable game credits stored off-chain. They have no cash-out, redemption, staking or investment function. There is no player token marketplace.
The visible Shop has been removed; /shop returns to the Moonkeep. The underlying checkout and accounting implementation remains, but live ETH purchasing has not been accepted as working and mainnet is disabled.
The intended testnet flow creates an expiring server quote, asks the linked wallet to approve an exact payment, then independently checks its receipt before crediting Moon Tokens. A submitted hash alone never credits a balance. Network fees are separate, and a pending receipt is not a reason to send the same payment again.
Rules describe the 0.2.0 defaults. Catalogue entries follow the loaded collection; active hunts and stored Daily challenges keep their own pinned rules.
Implementation references: api/service.ts · api/commerce.ts · content/index.ts