Credits buy vendor stock. Tokens are the premium currency. Gear can be crafted or bought with tokens. Anything either currency spent that a data reset later removed is refunded automatically.
Credits
The Executive Runner gamepass, 449 Robux, doubles credits earned and doubles XP. It also adds a name badge, cyan chat, and early update access. It no longer doubles the daily token, which was a bug fixed in alpha 1.7.
Alpha 1.7 set a one-time credit cap of 5,000,000 to wipe out exploited balances. That cap was not permanent. Players can go past it again.
Daily rewards
Claim them from the top-left panel every 24 hours. Days 1 through 6 of the first week pay 1,000 credits each. Day 7 pays 25 tokens. After the first week, credit days double and the token day increases by 5. Executive Runner doubles the credit side of this calendar.
Valuables
Piles of concrete bricks, paper sheets, and steel beams respawn after a few minutes and hold common valuables. They pause the respawn timer while you stand on them. Higher tiers sit in fixed spots, often near hangouts. Other players cannot take yours; valuables are client-sided.
Sell prices are random inside a range. The averages below come from a 1,000-roll sample. Petra pays 2.5 times for batteries and 1.5 times for electronics. Connor pays 2 times for scrap and 1.5 times for trash. Before alpha 1.7 the vendor bonuses were different, and Connor was simply the best buyer. Use the current multipliers.
| Valuable | Tier | Buyer | Range | Average |
|---|---|---|---|---|
| Trash | Common | Anyone but Connor | 10–75 | 25.150 |
| Trash | Common | Connor | 15–113 | 37.724 |
| Scrap | Common | Anyone but Connor | 25–175 | 91.389 |
| Scrap | Common | Connor | 50–350 | 182.777 |
| Battery | Common | Anyone but Petra | 40–100 | 66.416 |
| Battery | Common | Petra | 100–250 | 166.040 |
| Electronics | Common | Anyone but Petra | 35–200 | 79.059 |
| Electronics | Common | Petra | 53–300 | 118.589 |
| Jewelry | Uncommon | Any vendor | 100–500 | 215.630 |
| Tablet | Uncommon | Any vendor | 250–800 | 383.548 |
| Smartphone | Rare | Any vendor | 400–1500 | 585.264 |
| Gilded jewelry | Rare | Any vendor | 400–2000 | 665.478 |
The Smartphone valuable is not the Runner Phone key item. Scanner Module, 300 tokens, draws two colored arcs on valuables through walls. Common piles are easy to see from their red accent without it.
Deliveries
After you own the Runner Phone, Julian calls about a nearby parcel every few minutes, up to about 20 minutes, or about 2 minutes if you just failed one. Pickups are bags and dropoffs are flags, both on the compass. The parcel spots are fixed; which one you get depends on where you were when he called. Pay scales with how far the dropoff is, not with the district and not with how fast you were inside the timer. Dying or missing the timer pays nothing.
Tokens
Open the wallet beside your balances. Packs are priced in Robux: 75 tokens for 75, 165 for 150, 480 for 400, 1,000 for 800, and 1,940 for 1,500. The 1,500 Robux pack's real rate is a little under 1.3 tokens per Robux and is rounded to 1.3 in the hover text.
Token prices on the gear shelf, if you would rather not craft:
| Gear | Tokens |
|---|---|
| Zipline Hook | 100 |
| Glove | 120 |
| Cable Glider I | 150 |
| Climber or Drifter Glove I | 175 |
| Climber or Drifter Glove II | 210 |
| Springhook | 225 |
| Powered Springhook I | 325 |
| Grappler or Mag Rail | 400 |
| Yank I, Swing I | 530 |
| Yank II, Swing II, Launch Rail II | 675 |
| Launch Rail I | 530 |
Upgrades from a piece you already own are cheaper than the full shelf price. Examples: Glove to Climber I or Drifter I is 65, those tier I gloves to tier II are 45, Grappler to Yank I or Swing I is 140, and those tier I grapples to tier II are 155. Mag Rail to Launch Rail I is 140, then 155 more to Launch Rail II. Springhook to Powered Springhook I is 110. Zipline Hook to Cable Glider I is 60.
Premium upgrades that are not gear: Paint Palette 100 tokens for 12 UI themes, Signal Booster 175, Scanner Module 300, Warp Core 300.
