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.
Getting started
- 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.
- Pick your fight. From the menu choose a Casual playlist, jump into Extraction Royale, or create/join a private match.
- 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).
- Pick a hunting emblem. Your equipped emblem steers which weapons' skins your crates drop and stamps everything you pull — see Emblem hunting.
- 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.
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.
| Playlist | Mode | Players | Map pool | Vehicles | Notes |
|---|---|---|---|---|---|
| FFA Deathmatch | Free-for-all | 16 | MLG rotation | — | Every blaster for themselves. |
| Team Deathmatch | 6v6 | 12 | MLG rotation | — | Bot backfill on leavers. |
| Big Team Battle | Team | 24 | Big maps | ✓ | Vehicles, power weapons, chaos. |
| CTF Small | Capture the Flag | 12 | MLG rotation | — | 3 caps wins. |
| CTF Big | Capture the Flag | 24 | Big maps | ✓ | Long runs home. |
| Shotty Sniper | FFA | 12 | MLG rotation | — | One loadout: Slugger + Horizon. Nades on the map. |
| Boom Town 24/7 | 8v8 TDM | 16 | Boom Town only | — | Forever. |
| Head Hunter Locked | Kill Confirmed + SOL | — | — | — | Dead 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.
Loadout arsenal
| # | Weapon | Type | Fire | Damage | Headshot | Mag | Unlock |
|---|---|---|---|---|---|---|---|
| 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.
| Weapon | Class | Damage | Capacity | What makes it scary |
|---|---|---|---|---|
| Hellfire | Rocket launcher | 90 +splash | 2 | Splash one-shots a full-shield target. |
| Thunderbolt (Rail Gun) | Rail beam | 210 | 3 | Pierces every player in a line; wrecks vehicles. |
| SOL Laser (Spartan Laser) | Charge laser | 300 | 3 | 1.9s charge, then a beam that kills everyone in its path and one-shots any vehicle. |
| Pounder | 40mm launcher | 200 +splash | 4 | Arcing grenade shells with a big blast. |
| Pink Plague (Needler) | Needler | 8/needle | 22 | Extreme homing — land 7 needles and they super-combine for a guaranteed kill. |
| Inferno | Flamethrower | 45/tick | 100 fuel | Wide melting cone up close; useless past ~18m. |
| Brutal Plasma Cannon | Plasma | 50 +splash | 50 | Homing plasma stream with splash. |
| Super Shotgun | Double-barrel | ~713 pt-blank | 2 (+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.
| Kills | Streak | What it does |
|---|---|---|
| 3 | Bubble Shield | Dome stops all fire (in and out) for 30s — walk through it freely. |
| 3 | Deep Impact | Your rounds punch through walls and bubble shields for 30s. |
| 3 | Jump Pad | Drop a launch pad anyone can use; lasts the whole match. |
| 3 | Radar Jammer | Floods nearby enemy radar with 7 fake contacts for 20s; destroyable. |
| 3 | Shield Drainer | EMP field strips shields off everyone near it for 6s, then detonates. |
| 3 | Auto Heal $SPX only | 15s regen field — shields of anyone inside recharge fast. Unlocked by $SPX swap, never a KEY. |
| 5 | Suicide Drone | Pilot a fast flying drone first-person and slam it into a target. Shootable down. |
| 7 | Predator Missile | Guide a missile down; hold fire to boost (lose steering). Huge blast. |
| 7 | Kill Bots | Summon two AI fighters that hunt enemies — their kills count as yours. |
| 10 | Chopper Gunner | AI gunship flies in, hunts the enemy hotspot and rains fire. Shootable down. |
| 10 | Bearish Divergence | Every enemy loses ALL shields for 30s — even on respawn. |
| 15 | Gunship | Take the gunner seat of an AC-130-style warship for 45s: minigun, missile barrages, tank shells. |
| 25 | Tactical Nuke Match-ender | Wipes everyone off the map — including you. All kills are yours. |
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.
| Vehicle | Type | Seats | Health | Top speed | Armament |
|---|---|---|---|---|---|
| Quad Bike | Ground · ATV | 2 | 320 | 24 | Unarmed — the free-access starter, fast on land |
| Gun Quad | Ground · ATV | 2 | 320 | 24 | Mounted gun |
| Road Hog | Ground · light | 3 | 3000 | 21 | Turret chaingun |
| Missile Hog | Ground · rockets | 3 | 3000 | 21 | Rocket pod |
| Boss Hog | Ground · heavy gun | 3 | 3000 | 21 | Heavy cannon (900 vs. hull) |
| Race Hog | Ground · speed | 2 | 2600 | 25 | Fastest hog on the road |
| Ghoul | Ground · light | 1 | 1000 | 16 | Twin ion cannons |
| Chopper Air | Air · extraction | — | — | 19 | The evac bird — your ride out of Extraction Royale |
| Whirly Bird Air | Air · troop VTOL | 3 | 1400 | 19 | Gunner chaingun; riders fire own weapons |
| Humming Bird Air | Air · VTOL | 3 | 1500 | 19 | Chin autocannon + missile pods |
| Comanchee Air | Air · fighter | 1 | 900 | 26 | Twin ion cannons + fuel-rod cannon |
| Hellfire Tank | Ground · heavy | 5 | 4200 | 12 | Main 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.
