What Credits buy
A standard weapon case costs 50 Credits. Cases roll weapon finishes and, rarely, gloves or knives. Credits do not buy the rifle in your hands. Round cash does that.
Shop bundles can also sell Credits for Robux. Package sizes change, so read the shop price in your session instead of an old bundle total.
Documented match caps
These are published caps, not a promise for every event weekend. Halloween and Valentine events have doubled winner Credits and raised caps before.
| Mode | Documented cap | What you must do |
|---|---|---|
| Unranked Competitive | Up to 40 Credits for a win, 30 for a loss | At least 300 damage and 4 rounds on the same team |
| Casual | Up to 20 Credits for a win, 15 for a loss | At least 300 damage and about 3 to 4 rounds on the same team |
| Deathmatch | 10 / 5 / 5 Credits for 1st / 2nd / 3rd | At least 5 players and a finished timer |
| Flying Scoutsman | 5 Credits for a win | At least 2 players |
Casual also lists a small per-round amount, 0.4 Credits, just for staying in the match, still gated by the damage and same-team rules. Changing teams resets the round counter. Private VIP servers do not pay match Credits and do not advance normal contracts.
Contracts
Daily contracts reset at 00:00 UTC. You get three tasks, often headshots, faction round wins, or eliminations with a weapon class. Finishing all three continues a streak. Missing a day resets the streak.
Weekly and monthly contracts ask for larger totals, including map wins and Deathmatch placements. Progress needs a public server. Lobbies under five players, warmups, and VIP servers do not count. Deathmatch only fills contracts that ask for Deathmatch placement. Weapon-kill contracts belong in Casual or Unranked.
If the match paid nothing
Check damage first. Under 300 damage pays nothing in Casual and Unranked even if your team won. Then check whether you joined with too few rounds left or swapped sides. Codes are a separate Credit source and have their own 24-hour lock, covered on the codes page.
