The bank
Play for it, spend it, and get paid when somebody plays yours
One currency, earned in the café and spent everywhere else. A space switches it on when it wants one — and it can never be bought with money.
Where coins come from
The café is the only place that makes them
Everything else moves coins between people. A shift behind the counter is where they are actually made, which is why the café always works and why there is a little work icon sitting on your balance that goes straight there. You start with 100.
100
coins to start
Enough to find out what things cost
+10
winning a battle
+1
a knockout
−3
losing one
One
A few
A shift's worth
A good week
You cannot be charged into the red. Lose with an empty purse and you are charged what you have and nothing more — there is no debt to work off before the game is fun again.

What it costs
A coin to step into a fight, and it goes to whoever built it
Entering a battle costs 1. Not to us — to the person who made the level you are standing in. It is the first thing in this product that pays for building something, and it pays every time somebody plays rather than once when they take a copy.
- Enter a battle
- 1 coin, to the level's owner
- Win
- 10 coins
- Knock somebody out
- 1 coin
- Get knocked out
- 3 coins, or whatever you have
- Eat, when a space runs hunger
- about 2, and the space's owner sets it
A level can be sold outright instead: its owner sets a one-time price, you pay it once, and then it is yours to play free forever — including past the stake. Bought, not rented.
Three balances
What you have here, what the space has, and what you keep
Your purse — one per space
What you have in this space. It is what the doors and the battles here charge against, and it is at the top of the rail wherever you are standing.
The space's bank — one per space
Where a door charge lands and what an owner pays out of. It shows what it has taken and what it has paid, not just the balance, because that pair is what says whether a space built an economy or a sink.
Your wallet — one per person
What you have as a person, across every space you have ever played in. Move coins out of a purse and they follow you; deposit them into another space and they arrive.
Coins only cross between a purse and your wallet in a space that is running the economy. A space that is not keeps its coins where they were earned — which is the whole reason a wallet is worth anything.
What they are not
There is no way to buy them
A subscription buys a bigger space. It has never bought a coin and it is not going to. There is no exchange rate, no top-up and no bundle — the only way to have more is to play more, and the café is open.
It is written down as a rule rather than left as a thing nobody has got round to yet, because the day it changes is the day this stops being a game about running a café and starts being a shop.
If you run a space
You decide what anything here costs
The economy is off until you switch it on, and everything below is zero until you say otherwise. Nothing starts charging your members because you opened a settings page.
Put a price on a door
A room can charge to enter — once a day, from everybody who walks in, you included. It goes into the space's bank rather than disappearing.
Switch on hunger, or leave it
Two switches, not one: whether people get hungry here, and whether the food costs anything. A space can run hunger with free food, and turning either off is one click.
Spend what the space took
The bank shows what it has taken and what it has paid out, not just the balance — because that pair is what tells you whether you built an economy or a sink. Pay somebody, or lend it.
Price your levels
A one-time price to play, a price to remix, or both, or neither. Split the remix money between whoever actually made the thing.

One more than the plan holds
Coins buy room, and the space keeps it
Every plan includes a number of levels, blueprints, clips and rooms. Past that, a member can pay for one more out of their own purse — and the slot belongs to the space. It stays when they leave, and a downgrade does not take it away.
| One more… | free | xo | xp |
|---|---|---|---|
| Blueprints | 3 included60 | 30 included30 | 100 included30 |
| Animator clips | 5 included1,000 | 20 included200 | 100 included50 |
| Levels in the catalogue | 10 included100 | 100 included50 | Unlimited— |
| Levels only you can seeFree is public by default — paying is what buys privacy | None— | 10 included200 | 100 included50 |
| Rooms | 5 included500 | 20 included250 | 30 included100 |
| VehiclesNo plan includes one. The price is what a vehicle costs to run, not a gate | None50,000 | None20,000 | None10,000 |
6 things, and people are not among them: no amount of coins adds a seat or a guest. Those are what a plan is.
- Put a level in the catalogue
- 300 to submit, 1000+ if it is accepted
Submitting costs something and a rejection does not refund it. That is what keeps the queue readable by a person — and why an accepted level pays back several times over.