Cash, Gold Bars, and why teamplay is the income
Most shooters hand you a loadout. This one hands you $10,000 and a shop, and takes the kit away when you die.
The rules that are actually published
- You buy weapons, gear, utilities and vehicles from a balance, and buy again after every death.
- The balance is account-level. Cash earned persists from match to match, so a bad match costs you kit but does not reset you.
- Income comes from teamplay actions the studio lists explicitly: revives, transport, kills and spotting.
- Cash converts into Gold Bars, described as the endgame currency, spent in the Gold Market on cosmetics.
- Standing in the Hot Zone doubles cash earned there.
Set out in in Steam announcement — TOP QUESTIONS, 18 February 2026
The one number attached to a payout
Spend $3,000 on an RPG, use it for destroying a fully crewed Little Bird, and the payout is $10,000.
That is the studio’s own illustration of the risk-and-return idea, and it is the only payout figure published for any action. There is no rate for a revive, a spot, or a kilometre of transport. Any site quoting one is estimating — which is why the cost planner deliberately stops at prices and unlock levels.
What Season 1 did to the shop
Fourteen prices were rewritten hours before launch, and not all upward: the Z20 Lakota, the URAL, the Dune Buggy and Music Tape H all got cheaper, while the Support track’s Large Hammer went from 25,000 to 75,000 and the Forward Operating Base tripled. The side-by-side table is on the planner.
What cash is not
It is not purchasable. The studio committed to no battle pass, no pay-to-win, and no monetisation during Early Access beyond the optional Supporter Edition stated in Steam announcement — Pre-Order Now, 11 August 2026. So the Gold Market sits at the end of a play-time loop rather than a payment one — see price and editions.