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Field Manual & Wiki

Everything you need to blast.

The complete guide to Top Blasters — the browser-based Solana arena shooter. Drop rates, rarity, crates, the full arsenal, every map, Extraction Royale, matchmaking, progression and the on-chain economy. All numbers below are pulled straight from the live game.

What is Top Blasters

Top Blasters is a fast, sci-fi arena shooter that runs entirely in your browser — no install. A AAA FPS experience that rivals titles from major studios like Microsoft and Valve: tight gunplay, vehicles and power weapons, with a real player-owned economy layered on top — weapon skins and nameplates are tradeable on-chain items, and one mode lets you stake and win.

20+Arena maps
50Account levels
1 of 1Unique skins & banners
24Players / Royale lobby
Two ways to play. Sign in with a Solana wallet for the full account — persistent XP, unlocks, owned skins and the marketplace — or jump in as a guest with an X / Steam / Discord / Google / Apple sign-in for a quick cosmetic-only session (fixed loadouts, no progression). You can attach a wallet to a guest session mid-match without losing your game.

Getting started

  1. Hit PLAY on the title screen, then sign in with X or any Solana wallet — Phantom, Solflare, Backpack, any Wallet Standard wallet, or a mobile wallet by QR. You sign a message to prove ownership; no transaction, no cost.
  2. Pick your fight. From the menu choose a Casual playlist, jump into Extraction Royale, or create/join a private match.
  3. Build a class. Create-a-Class gives you up to 12 loadout slots as you level. Casual matches gate weapons behind your account level; wagered/ranked matches hand everyone the full arsenal (no pay-to-win).
  4. Pick a hunting emblem. Your equipped emblem steers which weapons' skins your crates drop and stamps everything you pull — see Emblem hunting.
  5. Earn & collect. Kills and wins pay XP and gold; crates and Royale extractions pay skins — each with a rolled trait genome. Trade them on the marketplace.
Fair by design. Functional unlocks (weapons, the sticky grenade) only matter in casual loadouts. Every ranked/wagered match grants the entire arsenal to everyone, so nothing you buy or grind gives a combat advantage there — it's cosmetics and bragging rights.

Game modes

Casual Arena

Free matchmaking ladder — FFA, Team Deathmatch, Big Team Battle, Capture the Flag and rotating featured playlists. Deathmatch, objective, vehicles: the classic shooter core.

Extraction Royale

A 24-player battle-royale / extraction hybrid on the huge Blaster City map. Loot, fight, survive the shrinking zone — then fly out with your haul or lose it all. Full breakdown ↓

Wagered In development

Stake-based playlists. Head Hunter (Kill Confirmed with SOL) is scaffolded but locked — it needs its own dedicated build before it goes live.

Matchmaking & playlists

Pick a playlist and your party queues as one unit — the matchmaker seats everyone into a sealed match room. Casual playlists are the free ladder; wagered playlists are paid. Several playlists backfill with bots so a leaver's slot stays filled until a new player is found.

PlaylistModePlayersMap poolVehiclesNotes
FFA DeathmatchFree-for-all16MLG rotationEvery blaster for themselves.
Team Deathmatch6v612MLG rotationBot backfill on leavers.
Big Team BattleTeam24Big mapsVehicles, power weapons, chaos.
CTF SmallCapture the Flag12MLG rotation3 caps wins.
CTF BigCapture the Flag24Big mapsLong runs home.
Shotty SniperFFA12MLG rotationOne loadout: Slugger + Horizon. Nades on the map.
Boom Town 24/78v8 TDM16Boom Town onlyForever.
Head Hunter LockedKill Confirmed + SOLDead drop their stake; killers steal it; winning team extracts the pot. In development.

MLG rotation: Nexus, Lockdown, Boom Town, Gallows, Battle Creek, Freezer, Midship, Rust, Shipment, Dust, Firing Range, Railhead.  •  Big maps: Verdant, Red Gulch, Cold Front, Seawall, Terminal, Coagulation, Valhalla, Blaster City.

Maps & layouts

20 core arenas across three size tiers, plus rotating extras. Small maps cap at 16 players (tight infantry duels), medium at 24, and big vehicle/CTF maps at 32.

Small — tight infantry arenas

Medium — the bread-and-butter

Big — vehicles & CTF

Also in rotation: Vertex (vertical rail-gun fragyard) and Lockout (a floating icy facility over a lethal void), plus community-built maps via the in-game Forge editor.

Weapons & classes

Every gun is a low-poly, hand-modeled weapon with its own feel. In Create-a-Class you build loadouts from the guns you've unlocked; only two are free from level 1, and the rest unlock along the 1–50 ladder. Below is the loadout arsenal — the guns you equip yourself. Power weapons are map pickups, not loadout items.

Every gun wears skins. All 49 skinnable weapons share a cosmetic library of 1,500+ tradeable skins across the six rarity tiers, plus a 10-rank mastery skin set per gun. Base survivability is 150 EHP (100 health + 50 shield).

Loadout arsenal

#WeaponTypeFireDamageHeadshotMagUnlock
loading…

Generated live from the game's own weapon definitions and unlock ladder, so these are the exact values the server uses. Damage = per-hit base; multi-pellet weapons show the point-blank total with the pellet count. Headshot is the damage multiplier. Base survivability is 150 EHP (100 health + 50 shield), and body shots are additionally scaled by a global 0.88 multiplier in-match.

Signature mechanics

Plasma Blade

One lunging strike kills through shields. Grants +10% move speed and +5% jump. The Royale starting weapon and the final level-50 unlock.

Glopper

Hold ~1.5s to charge a dark-matter orb that passes through every player it touches — one-hit each — until a wall stops it.

