GAME RULES / 1.0.5

Selling and Income

Not sure whether to sell dust or process it first? Compare material prices, crew payout bonuses and region rewards, then check what sand and stone production adds to the value of your inputs.

DUST / KG$1
SAND / KG$3
STONE / KG$7
MAXIMUM PAYOUT×1.28

Sell at the Collector or a station

Unload collected material at a deposit intake. Loose dust and capsules reach the same shared crew wallet; all players start with a combined balance of $0. A belt ending at an intake pays as material arrives. A Packager only prepares capsules—it does not increase their sale value.

Keep kilograms separate from units. A standard capsule carries 1 kg, a J.O.O.N.A.S. capsule carries 20 kg, and one stone block weighs 2 kg. Emptying a vehicle into a Garage moves dust into its silo; a full silo still needs an outlet.

Check a launch and its region rewards

01 / MATERIAL LAUNCH

What are you selling?

Enter mass in kilograms, not capsule or block counts. One stone block weighs 2 kg.

Market Contracts

Use the levels your crew owns. Comparing a bonus here does not unlock it in-game; Lunar Exchange requires Contracts III, Supplier Network II and Region Bounty I.

LAUNCH PAYOUT
$100×1 payout multiplier
Dust · $1/kg base
$100
Sand · $3/kg base
$0
Stone · $7/kg base
$0

This is the material sale value. It excludes region rewards, exploration and trick payments.

02 / REGION REWARDS

Who gets the region credit?

Region Bounty
REGION REWARD
$10$10 per completed region

Team-credited regions pay the $10 base only. Market Contracts and Lunar Exchange do not multiply region rewards.

Calculations keep fractions of a cent; displayed money is rounded to six decimal places. These are sale and reward values, not an hourly income forecast.

Material and Capsule Values

Material / unitMassBase sale valueAt ×1.28
Dust capsule1 kg$1$1.28
J.O.O.N.A.S. capsule20 kg$20$25.60
Sand capsule1 kg$3$3.84
Stone block2 kg$14$17.92
Source: Wikily · selling and income ↗

Payout Upgrade Combinations

Market ContractsLunar ExchangeMultiplierDust / kgSand / kgStone / kg
0No×1.00$1.00$3.00$7.00
0Yes×1.10$1.10$3.30$7.70
1No×1.06$1.06$3.18$7.42
1Yes×1.16$1.16$3.48$8.12
2No×1.12$1.12$3.36$7.84
2Yes×1.22$1.22$3.66$8.54
3No×1.18$1.18$3.54$8.26
3Yes×1.28$1.28$3.84$8.96

Bonus combinations illustrate the arithmetic. Lunar Exchange itself requires Contracts III, Supplier Network II and Region Bounty I.

Source: Wikily · selling and income ↗

Payout Upgrade Break-Even

PurchasePriceExtra payoutBase value / regions needed
Market Contracts I$1206 percentage points$2,000 base material value
Market Contracts II$4006 percentage points$6,666.67 base material value
Market Contracts III$1,1006 percentage points$18,333.34 base material value
Lunar Exchange$2,50010 percentage points$25,000 base material value
Region Bounty I$200$15 / player-credited region14 regions
Region Bounty II$600$15 more / player-credited region40 regions

Incremental break-even for the named level only, excluding prerequisite purchases. Base material value is before payout bonuses; material thresholds are rounded up to cents and region counts to whole regions.

Source: Wikily · selling and income ↗

Processing: Sales Versus Added Value

MachineFull-power cycleOutput sales / minuteInput sale value / minuteValue added / minute
Pressure ChamberUp to 5 kg lunar dust / cycle → 5 kg moon sand / 12 s$75$25$50
Stone Press1 kg dust + 1 kg sand / cycle → 2 kg moon stone / 6 s$140$40$100

Base payout, continuous full batches and sufficient power (10 kW for a Chamber; 18 kW for a Press). Input sale value is what you could have earned by selling those inputs. These figures exclude equipment cost, travel and interruptions.

Source: Wikily · selling and income ↗

Rewards Beyond Material Sales

ActivityPaymentCondition
Region cleared$10 base$25 / $40 with Region Bounty I / II and player credit; team credit stays $10
Flag$100Untangle a previously undiscovered flag
Lunar site$250Survey a previously undiscovered lunar site
Vehicle tricksUp to $25 / landingLand cleanly; wipeouts pay nothing

These rewards are separate from material payout. Market Contracts and Lunar Exchange do not multiply them.

Source: Wikily · selling and income ↗

When Supplier Network saves money

Supplier Network costs $250 for level I and $700 for level II. It discounts cleaning tools and container upgrades by 5% or 10%, not vehicles, suit gear, structures or the rest of the matrix. Buying both levels costs $950; even buying every tool and container for a solo player would save only $194.30. Buy it for the progression you need, rather than assuming the discount alone pays it back.

How income is calculated

Launch = (dust kg + 3 × sand kg + 7 × stone kg) × (1 + 0.06 × Contracts level + 0.10 × Exchange)
Container kg = tool base capacity × 2^container level × (1 + 0.15 × Compactor level)
Region reward = regions × (10 + 15 × Bounty level), with player credit only

Full containers and material launches are separate estimates of the same sale system. Do not count the same dust twice. If you are comparing raw dust with processed materials, see how the sand and stone production line works. Team-credited regions receive the $10 base reward without Region Bounty.