Gold & Economy
One currency. It comes from kills, balls, the rhythm mini-game, daily objectives and the Galactic War — and it goes into upgrades, ships and cosmetics.
Coin rewards
| Source | Gold |
|---|---|
| Scooter / Blinky / Itsy | 1–5, weighted low |
| Chompy / Mama Spider | 10–20, weighted low |
| Mini boss (Twirly) | wave × 10 |
| Level-10 boss and friends | wave × 20 |
| Boss gold ball | wave × 500 × dive-timer fraction remaining |
| Goldie | wave × 200 × lifetime fraction remaining — 0 if it times out |
| Buzzby solve | wave × 200, or wave × 300 all on beat |
| Rhythm milestone | ~wave × 200 per ball collected in the streak (wave × 100 per free tap) |
| Rhythm every-10 extra | 50 × wave |
| Song-end payout | combo × wave × 5 when the combo is above 10 |
| Daily bonus | max(highest wave, 10) × 1,000 split 40/20/40 — 10,000/day early, 100,000/day at wave 100 |
| Gold codes | A flat amount, once per account — see Redeem Codes |
| Galactic War liberation | 100,000 per liberated campaign you contributed to |
Non-boss coin rolls are weighted toward the low end: in a 1–5 range, 1 is the most common result and 5 the rarest. A positive band coins buff multiplies every line above except the daily bonus.
Every coin any player earns is credited to every participant — not split, not just the killer. Boss gold, Goldie gold and gold balls all work this way. Playing co-op multiplies the party’s total income.
The coin readout abbreviates large numbers everywhere else, but shows the exact thousands-grouped figure while the Upgrade or Shop screen is open — so you can tell whether you really can afford the next tier.
The big earners
- Goldies.
wave × 200at full value, once per five-wave band. At wave 60 that is 12,000 gold from one enemy that cannot hurt you. Kill it the instant it appears. - Boss gold balls.
wave × 500at full value. Killing a wave-80 boss quickly is worth 40,000; killing it just before it dives is worth almost nothing. - Rhythm combos. Milestones fire whenever your combo hits a multiple of the wave number, and the pot is built from every collect in the streak. This is the highest-ceiling source in the game — but a single miss zeroes both combo and pot.
- Elites. A guaranteed
wave × 100gold ball from every killed elite — about 4% of spawns from wave 4, and they never miss. - The daily bonus. Free, scales with Stronger Bullets, and takes about five waves and two bosses per ship to fully claim. See Daily Ship Bonus.
Multipliers worth stacking
These apply on top of whatever an enemy was already worth, and they compose:
| Multiplier | Worth | When |
|---|---|---|
| Gold Rush | ×3 | A rolled event on a non-boss wave, from wave 6 |
| Fever | ×2 | 8 seconds, earned off a 15+ beat combo |
| Swift Enemies | +40% | Whole run, single-player |
| Elite Hunt | +25% | Whole run, single-player |
A Gold Rush wave entered in Fever on a Swift Enemies run pays 8.4× a normal wave. Building a combo before a wave banner lands is the single most profitable habit in the game.
The other currency
Stardust is a separate, rare currency worth 100,000 gold each, used to unlock premium ships. It drops from bosses and elites, pays out for a 120+ song-end combo, and comes in threes with every mastery rank — and it decays while you are away, so it is not a savings account.
Price list
| Purchase | Price | Where | Notes |
|---|---|---|---|
| Normal upgrade level | 10 × level² | Upgrade menu | Stronger / Faster / Additional Bullets, Health Increase |
| Class level | Earned, not bought | Upgrade menu | Cap 30 or 50 depending on the ship |
| Revive | wave × 10 | In game | Each subsequent revive restores 10% less HP, floored at 10% |
| Reinforcement Clone summon | wave × 100 | In game | Once per wave, wave 11+, one clone alive at a time |
| Premium ship | 200,000 +100,000 each | Shop | 200k / 300k / 400k / 500k / 600k for the five in any order |
| Charge buff | 100,000 +100,000 each | Shop | Party Damage, Charge Doubler and Clone Ray escalate 100k / 200k / 300k |
| Doppelgeschoss | 400,000 flat | Shop | Neither escalates the others nor is escalated by them |
| Reinforcement Clone unlock | 300,000 flat | Shop | Gemini Clone, Tesla Clone, Healer Clone — each a flat 300k |
| Decal | 100,000 flat | Shop | 68 in the catalog; up to 30 equipped per ship, repeats allowed |
| Afterburner colour | 50,000 +50,000 each | Shop | 50k / 100k / 150k … |
Gold pack (Android)
On Android the Shop grows a fourth Gold tab offering 1,000,000 gold for about $1 as a real-money in-app purchase. It is a consumable — you can buy it again — and the grant is applied to your wallet, saved locally, and backed up to the cloud immediately. The tab does not exist on desktop or web.
What to buy in what order
- Upgrades first, always. Early levels cost tens of gold and give percentages. Nothing in the Shop competes with that until upgrade levels get expensive.
- Additional Bullets to 9. Only nine levels, and it caps out for about 2,400 gold total.
- Your class toward its cap. The max-level perk is usually a bigger jump than everything before it.
- A charge skill. At 100,000 the first paid one is the cheapest Shop item and it works every run. Party Damage is the strongest in co-op; Doppelgeschoss is the strongest solo but costs 400k.
- A premium ship. 200,000 for the first, and the escalation means the order you buy them in does not matter — only how many you own.
- Cosmetics last. Decals and afterburner colours change nothing about the fight.