Scorch (plasma pistol)

Hold to fire an EMP overcharge: strips all shields (even overshield) and stalls vehicles for 5s.

Ravenger

Fires 3 arcing red bolts per pull at 50 damage each — a clean burst is a one-shot kill.

Horizon & Thunderbolt

Both pierce through lined-up players and stop at walls — reward for lining up a shot.

Homing plasma

Stormcall & Tempest bend toward your reticle and slow the target on hit, stacking with each bolt.

Fixed classes

Prefer a curated kit? The game ships ten spawn archetypes, each pairing a tuned primary and secondary. Notables: Assault (Vector + Rattler, the all-rounder), Marksman (Horizon + Slugger), Rifleman (Triad + Vector), and the energy-melee bruiser Marauder (Stormcall + Plasma Blade). Grenade options are the frag and the level-9 sticky/plasma grenade.

Power weapons

Power weapons are never in a loadout — they're map pickups (and Royale red-crate / orbital-drop grants). They hit hard, have scarce ammo, and turn a fight the instant you grab one.

WeaponClassDamageCapacityWhat makes it scary
HellfireRocket launcher90 +splash2Splash one-shots a full-shield target.
Thunderbolt (Rail Gun)Rail beam2103Pierces every player in a line; wrecks vehicles.
SOL Laser (Spartan Laser)Charge laser30031.9s charge, then a beam that kills everyone in its path and one-shots any vehicle.
Pounder40mm launcher200 +splash4Arcing grenade shells with a big blast.
Pink Plague (Needler)Needler8/needle22Extreme homing — land 7 needles and they super-combine for a guaranteed kill.
InfernoFlamethrower45/tick100 fuelWide melting cone up close; useless past ~18m.
Brutal Plasma CannonPlasma50 +splash50Homing plasma stream with splash.
Super ShotgunDouble-barrel~713 pt-blank2 (+8)18 pellets per barrel — instant delete in a doorway.

Killstreaks

Modern-Warfare-style streaks earned by kills in a single life. You equip up to 3 unlocked streaks before a match; hitting an equipped streak's kill count arms it. Armed streaks bank and survive death until you use them. You unlock new streaks with KEYS — found in crates and Extraction Royale, or bought on the market. Your starter trio is Bubble Shield, Suicide Drone & Predator Missile.

KillsStreakWhat it does
3Bubble ShieldDome stops all fire (in and out) for 30s — walk through it freely.
3Deep ImpactYour rounds punch through walls and bubble shields for 30s.
3Jump PadDrop a launch pad anyone can use; lasts the whole match.
3Radar JammerFloods nearby enemy radar with 7 fake contacts for 20s; destroyable.
3Shield DrainerEMP field strips shields off everyone near it for 6s, then detonates.
3Auto Heal $SPX only15s regen field — shields of anyone inside recharge fast. Unlocked by $SPX swap, never a KEY.
5Suicide DronePilot a fast flying drone first-person and slam it into a target. Shootable down.
7Predator MissileGuide a missile down; hold fire to boost (lose steering). Huge blast.
7Kill BotsSummon two AI fighters that hunt enemies — their kills count as yours.
10Chopper GunnerAI gunship flies in, hunts the enemy hotspot and rains fire. Shootable down.
10Bearish DivergenceEvery enemy loses ALL shields for 30s — even on respawn.
15GunshipTake the gunner seat of an AC-130-style warship for 45s: minigun, missile barrages, tank shells.
25Tactical Nuke Match-enderWipes everyone off the map — including you. All kills are yours.
No nuke in Royale. Extraction Royale can grant killstreaks from red crates, but the nuke is permanently excluded from that mode.

Vehicles

Vehicles appear on Big Team / CTF-Big / big maps and arrive in Royale only via orbital-drop grants. Ground rigs rule the lanes; air rigs own the sky.

VehicleTypeSeatsHealthTop speedArmament
Quad BikeGround · ATV232024Unarmed — the free-access starter, fast on land
Gun QuadGround · ATV232024Mounted gun
Road HogGround · light3300021Turret chaingun
Missile HogGround · rockets3300021Rocket pod
Boss HogGround · heavy gun3300021Heavy cannon (900 vs. hull)
Race HogGround · speed2260025Fastest hog on the road
GhoulGround · light1100016Twin ion cannons
Chopper AirAir · extraction19The evac bird — your ride out of Extraction Royale
Whirly Bird AirAir · troop VTOL3140019Gunner chaingun; riders fire own weapons
Humming Bird AirAir · VTOL3150019Chin autocannon + missile pods
Comanchee AirAir · fighter190026Twin ion cannons + fuel-rod cannon
Hellfire TankGround · heavy5420012Main cannon (one-shots hulls) + coax MG

The 12 hulls above are the swap-to-unlock vehicle ladder (rank 1 → 50, Quad Bike first, Hellfire Tank last) — hold the vehicle's cNFT and summon it at a Vehicle Depot pad with a KEY. Speeds are engine units.

Orbital drops & power-ups

An orbital drop is a call-in: pick an item, mark a spot on the ground, and a capsule slams from orbit (crushing anything under it). It's the only road to vehicles in Royale. There's a 2-minute cooldown between orbital call-ins (killstreaks are not on that timer).

Power-ups

  • Overshield — a big extra shield layer (~250 EHP)
  • Super Speed — move faster
  • Quad Damage — 4× your damage output

Weapon call-ins

  • Hellfire (rockets) · Thunderbolt (rail)
  • SOL Laser · Pounder · Inferno (flamer)
  • Pink Plague (needler) · Super Shotgun
  • Brutal Plasma Cannon

Vehicle call-ins

  • Road Hog · Ghoul
  • Quad Bike · Whirly Bird

Medals & multi-kills

Chain kills within 5 seconds of each other to climb the multi-kill ladder. It tops out at God Mode (10+ in a chain). Multi-kills also pay escalating XP bonuses on top of each kill.