XP payouts
| Action | XP | Action | XP |
|---|---|---|---|
| Kill | 100 | Grenade kill | 175 |
| Assist | 50 | Power-weapon kill | 225 |
| Headshot | 150 | Sticky (stuck) kill | 250 |
| Melee / assassination | 150 | First blood | 100 |
| Match complete | 75 | Win bonus | 300 |
| Claim a killstreak (swap) | 500 | Claim 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.
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.
| Rank | Tier | Kills | Rank | Tier | Kills |
|---|---|---|---|---|---|
| 1 | Recruit | 10 | 6 | Silver | 550 |
| 2 | Marksman | 25 | 7 | Onyx | 900 |
| 3 | Bronze | 75 | 8 | Platinum | 1400 |
| 4 | Iron | 150 | 9 | Diamond | 2100 |
| 5 | Steel | 300 | 10 | GOLD | 3000 |
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.
| Tier | Rarity | Base loot-box odds* | FX |
|---|---|---|---|
| Common | ≈ 1 in 1.4 | — | |
| Uncommon | ≈ 1 in 4 | — | |
| Rare | ≈ 1 in 12 | — | |
| Epic | ≈ 1 in 60 | — | |
| Mythic | ≈ 1 in 600 | Recolor FX | |
| Unique | ≈ 1 in 5,000 | Swap 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.
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.





| Crate | Price | Slots | Per-slot odds | 1-of-1 Unique? | Bonus |
|---|---|---|---|---|---|
| Standard | 120 gold / ~$0.99 | 3 | 62% C · 27% U · 9% R · 1.8% E · 0.2% M | — | +15 gold · 250 XP |
| Premium | 300 gold / ~$2.49 | 3 | 25% C · 37% U · 26% R · 10% E · 2% M | — | +45 gold · 700 XP |
| Prime | 750 gold / ~$4.99 | 4 | 30% U · 36% R · 26% E · 8% M | 0.4% | +110 gold · 1,500 XP |
| Mythic Store only | ~$7.99 | 4 | 30% R · 50% E · 20% M · guaranteed Mythic headline | 5% | +350 gold · 3,500 XP |
| Unique Store only | ~$9.99 | 4 | 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.
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.
| Rarity | Designs | Items in pool* | Share of catalog |
|---|---|---|---|
| Common | 91 | 4,368 | 5.8% |
| Uncommon | 82 | 3,936 | 5.3% |
| Rare | 180 | 8,640 | 11.5% |
| Epic | 242 | 11,616 | 15.5% |
| Mythic | 86 | 4,128 | 5.5% |
| Unique | 880 | 42,240 | 56.4% |
| Total | 1,561 | 74,928 | 100% |
*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 → | Standard | Premium | Prime | Mythic | Unique |
|---|---|---|---|---|---|
| Common | 1 in 1,946 | 1 in 4,826 | — | — | — |
| Uncommon | 1 in 4,027 | 1 in 2,938 | 1 in 2,765 | — | — |
| Rare | 1 in 26,515 | 1 in 9,179 | 1 in 5,058 | 1 in 6,070 | — |
| Epic | 1 in 178k | 1 in 32,084 | 1 in 9,416 | 1 in 4,896 | 1 in 6,995 |
| Mythic | 1 in 570k | 1 in 57,008 | 1 in 10,875 | 1 in 4,350 | 1 in 1,339 |
| Unique | — | — | 1 in 7.7M | 1 in 616k | 1 in 123k |
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 crate | Odds (specific) | Smart-value alternative |
|---|---|---|---|
| Common | Standard | 1 in 1,946 | Standard is already the cheapest crate |
| Uncommon | Prime | 1 in 2,765 | Standard — 1 in 4,027 at just 120 gold |
| Rare | Prime | 1 in 5,058 | Premium — 1 in 9,179 at 300 gold |
| Epic | Mythic crate | 1 in 4,896 | Prime — 1 in 9,416, buyable with gold |
| Mythic | Unique crate | 1 in 1,339 | Prime — 1 in 10,875, buyable with gold |
| Unique | Unique crate | 1 in 123k | The only realistic crate source |
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:
| Crate | Common | Uncommon | Rare | Epic | Mythic | Any Unique |
|---|---|---|---|---|---|---|
| Standard | 62% | 27% | 9% | 1.8% | 0.2% | — |
| Premium | 25% | 37% | 26% | 10% | 2% | — |
| Prime | — | 30% | 36% | 26% | 8% | 0.4% |
| Mythic | — | — | 30% | 50% | 20% | 5% |
| Unique | — | — | — | 35% | 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:
