Appearance
The Economy
Ink Ribbons
The game has one currency: Ink Ribbons, or Ribbons. They are earned by playing and spent in the Wardrobe. They cannot be bought, sold, traded, or given away. The pesetas of the Valley are not a currency of the game: they exist only inside the night that paid them, buy only what the Merchant sells in that night, and are never bought, carried over, or exchanged (What ΜΝΗΜΗ Leaves Out, Pesetas and the Merchant).
Ribbon prices are the same in every region. Money prices are set per region and shown in the player's own currency, next to the Ribbon price, on every item. As a reference, 100 Ribbons are priced like US$1.
Earning
- About 85 Ribbons for every hour played alive, paid by the minute a survivor spends alive inside a night. This is the ordinary rate. It is the same in every world and every kind of night, so no night is the "farming" night. Minutes spent in a safe room pay nothing (Survival, Safe Rooms).
- Getting out pays most. An extraction adds an award to what the night paid: half again for a clean one, two-fifths for a cured one, and a quarter for an infected one, which is half of what the same survivor would have earned getting out clean. A night that ends in a seat always pays more than the same night would have without it.
- The virus costs everyone it leaves with. A clean or cured survivor who gets out beside the virus is Exposed, and their extraction award shrinks (Exposure, below). The ordinary rate is never touched: Exposure takes only from the award for getting out.
- The Turned earn less, not nothing. A Turned survivor earns about half the ordinary rate for as long as they play on, and a small award, 15 Ribbons, for each Hunt they finish (The Turned, Hunts). A Turned who leaves keeps what they earned. A night spent as a monster pays; a night spent getting out pays more.
- Small deeds, small awards. A cure given away, a Stranded brought out, or a rank adds a small award.
- The Lost stop earning. A Lost survivor stops earning the moment they are Lost, and watching pays nothing.
- Idle time pays nothing. A night ΜΝΗΜΗ keeps out of her Echoes because the survivor cheated, could not be hurt, or never moved (The Echoes) pays nothing at all.
At the ordinary rate, before any extraction adds to it, 1,000 Ribbons, the price of a complete set, take about twelve hours of play.
Exposure
A Survivor night is won by getting out, but the virus can get out too. In the Night, a way out that carries a living virus out of the city carries the outbreak with it, and ΜΝΗΜΗ counts everyone who rode out beside it as exposed. In the Service, that costs Ribbons and weight on the Ledger.
- A squadmate. Every member of a squad who is extracted still infected, on any way out, takes a quarter off the extraction award of every other member of that squad who got out. A squad is expected to look: it counts whatever stage the Mark has reached (The Living, The Mark Within a Squad). Squads are made and unmade during a night, so Exposure counts as squadmates everyone who was in a survivor's squad at any moment from the signal to their departure: walking away from an infected squadmate at the door, or putting them out, saves no one's award (Survivor, Leaving). A squad made before the signal and left before it counts for nothing.
- A stranger. Every survivor from outside the squad who leaves on the same way out still infected, with lines showing, takes off half the award divided by that way out's seats. On the Rooftop's two seats that is a quarter; on the Clock Tower's four, an eighth; on the Subway's ten, a twentieth. A stranger whose Mark has no lines yet, still in Seed, takes nothing off: no one could have known by looking.
- The ceiling. Exposure never takes more than half of an award.
- Who it does not touch. The infected survivor's own award is already half of a clean one, and Exposure takes nothing more from it. Companions and the Stranded never expose anyone: they are people of the records, not files. Echoes count as survivors.
- What it never touches. The ordinary rate, Hunts, small deeds, and Hardening (The Survivors), which counts only time alive.
- The Ledger. A page is weighed by the same award a survivor took home (Survivor, Winning).
| A clean survivor gets out... | Extraction award |
|---|---|
| With no one infected beside them | Full: half again the night's pay |
| With one squadmate extracted infected | Three-quarters |
| With two or more squadmates extracted infected | Half |
| On the Clock Tower helicopter, beside one marked stranger | Seven-eighths |
| On the Subway, beside three marked strangers | 85% |
| On the Rooftop, beside the one marked stranger its other seat carried | Three-quarters |
| With one squadmate infected, on the Clock Tower helicopter beside one marked stranger | Five-eighths |
A rule that halved every award whenever anyone infected was aboard would have halved about four extractions in five, even at the director's target, because the large ways out almost always carry someone infected. Then it would no longer be a choice, and every marked stranger at a door would be shot on sight. Scaled by seats, the penalty falls hardest where a survivor can see every face aboard, and on their own squad, where the choice is theirs.