Multi-kill ladder

Action medals

Earned for specific feats — a handful of the set:

Levels & unlocks

Account XP is earned per action and persists on your wallet. You climb from level 1 to 50 — reaching 50 unlocks the entire arsenal. It's a long grind by design: roughly a million XP total, pacing "unlock everything" to about a dozen hours.

50Max level
12Create-a-Class slots
~1.04MTotal XP to hit 50

XP payouts

ActionXPActionXP
Kill100Grenade kill175
Assist50Power-weapon kill225
Headshot150Sticky (stuck) kill250
Melee / assassination150First blood100
Match complete75Win bonus300
Claim a killstreak (swap)500Claim an orbital drop (swap)750

The unlock ladder

Only the Vector, Triad, the backup pistol and the frag grenade are free at level 1. Every other loadout gun unlocks in sequence as you level — reaching the level makes it available, then you swap to claim it. A new class slot opens every 4 levels (through 44), and cosmetics (armor styles, emblems, nameplates) fill nearly every level in between so there's a reward almost every rank.

Sticky grenade unlocks at level 9. Plasma Blade (the energy sword) is the final unlock at level 50 — and there are 100+ nameplates spread across the whole climb.

Weapon mastery

Every loadout gun has its own 10-rank mastery grind, driven purely by your career kills with that weapon. Each rank grants an exclusive mastery skin; rank 10 is the coveted GOLD skin. Mastery skins are earned only — they can never be bought or sold, which makes them a pure flex.

RankTierKillsRankTierKills
1Recruit106Silver550
2Marksman257Onyx900
3Bronze758Platinum1400
4Iron1509Diamond2100
5Steel30010GOLD3000

Rarity & drop rates

Weapon skins sit on a 6-tier scarcity ladder. Rarity is shown by both the tile treatment and the label color. Effects escalate at the top: only Mythic+ skins may recolor their muzzle/tracer FX, and only a Unique (1-of-1) may swap the effect wholesale.

TierRarityBase loot-box odds*FX
Common≈ 1 in 1.4
Uncommon≈ 1 in 4
Rare≈ 1 in 12
Epic≈ 1 in 60
Mythic≈ 1 in 600Recolor FX
Unique≈ 1 in 5,000Swap FX · 1-of-1

*Reference odds on the base rarity scale. Actual per-crate odds depend on the crate tier — see below. Uniques never drop from a standard slot; they only come from a crate's headline slot (max one per crate) or from Royale.

Provably fair. Every roll runs server-side on an audited RNG — a client can never roll or self-grant an item. The full odds are disclosed on every crate.

A taste of the catalog

Over 1,500 skin patterns wrap every gun — from clean metals and camos to animated crypto-culture prints and illustrated 1-of-1s. A small sample:

Crates & the shop

Crates are opened server-side with an audited RNG and drop random economy skins, resources and XP. They are bought with gold — the soft currency you earn in-game — at every tier. Below are the five chests exactly as they appear in the shop and the reveal.

Standard Crate
Standard150 ◈
Premium Crate
Premium300 ◈
Prime Crate
Prime750 ◈
Mythic Crate
Mythic1,600 ◈
Unique Crate
Unique3,000 ◈
How a crate actually rolls. Each crate has a fixed number of slots. Only the headline slot (the first one) can ever produce a 1-of-1 Unique, at the tier's unique chance, and it is drawn only from uniques nobody has claimed yet — so a crate can never contain more than one 1-of-1, and no crate below PRIME can produce one at all. Every other slot rolls the per-slot rarity table below. Non-headline slots also carry a 15% chance of a KEY (the item that summons a vehicle) and an 8% chance of an early weapon pass. Every skin that drops is stamped with your equipped emblem and rolls its own trait genome.
CratePriceSlotsPer-slot odds1-of-1 Unique?Bonus
Standard 120 gold / ~$0.993 62% C · 27% U · 9% R · 1.8% E · 0.2% M +15 gold · 250 XP
Premium 300 gold / ~$2.493 25% C · 37% U · 26% R · 10% E · 2% M +45 gold · 700 XP
Prime 750 gold / ~$4.994 30% U · 36% R · 26% E · 8% M 0.4%+110 gold · 1,500 XP
Mythic Store only ~$7.994 30% R · 50% E · 20% M · guaranteed Mythic headline 5%+350 gold · 3,500 XP
Unique Store only ~$9.994 35% E · 65% M floor 25%+900 gold · 7,000 XP

C = Common, U = Uncommon, R = Rare, E = Epic, M = Mythic. A crate rolls at most one Unique, ever — always from the headline slot. No crate below Prime can drop a Unique.

The gold loop. Play Royale → extract your finds → break them down for gold → buy crates → your collection grows. Gold crates keep the whole economy playable without spending a cent.

Drop rates — the full math

Here's exactly how likely you are to pull any given skin. Every skin of the same rarity has identical odds, so the drop rate of "getting one specific skin" is fully determined by two things: its rarity and which crate you open. Find your skin's rarity, read across.

The economy, by the numbers

Each of the 1,561 skin designs exists as a separate item on every one of the 48 loadout weapons — so the true loot pool is 74,928 individual tradeable skins. A roll picks one specific weapon+design (e.g. this RAK-47 Aeon Camo). That pool size is the denominator behind every odds figure below.