| Crate | Skin appears | Skin rarity rolled |
|---|---|---|
| GREEN | 50% | Common / Uncommon |
| BLUE | 68% | Uncommon / Rare |
| PURPLE | 85% | Rare / Epic |
| YELLOW | 100% | Epic / Mythic |
| RED | Guaranteed ×3 | Unique-odds: 20% Mythic / 40% Epic / 40% Rare |
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
| Trait | Roll | Odds | What it means |
|---|---|---|---|
| Gloss | 0.000–0.999, uniform | every drop | Wear. Lower = cleaner. Bands: MINT <0.07 · POLISHED <0.15 · FIELDED <0.38 · SCUFFED <0.45 · BATTLE-WORN. |
| PRISTINE | gloss exactly 0.000 | 1 in 1,000 | The perfect-wear jackpot inside the gloss roll. |
| Seed | 6 hex characters | every drop | The instance's visual fingerprint — 16.7M possibilities. |
| GEM seed | seed reads the same backwards | exactly 1 in 4,096 | The published gem rule — a palindrome seed. The pattern-387 of Top Blasters. |
| Kill Tally | independent flag | 1 in 10 | A 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 stamp | your equipped emblem | every drop | The banner you hunted under — see Emblem hunting. HUNTED marks a successful targeted hunt. |
| GOLD origin | Gold Sentry kills only | see Gold Sentry | Permanent proof the item came off a Gold Sentry — it renders with a molten-gold finish. |
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.
| Emblem | Trio | Emblem | Trio |
|---|---|---|---|
| RECRUIT | Vector · Plasma Blade · Ravenger | BIOHAZARD | Rattler · Ripper · Spike Rifle |
| CHEVRON | ACR · Terror · Arc | STAR | AN-94 · Masher · Scorch |
| REAPER | Galil XR · Glopper · Saber | WINGS | MP-7 · Pylon · Vulcan |
| SKULL | RAR-15 · Arc Beam · Spitter | RETICLE | T-90 · AWP · Shredder |
| SPADE | Slugger · AA-12 · Pulsar | BOLT | P90 · Dynamo · Impaler |
| FLAME | FAMAS · Tempest · Stormcall | SHIELD | M16A4 · RAK-47 · Spectra |
| BLADES | Horizon · Volt · Marshal | DIAMOND | Lobber · BAL-7 · Zenith |
| FANG | Triad · Vestiege · Avenger | TRIDENT | SCAR · UMP · SMG-7 |
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.
The payout
| Drop | What you get |
|---|---|
| GOLD UNIQUE skin | Guaranteed — 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 BAR | Carried by the dropped gun as cargo — extract with it and the bars mint to your wallet (smelt ◈250 each). |
| Ammo | The 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.
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:
| Source | Jackpot chance |
|---|---|
| Any crate skin drop | 1 in 25,000 |
| A Gold Sentry's guaranteed skin | 1 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.
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:
| Life | Spawn kit | Grenades |
|---|---|---|
| 1st | Plasma Blade | 1 sticky |
| 2nd | Plasma Blade + Pistol | 2 stickies |
| 3rd | Vector + Pistol | 1 frag · 2 stickies |
| 4th | Vector + Triad + Pistol | 2 frags · 2 stickies |
| 5th | RAR-15 + RAK-47 + Pistol | 2 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…).
| Crate | Label | Spawn weight | Skin drop chance | Skin rarity |
|---|---|---|---|---|
| GREEN | Common | 24% | 50% | Common / Uncommon |
| BLUE | Advanced | 22% | 68% | Uncommon / Rare |
| PURPLE | Elite | 18% | 85% | Rare / Epic |
| YELLOW | Legendary | 16% | 100% | Epic / Mythic |
| RED | Mythic | 20% | Guaranteed loadout | Mythic / Epic |
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.
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.
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.
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.
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.
