Configured action awards

Each table row below has a role, an action label, and a packaged point value. High-value examples include 750 for a Bunny escape and 250 for a Hunter kill.

Package

The end-screen formula

Low-value events may repeat, but the audited rows do not reveal every trigger cadence, cap, personal/team transformation, or the conversion from score to account XP.

Not exposed

Every decoded score row

Use role and text filters to inspect the current packaged row set. Similar labels can represent different character implementations.

ActionRoleConfigured scoreRuntime capEvidence
EscapedBunny750Not exposedPackage
All Posters CollectedBunny250Not exposedPackage
Escape gates chargedBunny100Not exposedPackage
Gates OpenedBunny100Not exposedPackage
Escaped from monsterBunny75Not exposedPackage
Stun and RescueBunny75Not exposedPackage
All Targets Hit!Bunny50Not exposedPackage
Cage EscapedBunny50Not exposedPackage
Cannon ProjectileBunny50Not exposedPackage
Cannon ShooterBunny50Not exposedPackage
Ferris Wheel LaunchedBunny50Not exposedPackage
Gear PlacedBunny50Not exposedPackage
Helped to Escape CageBunny50Not exposedPackage
Inventory FilledBunny50Not exposedPackage
Maxed High StrikerBunny50Not exposedPackage
Poster CollectedBunny50Not exposedPackage
Roller Coaster ChargedBunny50Not exposedPackage
Rope ShortcutBunny50Not exposedPackage
BalloonsBunny25Not exposedPackage
BikeBunny25Not exposedPackage
Bunny ChargedBunny25Not exposedPackage
CarrotBunny25Not exposedPackage
Chase EscapedBunny25Not exposedPackage
Critical HitBunny25Not exposedPackage
FireworkBunny25Not exposedPackage
JinglebunBunny25Not exposedPackage
OilerBunny25Not exposedPackage
Roller TravelledBunny25Not exposedPackage
Rope ClimbedBunny25Not exposedPackage
Shock BoxBunny25Not exposedPackage
Stun the EnemyBunny25Not exposedPackage
TrampolineBunny25Not exposedPackage
Good HitBunny10Not exposedPackage
Item GivenBunny10Not exposedPackage
Being ChasedBunny1Not exposedPackage

Known level milestones

Cumulative XP and milestone reward pools are exposed separately from action score. That does not prove a direct score-to-XP conversion.

Level5
Cumulative XP
45,000
Candy
25,000
Gold Candy
5

5 Common, 1 Green selection

Level10
Cumulative XP
135,000
Candy
100,000
Gold Candy
10

10 Common, 2 Green, 1 Blue selection

Level20
Cumulative XP
390,000
Candy
200,000
Gold Candy
20

20 Common, 4 Green, 2 Blue, 1 Purple selection

Level30
Cumulative XP
745,000
Candy
300,000
Gold Candy
30

30 Common, 6 Green, 3 Blue, 1 Purple selection

Level40
Cumulative XP
1,200,000
Candy
400,000
Gold Candy
40

40 Common, 8 Green, 4 Blue, 2 Purple, 1 Gold selection

Level50
Cumulative XP
1,755,000
Candy
500,000
Gold Candy
50

50 Common, 10 Green, 5 Blue, 2 Purple, 1 Gold selection

Ranks, entry fees, and multipliers

Entry fees are rank-based matchmaking rating (MMR) deductions, not currency. Broadly, net rating is the multiplied match reward minus the fee. Displayed multipliers are rounded package values; the live backend controls the final calculation.

  1. 01
    ExtraStarting rank
  2. 02
    New kid1,000+ rating
  3. 03
    Comic1,500+ rating
  4. 04
    Opener2,000+ rating
  5. 05
    Dazzler2,500+ rating
  6. 06
    Star3,000+ rating
  7. 07
    Legend3,500+ rating
  8. 08
    Mastermind4,500+ rating
RankMinimum ratingMMR entry feeReward multiplier
Extra011.00×
New kid1,00051.00×
Comic1,500101.00×
Opener2,000151.25×
Dazzler2,500201.40×
Star3,000251.50×
Legend3,500301.55×
Mastermind4,500401.60×

Floor bands and slot-machine offers

The August 2 hotfix shifts floor loot from corpses toward chests. Rating still selects the table, and package weights are not percentages or exact final odds.

Rating bands

62 floor-item entries change across the decoded rating bands. Build 0.5.6518 also changes 167 chest/corpse weights across 107 item, floor, and rating entries.

Minimum ratingBandEvidence
1,000New KidPackage
2,500DazzlerPackage
4,500MastermindPackage

Offer bands

Four prices map to three-item offer pools. The exposed legendary counter is 99.

PricePossible itemsEvidence
4Jinglebun · Lockpick · Smoke BombPackage
8Balloon · Trampoline · BikePackage
12Firework Rocket · Marble Balls · FirecrackerPackage
16Shock Box · Madness Toy · OilerPackage
PackageWhat the tables show
  • At the 1,000-rating band, ten utility items repeatedly move from equal 3/3 chest/corpse weights to 4/2 across all four floors.
  • At 2,500 rating, those ten utility items gain one chest-weight point across all floors; their corpse weights stay at 2.
  • At 4,500 rating, floors 1–2 move the same items from 2/2 to 3/1; floors 3–4 keep their previous 2/2 weights.

Floor values are selection weights, not percentages. Exact odds require runtime candidate filtering and normalization. Runtime candidate filtering can change the final result.

Action rows: 70 · Level cap: 50 · Verified build: 0.5.6668