Persistent balance

Cash is king. Death spends it.

The official frame is short and hard: you start with $10,000, you buy a life, cash persists between matches, and microtransactions do not top it up. Everything else is a consequence.

Publicly confirmed
  • $10,000 starter bank on the account.
  • Loadout and vehicles are bought for the current life.
  • Team actions pay: revive, transport, control.
  • Hot Zone is described as an income accelerator.
  • Cash cannot be bought with real money.
We deliberately omit

Other sites already circulate tables like '$100 for entering the zone / $30,000 for a long-range headshot'. Those are third-party playtest compilations and they age in a week. Publishing them as a WD Help database is legally sloppy (someone else's copy) and harmful to players.

How to think about spend

Every purchase is a wager: you trade account reserve for a chance to move this push. Expensive vehicles pay back only if you delivered people, held the zone or broke the other point. A pretty death in an empty field is just a receipt.

Three working bank modes

  1. Survival. Cheap kit, revives, zone presence, stay out of the Hot Zone without a pair.
  2. Logistics. Transport as a payroll tool: you move bodies to where the team needs bodies.
  3. Wager. Armor or a helicopter when the match is readable and one push can flip the score.

The business meta is not day one

The studio has described an optional endgame: investing cash into production and selling gear cheaper than the vendor. That is a plan, not a week-one patch promise. Until Early Access shows it in the client, we keep it on the roles page as intent — not a market-abuse guide.

Any reward table without a patch date and source is a rumour. If you send a screenshot from your own client after release, we will publish it as a player observation, not as a datamine.