WW3
A player-driven war economy. WW3 is the currency of the war, and every spawn is a decision — spend it on your loadout, earn it back with every kill, revive, and objective, and bank the profit between matches.


Play to win. Earn by contributing. Drivers, medics, and spotters can top the earnings chart without firing the best shot.
Every spawn is a rental. Spend WW3 on your weapon, armor, gadgets, and vehicles for that life.
Kills and match wins pay out in WW3 the moment they happen — with more earning actions (revives, objectives, spotting) on the way.
Earn more than you spent and the difference is yours. Your WW3 persists match to match.
Dying costs you the loadout you were carrying — and it drops where you fell, for anyone to pick up. The bigger the kit, the bigger the risk.
Earn the war
Every role pays. Every meaningful action pays out in WW3 the moment it happens — the loop is the game. We are still tuning what each one pays, so the rates are not published yet — they would only change again.
Hold a collectible, earn faster
A small WW3-earn boost for holding a collectible — never a combat edge, so it's not pay-to-win. Only your highest tier applies, and base players always earn the full rate.
Everyone earns the full base WW3 rates. A collectible is never required to play or to win.
Hold your nation's Country drop kit for a small earn boost — the entry collector tier.
The flagship soldier collection (180 minted). A solid earn boost for the core collector set.
The premium collection — the top collector earn boost.
WW3 is an in-game currency with no monetary value · collectibles are optional and also earnable in-game · highest tier only, capped at +15%
How you earn
Everyone earns WW3 by contributing — kills, revives, objectives, teamplay — at the full base rate from your first match, no collectible needed. Holding a collectible adds a small earn boost (+5/10/15%), never combat power. BDUCK is a secondary event currency on top.
What each action pays is still being tuned, so we are not publishing the per-action numbers yet — they would only change again. What is settled is the shape: everyone earns at the full base rate from their first match, a collectible adds +5/10/15% on top, and nothing about it touches combat.
Not live yet — these earning actions are planned. What each will pay is still being decided.
- SMG // Ember 1,250
- Medium armor 500
- Frag grenade 250
Die with this kit and you lose the 2,000 — it drops where you fell, and anyone can pick it up. You can always spawn cheap with a pistol or knife, or fight with what you take off somebody else.
- Jeep / Buggy 800 – 1,200
- Armored / APC 2,000 – 3,000
- Tank 4,000 – 6,000
- Helicopter / Jet 5,000 – 8,000
Collectibles add a small WW3-earn boost (+5/10/15% by tier) — and are cosmetic identity that carries into matches. They're optional, never required, and never a combat advantage.
Buy your loadout, spawn, and earn WW3 per action. Rewards land instantly on the HUD.
Hold points for steady WW3 ticks; captures and defenses pay bonuses. Territory funds the team.
Earn WW3 during the run, then bank it at an ATM. Die before you extract and you drop it as loot.
Attackers push sector by sector; taking and defending ground pays escalating WW3 as the front moves.
In Extraction, WW3 you earn is carried until you reach an ATM and bank it into secured. Die before you extract and the carried WW3 drops as loot for whoever kills you.
After every death you see exactly what your loadout cost, what you earned, and whether the life turned a profit — the game teaches its economy without a manual.
Beyond the match
WW3 is the in-game currency: you earn it by playing and you spend it on your loadout. The long-term design is that it can also live in a wallet you own, so what you earn is yours outside the game too. None of that is switched on in this build — there is no buying, trading or transferring here, and nothing on this page is an offer or investment advice.