RarityDesignsItems in pool*Share of catalog
Common914,3685.8%
Uncommon823,9365.3%
Rare1808,64011.5%
Epic24211,61615.5%
Mythic864,1285.5%
Unique88042,24056.4%
Total1,56174,928100%

*Every Unique item is a 1-of-1 — 42,240 distinct one-off skins, each mintable exactly once. The other tiers are unlimited-supply.

Odds of pulling ONE specific skin

The master table. Each cell is roughly 1 in N opens to land the exact skin you're chasing, at that rarity, from that crate. A dash means that crate can't drop that rarity.

Rarity ↓ / Crate →StandardPremiumPrimeMythicUnique
Common1 in 1,9461 in 4,826
Uncommon1 in 4,0271 in 2,9381 in 2,765
Rare1 in 26,5151 in 9,1791 in 5,0581 in 6,070
Epic1 in 178k1 in 32,0841 in 9,4161 in 4,8961 in 6,995
Mythic1 in 570k1 in 57,0081 in 10,8751 in 4,3501 in 1,339
Unique1 in 7.7M1 in 616k1 in 123k
Reading it: chasing one specific Mythic skin? Your best shot is the Unique crate at ~1 in 1,339 opens — versus 1 in 570,000 from a Standard crate. Chasing a specific 1-of-1 Unique? The Unique crate gives the realistic shot at ~1 in 123,000, but remember any Unique headline (25% of Unique-crate opens) hands you some 1-of-1 — just not necessarily the one you wanted.

Best crate to target

If you're hunting one specific design, here's where to spend — the crate with the best per-skin odds for that rarity, plus a cheaper gold-value alternative where one exists.

Chasing a…Best-odds crateOdds (specific)Smart-value alternative
CommonStandard1 in 1,946Standard is already the cheapest crate
UncommonPrime1 in 2,765Standard — 1 in 4,027 at just 120 gold
RarePrime1 in 5,058Premium — 1 in 9,179 at 300 gold
EpicMythic crate1 in 4,896Prime — 1 in 9,416, buyable with gold
MythicUnique crate1 in 1,339Prime — 1 in 10,875, buyable with gold
UniqueUnique crate1 in 123kThe only realistic crate source
Don't grind crates for one exact skin. Those odds are per specific design. If you just want any skin of a tier, buy the cheapest crate that drops it — the "any-of-tier" odds below are hundreds of times better. And to land one exact skin, the marketplace is almost always smarter than gambling: buy it outright from a player who already pulled it.

Odds of pulling ANY skin of a rarity (per open)

If you just want any skin of a tier (not one specific design), the odds are far friendlier — this is the crate's headline rarity roll:

CrateCommonUncommonRareEpicMythicAny Unique
Standard62%27%9%1.8%0.2%
Premium25%37%26%10%2%
Prime30%36%26%8%0.4%
Mythic30%50%20%5%
Unique35%65%25%

Non-headline slots roll a skin ~82% of the time (the rest are KEYS / early-unlock XP). "Any Unique" is the headline slot's 1-of-1 chance — at most one Unique per crate, ever. Standard & Premium can never drop a Unique.

Finding skins in Extraction Royale

Royale is the generous path — you can find many skins in a single match; extraction is the gate, not the drop rate. Skins ride crates by tier:

CrateSkin appearsSkin rarity rolled
GREEN50%Common / Uncommon
BLUE68%Uncommon / Rare
PURPLE85%Rare / Epic
YELLOW100%Epic / Mythic
REDGuaranteed ×3Unique-odds: 20% Mythic / 40% Epic / 40% Rare
Unique 1-of-1s in Royale. When a Royale roll hits the Unique tier, it resolves to a 1-of-1 nameplate ~2.3% of the time (only 746 exist), else a 1-of-1 skin. A slain sentry also has a flat 5% chance to drop a Unique nameplate. Everything you find is only yours if you extract.

Skin traits & the genome

Every skin that drops is rolled with a frozen genome — a set of traits fixed forever at the moment it drops. No two drops are equal: the same design can be a beater or a museum piece depending on its roll. The genome is baked into the item's on-chain identity, so it can never be edited, re-rolled, or faked.

What gets rolled on every drop

TraitRollOddsWhat it means
Gloss0.000–0.999, uniformevery dropWear. Lower = cleaner. Bands: MINT <0.07 · POLISHED <0.15 · FIELDED <0.38 · SCUFFED <0.45 · BATTLE-WORN.
PRISTINEgloss exactly 0.0001 in 1,000The perfect-wear jackpot inside the gloss roll.
Seed6 hex charactersevery dropThe instance's visual fingerprint — 16.7M possibilities.
GEM seedseed reads the same backwardsexactly 1 in 4,096The published gem rule — a palindrome seed. The pattern-387 of Top Blasters.
Kill Tallyindependent flag1 in 10A live kill counter on that exact instance. It never resets on trade — every owner's kills stay recorded as their own segment. Kills count only while the tally instance is equipped on its own weapon.
Emblem stampyour equipped emblemevery dropThe banner you hunted under — see Emblem hunting. HUNTED marks a successful targeted hunt.
GOLD originGold Sentry kills onlysee Gold SentryPermanent proof the item came off a Gold Sentry — it renders with a molten-gold finish.
Vintage. Every skin minted before the genome era carries the VINTAGE badge instead of traits. No more vintage items will ever exist — the era is closed, and its supply is whatever was minted before the switch.
Provenance you can verify. The genome, the Kill Tally count, and the full ownership chain all render in the item's on-chain metadata card. What the market row shows is what transfers — the traits live in the item's identity, not in a database row someone could edit.

Emblem hunting

Your equipped emblem is a hunting license. Each of the 16 emblems is bound to a trio of 3 weapons — equip an emblem and 50% of your crate skin rolls draw only from its trio (a 16× focus on 3 of the 48 loadout guns), and every drop you earn is stamped with that emblem. Chasing a specific weapon's skins? Wear its emblem and open crates.