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.
| Emblem | Bound weapons (the hunt) |
|---|---|
| loading… | |
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
| Rarity | Gold |
|---|---|
| Common | 5 |
| Uncommon | 12 |
| Rare | 35 |
| Epic | 90 |
| Mythic | 250 |
| Unique | 1,000 |
Spending gold — crate prices
| Crate | Gold |
|---|---|
| Standard | 150 |
| Premium | 300 |
| Prime | 750 |
| Mythic | 1,600 |
| Unique | 3,000 |
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.
| Resource | Rarity | Where it comes from | What it's for | Smelts for |
|---|---|---|---|---|
| COAL | Common | Standard / Premium / Prime crates | Pressed into DIAMOND (3 → 1) | 2 ◈ |
| ORE | Uncommon | Premium / Prime / Mythic / Unique crates | Input to FUSION CORE | 20 ◈ |
| CRUDE OIL | Uncommon | Vehicles only — driving, gunning, roadkills, hull kills | Input to PARTS + FUSION CORE | 6 ◈ |
| GOLD BAR | Epic | Mythic crates (15%), Unique crates (35%), Gold Sentry cargo | Pure gold — the jackpot material | 250 ◈ |
| DIAMOND | Mythic | Pressed from 3 COAL in the Shop | Forged into a RAID PASS · input to PARTS | — |
| VEHICLE PARTS | Rare | Crafted only: 3 DIAMOND + 3 OIL | The vehicle ladder | — |
| FUSION CORE | Epic | Crafted only: 3 OIL + 3 ORE | The vehicle ladder | — |
| RAID PASS | Mythic | Forged by burning 1 DIAMOND | Burn it to enter Extraction Royale — or sell it | — |
Crate resource drops
| Crate | Coal | Ore | Gold Bar |
|---|---|---|---|
| Standard | always 1 | — | — |
| Premium | always 1–3 | 25% · 1 | — |
| Prime | always 2–4 | always 1 | — |
| Mythic | — | always 2–4 | 15% |
| Unique | — | always 5–8 | 35% |
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.
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:
| Reward | What you get |
|---|---|
| A GOLD UNIQUE 1-of-1 | Guaranteed. 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 BAR | Carried by the dropped gun as cargo. Extract with it and the bars mint to your wallet — 500 ◈ if you smelt them. |
| 50× jackpot odds | Its skin rolls the jackpot at 1 in 500 instead of 1 in 25,000. |
Game modes & playlists
| Playlist | Mode | Players | Maps | Vehicles | Notes |
|---|---|---|---|---|---|
| FFA DEATHMATCH | Free-for-all | 16 | MLG pool (12) | Off | First to 50 kills or most in 8:00 |
| TEAM DEATHMATCH | 6v6 | 12 | MLG pool | Off | Bot backfill on |
| BIG TEAM BATTLE | Team | 24 | Big pool (8) | On | Bot backfill on |
| CTF SMALL | Capture the flag | 12 | MLG pool | Off | 3 captures or most in 10:00 |
| CTF BIG | Capture the flag | 24 | Big pool | On | 3 captures |
| SHOTTY SNIPER | Free-for-all | 12 | MLG pool | Off | Forced kit: SLUGGER + HORIZON only; grenades come from the map |
| BOOM TOWN 24/7 | 8v8 | 16 | Boomtown only | Off | Bot backfill on |
| EXTRACTION ROYALE | Battle royale | 24 | Blaster City | Off | Raid Pass required · solo only |
| HEAD HUNTER Wagered | Kill Confirmed | — | — | — | In 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.
| # | Hull | Cost | Rank |
|---|---|---|---|
| 1 | Quad Bike | 1 part | 1 |
| 2 | Gun Quad | 1 part + 1 fusion | 1 |
| 3 | Road Hog | 2 parts + 1 fusion | 5 |
| 4 | Missile Hog | 3 parts + 1 fusion | 10 |
| 5 | Boss Hog | 4 parts + 2 fusion | 14 |
| 6 | Race Hog | 4 parts + 2 fusion | 18 |
| 7 | Ghoul | 5 parts + 2 fusion | 22 |
| 8 | Chopper | 6 parts + 3 fusion | 26 |
| 9 | Whirly Bird | 7 parts + 3 fusion | 30 |
| 10 | Humming Bird | 8 parts + 4 fusion | 35 |
| 11 | Comanchee | 10 parts + 4 fusion | 40 |
| 12 | Hellfire Tank | 12 parts + 5 fusion | 50 |
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:
- The vehicle itself — its cNFT in your wallet (crafted or bought).
- The rank — your account level must meet its requirement.
- Access — a one-time swap-to-unlock in Create-a-Class → Vehicles. (The starter Quad is exempt.)
- 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.
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.
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 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.