Money, the markets, and what Points actually buy

There are two currencies. Cash is earned in the game and only exists in the game. Points are bought with real money, and can be sold to other players for cash.

Nothing converts back to real money. Not Points, not cash, not items, not accounts. There is no cash-out, there never will be, and trying to arrange one outside the game is the fastest way to lose the account. See the terms.

The Points market

Players trade Points for cash on an open order book. Somebody who pays can turn money into in-game cash; somebody with time and no money can earn Points without ever paying. Both sides get what they came for.

Every listing is funded up front — the Points leave the seller's balance the moment they list — so nothing on the board is a promise.

Is it pay-to-win?

Here is the honest version. Paying buys time and status: one clear of your running timers a day, a shorter gym timer, a higher happy ceiling, cosmetic and convenience things. It buys cash, at a market rate, which buys most things cash buys.

What it does not buy: the crime timers, which are the same length for everybody and are never shortened for money — so the game's main income source cannot be bought into. The daily clear is capped at once and cannot make a timer shorter than it is, so at best it puts a payer where a free player already is. Equipment is gated behind rank and behind owning the tier below, so money cannot skip you up the ladder. Courses are gated on real elapsed time, which nobody can compress. Battle stats cannot be bought at all; they are trained, and that is what decides fights.

So: money saves you time and buys you comfort. It does not buy the top of any ladder. That line is the design, not a promise about our intentions.

The bazaar

Items trade player-to-player the same way, escrowed the same way, with a small fee destroyed on each sale. Supply comes from crime loot and from player-owned factories; the rarest gear is loot only and cannot be manufactured at any price.