How the bias works

The rarity roll is untouched — hunting never improves your odds of an epic or mythic, it only steers which weapon's skin you pull. With an emblem equipped, a drop lands in its trio about 53% of the time (50% biased + the trio's natural share), versus ~6% unbiased. The stamp is applied at the moment the drop rolls; when the skin's weapon belongs to the stamped emblem's trio, the item is marked HUNTED — a trophy of a targeted hunt.

The 16 trios

Trios were frozen from real usage data across every player account — each pairs popular and under-played guns, so rare-trio stamps are naturally scarcer than common ones. This table is permanent: it can never be rebalanced, because the stamps on existing items refer to it.

EmblemTrioEmblemTrio
RECRUITVector · Plasma Blade · RavengerBIOHAZARDRattler · Ripper · Spike Rifle
CHEVRONACR · Terror · ArcSTARAN-94 · Masher · Scorch
REAPERGalil XR · Glopper · SaberWINGSMP-7 · Pylon · Vulcan
SKULLRAR-15 · Arc Beam · SpitterRETICLET-90 · AWP · Shredder
SPADESlugger · AA-12 · PulsarBOLTP90 · Dynamo · Impaler
FLAMEFAMAS · Tempest · StormcallSHIELDM16A4 · RAK-47 · Spectra
BLADESHorizon · Volt · MarshalDIAMONDLobber · BAL-7 · Zenith
FANGTriad · Vestiege · AvengerTRIDENTSCAR · UMP · SMG-7
Wearing an emblem changes drops, not gameplay. The emblem on your nameplate is still pure cosmetics in combat — the hunting bias applies to which skins your crates roll, nothing else.

The Gold Sentry

In Extraction Royale, 13 sentries guard the map. Each one has a 1-in-100 chance to spawn GOLD — gold armor, gold visor, gold blade, gold tracers, visible across the lobby. Whoever kills it is guaranteed a GOLD UNIQUE 1-of-1: Aeon Gold, Andy Gold, Apu Gold, Doge Gold, Pepe Gold, Milady Gold, Wojak Gold and every other gold unique — each existing exactly once, ever. The Gold Sentry is the only place they drop.

1/100Gold spawn chance per sentry
13Sentries per match
~12%Matches containing one
70Gold 1-of-1s per weapon

The payout

DropWhat you get
GOLD UNIQUE skinGuaranteed — a random gun wearing an unclaimed gold 1-of-1 (Aeon Gold, Andy Gold, Apu Gold, Bonk Gold… ). If every gold unique for that gun is already claimed, the drop steps down the gold ladder (Energy/Galaxy Gold mythic → Snake/Lava Gold epic → …).
2× GOLD BARCarried by the dropped gun as cargo — extract with it and the bars mint to your wallet (smelt ◈250 each).
AmmoThe standard sentry ammo drop.

Every Gold Sentry skin carries the permanent GOLD origin in its genome — it renders with a molten-gold finish, wears a gold frame on its card, and its metadata reads Origin: Gold Sentry forever. And its Jackpot chance is 50× better than a crate's.

It's a fight, not a gift. The gold drop lands as a ground pickup at the kill — anyone can grab it, and it only becomes yours if you extract with it. The whole lobby saw that sentry too.

The Jackpot

The rarest event in the game: a drop whose genome comes out perfect — PRISTINE 0.000 gloss, a GEM palindrome seed, and the Kill Tally, all at once. Rolled naturally those three line up about 1 in 41 million drops. The Jackpot is a separate published lottery that forces the perfect stack:

SourceJackpot chance
Any crate skin drop1 in 25,000
A Gold Sentry's guaranteed skin1 in 500

A Jackpot stacks with everything else in play — its rarity tier still comes from the crate or sentry table, it still carries your hunt stamp, and on a Gold Sentry drop it carries the GOLD origin too. A mythic GOLD HUNTED Jackpot is, by construction, among the rarest items that can exist in Top Blasters — and every probability on this page is the same number the server actually rolls.

Skin index

Every one of the 1,561 skin designs in the catalog — search by name, filter by rarity, and see each one's drop odds. Each design is available on all 48 loadout weapons as its own tradeable item.

Extraction Royale

A battle-royale / extraction hybrid on Blaster City — a huge multi-zone metropolis. Think Diablo loot runs: the map is the dungeon, crates and PvE are the mobs, and extraction is leaving with your haul. Up to 24 players, 20-minute matches, 5 lives.

24Players
20:00Match length
5Lives
50Loot crates / match

The loop

Orbital insertion → loot → fight → shrinking zone → extraction window → last-blaster-standing finale. You drop from space in a steerable pod, landing anywhere inside the current zone. You spawn with only the energy sword — every other weapon, powerup, streak and vehicle is found.

Lives & the kit ladder

You have 5 lives; each death is another orbital insertion. Scavenging stays king, but every burned life spawns you with a slightly better starter kit so late lives aren't hopeless:

LifeSpawn kitGrenades
1stPlasma Blade1 sticky
2ndPlasma Blade + Pistol2 stickies
3rdVector + Pistol1 frag · 2 stickies
4thVector + Triad + Pistol2 frags · 2 stickies
5thRAR-15 + RAK-47 + Pistol2 frags · 2 stickies

Crates & loot tiers

50 crates scatter across a different set of buildings every seeded match — every building has a chance, and reds are spread out (roughly 10 field reds per match) rather than clustered, plus one guaranteed Mythic red at a rotating landmark. Crate contents scale with the 1–50 unlock ladder, and each region nudges its loot slightly (the airport leans orbital drops, storage yard leans power weapons, the hospital leans shields/heals…).