What a Player Can Earn
Every two weeks a release brings one headline set and four to six other items. A player who plays six hours a week earns about one headline set every two weeks at the ordinary rate, and more on Release Weekends. They can have what they want most from every release. They cannot have everything, and no one is meant to. The Wardrobe is for collectors, for players with little time, and for players who want to support the game.
Prices
| Item | Ribbons | Money (US reference) |
|---|---|---|
| Charm | 100 | $0.99 |
| Emblem | 100 | $0.99 |
| Dossier pose | 100 | $0.99 |
| Figurine | 150 | $1.49 |
| Dossier backdrop or frame | 150 | $1.49 |
| Weapon finish | 250 | $2.49 |
| Gear piece (one slot, every tier) | 250 | $2.49 |
| Form (one shape of one strain) | 300 | $2.99 |
| Dress (an original survivor's outfit) | 500 | $4.99 |
| Form line (all four shapes of one strain) | 800 | $7.99 |
| Diorama piece (a wall, a door, a prop, a light) | 100 | $0.99 |
| Model of a creature of the records | 250 | $2.49 |
| Model of a person of the records | 300 | $2.99 |
| Diorama kit (a whole room) | 800 | $7.99 |
| Set | 1,000 | $9.99 |
| Early access ticket (Seasons and New Content) | — | $4.99 |
| Patron, one month | — | $4.99 |
| The First Run (The Service) | — | $29.99 |
| The Founder's Edition (The Service) | — | $49.99 |
A set is a complete look sold together: for example a dress, the head, body, and back gear that match it, one weapon finish, a charm, and an emblem. A set always costs less than its pieces bought one by one. A player who already owns some of its pieces pays only for the rest.
Anything bought with money can be bought as a gift for a friend.
Release Weekends
Every release of new things for sale arrives with a Release Weekend: from Friday at 18:00 to Sunday at 23:59, in each region's own time, Ribbons pay double in Survivor.
The arithmetic is fixed, and it is the reason for the price ceiling:
| Ordinary weekend | Release Weekend | |
|---|---|---|
| Ribbons per hour | about 85 | about 170 |
| Three hours on Saturday and three on Sunday | about 510 | about 1,020 |
A player who plays three hours on Saturday and three on Sunday of a Release Weekend can buy that release's headline set with what they earned, and Friday evening is margin. No release ever contains a single item or set priced above what its own weekend pays in those six hours. Two releases never share a weekend, and Release Weekends never stack.
Patron
Patron is an optional monthly support, at US$4.99. Each month, a Patron receives one pick: any single item worth up to 500 Ribbons, chosen from the Wardrobe and kept forever. A Patron also holds every early access ticket while the support lasts, and carries the Patron mark on their Dossier.
- A Patron can stop at any time and keeps everything they received.
- Patron never renews without telling the player first.
- Patron never gives Ribbons, and never unlocks anything that a player who is not a Patron cannot earn or buy, except the mark.
The Wardrobe
The Wardrobe is the store. Everything ever offered is in it, always, and every look in it names the worlds it can be worn in (Cosmetics and the Dossier, Each Thing to Its Time). A model unlocked by a deed appears in a player's Wardrobe only once they have done it, and trophies are never in it at all (Cosmetics and the Dossier, Four Ways to Own). Its front page changes with the season, but nothing is ever taken off its shelves. Every item can be previewed on the player's own survivor, standing in any backdrop they own, in any condition: day, night, rain, or blackout.
The Wardrobe needs a connection, and it is never reachable from inside a night.
Protections
- Refunds follow the law and the platform of each region. In the European Union, anything bought and not yet used can be returned within fourteen days; in Brazil, any purchase can be withdrawn within seven (Legal Feasibility).
- Accounts of minors carry a monthly spending limit by default, and every account can be given parental controls. In Brazil, every account under sixteen is linked to a parent or guardian, who can see and change its settings.
- Patron ends as easily as it starts. It is cancelled in no more steps than it took to begin, from the same place.
- No advertising appears anywhere in the game.