Currencies & Economy

Three currencies. Nothing ever expires. Every price is paired with a source, and money buys time, never power.

Pip — the gameplay currency

Spirits earn Pip every hour they work. You spend it on oil, gate materials, inventory space, and the Basic Altar. Sell any spirit back for 50% of its price in Pip. Pip is earned by playing, full stop.

Ticket — the premium currency

Bought with real money, spent on the Premium Altar (SR/SSR spirits, pity at 80) and cosmetics. Tickets never buy progression paths or permanent multipliers. What money can buy, it buys faster or prettier, never stronger forever.

Soul — the contribution proof

Soul is what your account is worth to the project. It is earned only from nights actually played, it is capped daily (40 plus 12 per Keeper Level, topping out at 400 at Lv30), it is non-transferable, and it never expires. Later, at token conversion, Soul is burned in exchange for a share of the reward pool: contribution, not capital, sets your share.

Risk is real: the sacrifice triangle

Real loss risk is a design requirement, not a flaw. A night that can take nothing is a night that means nothing.

Fairness, engineered

Inventory

Bag (portable, 8 slots) and Storage (home, 20 slots) are limited and expandable with Pip. The spirit shelf is uncapped; a gacha result can never be blocked by a full bag.

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