CrateLabelSpawn weightSkin drop chanceSkin rarity
GREENCommon24%50%Common / Uncommon
BLUEAdvanced22%68%Uncommon / Rare
PURPLEElite18%85%Rare / Epic
YELLOWLegendary16%100%Epic / Mythic
REDMythic20%Guaranteed loadoutMythic / Epic
Red crates pay the jackpot. A red guarantees a full loadout every time — a power weapon, a power-up, a full heal, grenades, ammo, and three separate top-tier weapon drops, each rolled a skin at the Unique odds (20% Mythic / 40% Epic / 40% Rare). Above that, a bonus roll can add an orbital, a killstreak, an extra skin, a menu crate, or (final third only, ultra-rare) a chopper gunner.

The zone

A cylinder wall contracts in 7 randomized phases, each new circle pulled toward a random final POI so no two games end the same place. Standing outside costs escalating damage — from 1 dps early to 16 dps in the final ring. Roughly 14 minutes of zone play sets up a ~6-minute finale.

Extraction — the twist

Once the extraction window opens (phase 5), a share of the living — one third, rounded up — can board the extraction chopper and fly out. Sitting in a seat makes you invulnerable and guarantees your findings. The chopper departs ~75 seconds after touchdown (or the instant it fills). Everyone else fights on; the last blaster standing also keeps their stash.

Death drops everything. Burn all 5 lives and your entire stash ejects as ground loot for anyone to grab — every found skin, nameplate and marketplace item. Killing is looting. Extract or win, or you leave with nothing.

PvE & unique banner drops

Mode-exclusive AI sentries patrol the good loot — tough to kill, only a handful per match, and a slain sentry has a 5% chance to drop a 1-of-1 Unique nameplate. Unique nameplates also share the unique-rarity loot pool, so a banner can drop at random alongside a unique skin (~2.3% of unique rolls). Only 746 of these banners exist. Whatever you find only becomes yours if you extract.

Marketplace & NFTs

Skins and nameplates are real, player-owned on-chain items. Ownership is invisible and gasless — you never pay a gas fee or sign a scary transaction to hold your loot — and everything is tradeable in the in-game marketplace.

1,500+Tradeable skins
7461-of-1 nameplates
10%Marketplace fee
Settlement currency

How ownership works

Every skin or nameplate you unlock is minted as a compressed NFT (cNFT) on Solana, grouped under the Top Blasters collection. It's gasless and invisible: a backend fee-payer wallet signs and pays the tiny mint cost, so you never sign a transaction or pay a fee to receive your loot. A mint only ever fires on three triggers — unlocking a skin in the shop, claiming a Royale extraction, or a marketplace sale settling. Gameplay (picking up, dropping, dying) never mints or moves anything.

Ownership follows the token. The game reads who holds each cNFT directly on-chain, so if you sell or transfer a skin — even on a third-party marketplace — access moves with it automatically. Hold the item, equip the item.

The marketplace

  • Two listing types: a straight sale for tokens, or an item-for-item trade (with an optional rarity floor).
  • 10% fee on every sale; the rest goes to the seller. Prices range from 0.01 up to 1,000,000 (a fat-finger guard). Cancelling your own escrowed token offer costs 3%; declines, counter-declines and listing closures refund in full.
  • Offers & counter-offers: buyers can escrow a cash offer below the ask; sellers accept, decline, or counter at a higher price. Every exit path refunds the escrow in full.
  • Listings last 7 days; expired ones return to the seller. Up to 20 active listings per account.
  • SOLD tab & provenance: a full sales ledger powers price charts, 24-hour average price and % change, cross-weapon pattern pricing, and an OpenSea-style custody chain showing every owner a specific item has passed through.

Two backbones of skins

Economy skins — tradeable

The rarity-tiered library (Common → Unique). Earned from crates and Royale, minted as cNFTs, and freely bought/sold on the marketplace.

Mastery skins — earn-only

10 ranks per gun, unlocked purely by kills. Never tradeable, never for sale — a pure proof of grind that can't be bought.

Wallet required to progress. A connected Solana wallet is what makes XP, unlocks, crates, claims and owned items yours. Social (X / Steam / Discord / Google / Apple) guests can play, but their session is cosmetic-only — no progression or owned loot.

Cosmetics & customization

Beyond weapon skins, your identity is built from emblems, nameplate calling-cards, character heads and rank insignia — earned across the climb, from feats, and from the loot economy.

Emblems

Unlocked along the level ladder, emblems badge your callsign and armor — and each one is also a hunting licence that steers your loot (see Emblem hunting). The full earnable set:

Emblem hunting — how your equipped emblem changes your drops

Your equipped emblem is not just decoration. Each of the 16 emblems is permanently bound to 3 of the 48 loadout weapons, and equipping it does two things to every skin you pull from a crate.

1 · It steers the hunt

50% of your crate skin rolls are drawn only from your emblem's 3 bound weapons. Since those 3 are 1/16th of the roster, that is a 16× focus on the guns you actually want. The rarity roll itself is untouched — hunting changes which gun's skin you get, never how rare it is.

2 · It stamps what you find

Every skin you pull is permanently stamped with the emblem you were wearing. The stamp is baked into the item's on-chain identity forever — it is the banner you hunted under. Open a crate with no emblem context and the item is stamped UNMARKED instead.

HUNTED. When a stamped skin's weapon belongs to that same emblem's trio, the item is marked HUNTED — proof the hunt landed, not a coincidence. It shows on the item card, in the marketplace and in its metadata. A HUNTED item is strictly rarer than the same skin unmarked, because it required you to be wearing the right banner when it dropped.

