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How cash, the black market and gold fit together. Numbers are from the closed playtests and can move.

Cash

This is the money you fight with. It sits in a bank that carries from round to round — you do not start from zero every drop.

$10,000

Opening bank

90%

Refunded if you die

$50

Bribe step while down

What pays

  • Kills, assists, spotting, heals, revives, repairs, building, running supplies.
  • Flying or driving people into the fight — transport is a job, not a taxi favour.
  • Walk into a control zone — about $250 on the way in, then a presence tick after a few seconds.
  • Hot zone: team-play actions count as if two of you did them. Work together inside it.
  • Match contribution scales with what you actually did. Bush camping pays nothing.
  • Placement money goes to every faction, not just the winner.

If you go down

Wait for a revive if you can — the kit on your back stays. Give up and you rebuy. Nine tenths of what you spent that round comes back, and nine tenths of the cash still in your pocket. While you are bleeding out you can put a bribe on yourself in $50 hits (F1 in the playtest) so someone has a reason to crawl to you. The medic still gets cash and XP for the pick-up, and a little more if you get a kill afterwards.

Tipping

Separate from the bribe. You can throw cash at the person who healed you or flew you onto the objective. Keep a slice of the $10k in the bank — blowing the lot on one loadout and then dying is how people go broke in night one.

Black market

This is the menu you open after the fight, not a stall on the map. Most of it is built as tabs and not all of it is live yet. Gold lives in here too — same front door.

Dealers

Pay to have a rifle or ammo waiting next session. You skip the in-match vendor price.

Wagers

Stake cash on your next drop. Example from the playtest: ten kills in one life.

Businesses

Park cash in a side hustle between sessions. It cooks gear for you while you are offline.

Buyouts

Take a manufacturer and print the loadouts you actually run, cheaper than the vendor.

Resale

Unlock high gear and sell it in the match — to teammates on spawn or out of a crate, marked up or under the bloke next to you.

The vault

Anything you buy out here lands in a personal vault and comes into a match for free. The vault has a size cap. That cap is the real brake — earn as much as you like, you only carry what fits. It can be upgraded. Early playtests shipped with a vault at zero, so a bandage deal could take the cash and give you nothing. If the game says there is no space, believe it.

Challenges dump extra resources into this same pot. The whole loop is optional — you can just buy off the vendor every drop and still play. Bulkhead have said in-match cash and gold will not be sold for real money in Early Access. Camos are earned, not bought off a shelf.

Gold

Gold bars are the money that survives a wipe. The exchange rate moves every day. Cash you still hold at the end of a season is converted automatically, then everyone opens the next cycle on $10,000 again. Gold stays. That is how a new player is not staring down a lobby of millionaires. You can also swap early if the rate looks good. One way. No refunds.

~$266k

Cash per bar, Aug 22 playtest

Daily

How often the rate moves

Playtest rate

Cash for one gold bar · closed playtest

$272.16k$269.21k$266.25k16 Aug17 Aug18 Aug19 Aug20 Aug21 Aug22 Aug22 Aug

$266,246 = 1 bar

22 Aug close · high this view $272.16k

Not a live ticker. If Bulkhead or a tracker ever publishes a daily rate we can plug it in here.

The rate moves. Timing the swap is the whole game. A bar in that playtest sat well under the year high, so dumping cash the day a patch hits is not always the smart play.

Playtest shop

ItemBars
M4 skin10
M500 skin10
AMR 50 skin15
Emotes5

Cosmetics only. Gold does not buy a better rifle in the fight.

Factions

Three PMCs, not national armies. Up to a hundred players split across them, all chasing the same 2×2 km control zone. First to 100 points wins. Pick a side in-game. Play as one community here.

Blue

Lonestar

Western para-military contractors. Private company, Texas grit, loyal to the contract.

Red

Valkyra

Soviet restorationists. This timeline never dropped the People’s Republic — they want it great again.

Green

Manticore

Tehran’s shadow army. Kingdom of Persia, deniable work, not a parade-ground regular force.

Why three

Two teams settle into a front line. Three cannot. Push one neighbour and the other one is in your hip pocket. The side that is winning is the one everybody else has a reason to shoot.

What actually changes

  • Uniform, armband, HQ on the map.
  • Same vendor. Same guns. No hidden stat bonus for picking a colour.
  • Each side gets a free 5.56 rifle that looks the part — Lonestar Bushmaster, Valkyra A-91, Manticore KH-2002. On paper they shoot the same (28 damage, 700 rpm). Cosmetics, not a handicap.
  • Bakurani playtest spawns sat in a triangle: Lonestar south, Valkyra east, Manticore west. Blue sits at the bottom and often walks into both neighbours.
  • Supporter edition ships a themed skin for that free rifle. Still cosmetics, not power.

Official clips say tap to choose. Playtests also dumped people onto a side. Treat any site ranking one faction as stronger as guessing.