Summary
Three global-counter resources drive the economy: Trash, Currency, and Scrap. All are numerical, have no physical storage, and tick up instantly on claim at the Loot Sorting Station.
Resources pair with each other or with Items to gate systems — e.g. trash + food for breeding, trash + scrap for crafting, currency + scrap for station upgrades.
Resource vs Item
| Resources | Items | |
|---|---|---|
| Storage | Global counter, no cap | Station-local, capped |
| Examples | Trash, Currency, Scrap | Food, Gear, Valuables |
| Intake | Click-to-claim, instant | Routed to station storage |
Resource List
- Trash — XP-as-resource. Primary raid drop, primary spend. Fuels nearly every system.
- Currency — hard money. Earned through raids and sales, spent at Online Sales and on station upgrades.
- Scrap — crafting input. Comes from scrapping Valuables or raw raid drops.
See also: Legendaries — rare unique drops (separate category).
Links
Open Questions
- Exact raid cost formulas (trash cost vs loot outcome) — future design pass