The 16 trios

The table below is generated from the game's own frozen binding, so it is always exactly what the server uses. It was built by ranking all 48 loadout weapons by real player usage and dealing them out so every emblem gets one popular, one mid and one neglected weapon — no emblem is a strictly better hunt than another, and chasing any of them pushes you onto guns the roster under-uses.

EmblemBound weapons (the hunt)
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The binding is frozen forever. It was computed once from live usage data and can never be rebalanced — re-dealing it would silently change what every already-minted emblem stamp means. Your stamps are permanent records, so the thing they point at has to be permanent too.

Nameplate calling-cards

Wide banner cards that sit behind your name. Over 1,100 exist — level-unlocked meme & crypto-culture banners, feat-unlocked "action" plates, and 746 illustrated 1-of-1 uniques that drop only in Extraction Royale. A sample:

Character heads

Swap your SOLdier's head for a roster of crypto-culture characters. A taste:

Rank insignia

Every one of the 50 account levels carries its own insignia, shown on your career card and scoreboard. Milestones:

Gold & currency

Gold (◈) is the soft currency. It buys every crate tier, and it is burn-backed: every unit of gold that exists was created by destroying something real — smelting a resource, salvaging a skin, or redeeming an XP card. There is no faucet that simply hands out gold. The premium token buys gold packs, and gold buys crates.

Earning gold — salvage values

RarityGold
Common5
Uncommon12
Rare35
Epic90
Mythic250
Unique1,000

Spending gold — crate prices

CrateGold
Standard150
Premium300
Prime750
Mythic1,600
Unique3,000
Extract-or-lose. Gold and skins you pick up in Royale sit as pending "extracted" finds for 24 hours — swap to claim them, or break them down for gold. Die or leave early and they slip into the void.

Resources & crafting

Eight materials feed the vehicle economy. Every one is a real tradable item on-chain — you can sell any of them on the marketplace instead of spending them.

ResourceRarityWhere it comes fromWhat it's forSmelts for
COALCommonStandard / Premium / Prime cratesPressed into DIAMOND (3 → 1)2 ◈
OREUncommonPremium / Prime / Mythic / Unique cratesInput to FUSION CORE20 ◈
CRUDE OILUncommonVehicles only — driving, gunning, roadkills, hull killsInput to PARTS + FUSION CORE6 ◈
GOLD BAREpicMythic crates (15%), Unique crates (35%), Gold Sentry cargoPure gold — the jackpot material250 ◈
DIAMONDMythicPressed from 3 COAL in the ShopForged into a RAID PASS · input to PARTS
VEHICLE PARTSRareCrafted only: 3 DIAMOND + 3 OILThe vehicle ladder
FUSION COREEpicCrafted only: 3 OIL + 3 OREThe vehicle ladder
RAID PASSMythicForged by burning 1 DIAMONDBurn it to enter Extraction Royale — or sell it
Why the refined goods don't smelt. Only raw materials (coal, ore, oil, gold bars) convert to gold. Parts, fusion cores, diamonds and raid passes deliberately cannot — otherwise you could craft something and immediately smelt it back for more gold than it cost, which is a money printer. Crafting is a one-way door.

Crate resource drops

CrateCoalOreGold Bar
Standardalways 1
Premiumalways 1–325% · 1
Primealways 2–4always 1
Mythicalways 2–415%
Uniquealways 5–835%

The top two tiers carry no coal by design — they are the ore-and-bar jackpot chests.

Earning oil

Oil is the only material you earn with skill rather than find. It pays for time aboard a vehicle and for what you do in one:

  • Seat time — driver or gunner 0.34/min, passenger 0.2/min, capped at 0.75/min no matter how many seats are filled.
  • Kills from a seat 0.5 each (two kills = one oil) · roadkill 1 · destroying any hull 1 — and hull kills count even on foot, so a rocket to a tank still pays.
  • Hard cap: 3 oil per match. There is no way to farm more from one game.

Sentries & the Gold Sentry

Extraction Royale is patrolled by 13 sentries. They spawn once at match start, never respawn, and there are no reinforcements — every one you kill is gone for the rest of the match.

13Per match, once
70%Damage resisted
100%Drop a skinned gun
5%Drop a 1-of-1 banner

They take 70% less damage than a player (roughly 500 effective HP vs your 150), carry the energy sword, and are placed at least 26 m from any live player. Killing one is a real fight — and it always pays:

  • Ammo — every time.
  • A skinned gun — every time. Random weapon from the whole roster, wearing a skin rolled on the yellow (Legendary) crate table — epic/mythic-leaning with a genuine 1-of-1 tail. Already-claimed uniques are skipped.
  • A 1-of-1 nameplate — 5% per kill. Drops as a gold ground pickup that any player can grab, and it sits there for 5 minutes.

The GOLD SENTRY

Each of the 13 spawns independently rolls a 1-in-100 chance to be GOLD — so roughly 1 match in 8 contains one. It wears gold armour with a gold visor, blade and tracers, and it is visible to the entire lobby. Killing it is the single richest event in the game:

RewardWhat you get
A GOLD UNIQUE 1-of-1Guaranteed. A random gun wearing an unclaimed gold 1-of-1 — Aeon Gold, Andy Gold, Apu Gold, Doge Gold, Wojak Gold and the rest. The Gold Sentry is the only place they drop. If every gold unique for that gun is already claimed, it steps down the gold ladder instead.
2 × GOLD BARCarried by the dropped gun as cargo. Extract with it and the bars mint to your wallet — 500 ◈ if you smelt them.
50× jackpot oddsIts skin rolls the jackpot at 1 in 500 instead of 1 in 25,000.
It can't be predicted. Whether a sentry is gold is decided by a server-only random number that is never sent to your client — unlike the map layout, which is generated from a shared seed. Nobody can scout gold spawns ahead of time or re-roll a lobby looking for one.

Friends, parties & social

Friends

Up to 64. Following is one-way — no accept step. Adding someone lets you see when they're online and invite them. Blocking works both ways: if either of you blocks the other, DMs, presence and joining are all cut.

Party

Up to 4 (leader + 3). Your seat is tied to your wallet, not your connection — refresh or reconnect and you keep it. Invites expire after 60 s; an offline member is dropped after 90 s, and an offline leader loses the crown after 45 s.

Messages

Direct messages between players, kept for 14 days or the newest 100 per conversation — whichever is longer. Links are stripped from all chat and DMs.

Party rules

  • The leader picks the game. Everyone queues together into whatever the leader launches — leave the party to queue solo.
  • Extraction Royale is solo-only. Parties can't drop together, on any entry path.
  • Wagered matches don't support parties — a wager is between individuals.
  • Parties never live-fill into a match already in progress; the whole group lands together.
  • In team modes, the server re-unites your party on the same team at the last moment before spawn.
  • Before launching, every member must be online, out of a match, and free of escrowed funds.

The player card

Clicking any player — in the lobby, on the scoreboard, in the marketplace, in your friends list, or on the "held by" line of a 1-of-1 — opens their service card, the hub for every social action: TRADE (opens their tradable locker so you can offer an item-for-item swap), ADD FRIEND, MESSAGE, MUTE and BLOCK.

Game modes & playlists

PlaylistModePlayersMapsVehiclesNotes
FFA DEATHMATCHFree-for-all16MLG pool (12)OffFirst to 50 kills or most in 8:00
TEAM DEATHMATCH6v612MLG poolOffBot backfill on
BIG TEAM BATTLETeam24Big pool (8)OnBot backfill on
CTF SMALLCapture the flag12MLG poolOff3 captures or most in 10:00
CTF BIGCapture the flag24Big poolOn3 captures
SHOTTY SNIPERFree-for-all12MLG poolOffForced kit: SLUGGER + HORIZON only; grenades come from the map
BOOM TOWN 24/78v816Boomtown onlyOffBot backfill on
EXTRACTION ROYALEBattle royale24Blaster CityOffRaid Pass required · solo only
HEAD HUNTER WageredKill ConfirmedIn development. The dead drop their stake, killers steal it, the void eats what nobody grabs in 45 s

Capture the Flag

Pick up at 2.4 m, capture at 3.2 m. Standing on your own dropped flag returns it after 5 seconds; an untouched flag returns itself after 30 seconds. The carrier wears it on their back — you can always see who has it.

How matchmaking works

  • Queue into a playlist and you're seated in an open lobby for that queue, or a fresh one spins up. The pregame lobby then votes on the map.
  • The 5-second buffer. Between the queue and the lobby you get a short countdown — a blue-washed "ENTERING LOBBY" screen with a cancel button, so you're never dumped straight into a lobby you didn't want. Royale skips it (drops are sealed).
  • Bot backfill runs on TDM, Big Team and Boom Town only. If someone leaves, a bot holds the slot; the next queued player takes it over and the bot walks off. Royale never backfills — its matches are sealed, and the sentries are its population.
  • 24/7 arenas run permanently: five rotation servers (Royale, All Maps, MLG, Small Maps, Big-Map CTF) plus a dedicated always-on arena for every single map. They loop lobby → countdown → live → postgame forever.

Vehicle depots, keys & the ladder

Vehicles aren't found on the map — you own them and summon them. The ladder is 12 hulls bought in order with crafted materials.

#HullCostRank
1Quad Bike1 part1
2Gun Quad1 part + 1 fusion1
3Road Hog2 parts + 1 fusion5
4Missile Hog3 parts + 1 fusion10
5Boss Hog4 parts + 2 fusion14
6Race Hog4 parts + 2 fusion18
7Ghoul5 parts + 2 fusion22
8Chopper6 parts + 3 fusion26
9Whirly Bird7 parts + 3 fusion30
10Humming Bird8 parts + 4 fusion35
11Comanchee10 parts + 4 fusion40
12Hellfire Tank12 parts + 5 fusion50

The full ladder costs 62 vehicle parts and 28 fusion cores. Hulls unlock in order — you always buy the next one. Or skip the grind and buy a hull outright on the marketplace.

Summoning at a depot

Every map has depot pads — marked spawn pads (two per side of Blaster City, one at each base on Coagulation and Valhalla). To drive a hull you need four things:

  1. The vehicle itself — its cNFT in your wallet (crafted or bought).
  2. The rank — your account level must meet its requirement.
  3. Access — a one-time swap-to-unlock in Create-a-Class → Vehicles. (The starter Quad is exempt.)
  4. A KEY — burned from your wallet at the moment you summon. One key, one vehicle.

Keys come from crate slots (15% each), Royale purple crates (4%) and yellow crates (7%), or the marketplace.

PHASE-IN: 25 seconds of materializing. While your hull assembles on the pad you are invulnerable — but you cannot fire, melee or throw anything, and you must stay on the pad: walk more than 2.5 m away and the phase cancels. You appear translucent to everyone. It is a protected window to get in and drive, not a shield to fight from. An assassination from behind still goes through it. A pad is busy for 10 s after each summon.
Your key is never wasted. If the burn succeeds but the spawn somehow fails, the server issues a replacement pass automatically — you never lose value to a failed summon.

Paints

Vehicle paints are bought with gold in the Depot and equipped per hull. They use the same pattern art as weapon skins, so a gun and a hull can wear the matching set — and they mask to the factory-painted panels only, so glass, trim, glow and decals stay authored.