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An explanation for why the energy situation is crazy!!

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Thu, 06/04/2026 - 20:23
Refraizen's picture
Refraizen

Heyo, it's Refraizen. For those of you who don't know me, I'm very involved in the market and this thread is to help people understand why the prices of energy are so low currently, especially people who don't have an amazing grasp on economy in general. The date is June 4th, 2026, and the general price of energy is 30cr/E, or about 3k per 100.

IMPORTANT EDIT: AFTER THE DEPOX OF RAGE BOXES LITERALLY THE NEXT DAY, ENERGY PRICES ARE NOW CHANGING RAPIDLY AND THE SITUATION HAS DRAMATICALLY CHANGED. YOU CAN STILL READ FOR THE INFORMATION OF WHAT HAPPENED. THANKS GREY HAVENS!

Here is the most digestible explanation I can offer to somebody about how it happened, that skips a lot of stuff. This will give you the most basic grasp of the situation.

The updates have given us an influx of returning players, who shocked the system and the balance between cr/E at an extremely rapid pace. There's too much energy being generated and not enough usage for it. There's an increasing need for crowns which incentivizes more and more people to convert their energy to crowns, resulting in people constantly undercutting each other's offers.

There are no practical ways to fix the situation without GH's intervention via Supply Depot sales, which we need now more than ever. While Spiral Knights has a player-run micro-economy, it is extremely dependent as a whole on Grey Havens, via Promotional Boxes, Supply Depot Sales, Featured Auctions. We all know which of these has been lacking, and unfortunately it's the one that could balance the situation.

You should only continue reading past this section if you want to actively discuss it with others with an educated understanding, or if you just really want to know the fine details. It's very long.
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OK but why is low energy prices a bad thing?

The resulting consequences:
1.) The price of items traded in this game rise in terms of energy, making things generally unaffordable if you're paying in energy. Wow!! Inflation!!

2.) Because of that, people get less value for their real-world currency that they're putting into the game. It's an absolutely terrible time to be a whale/casual spender.

3.) Anybody who literally has any decent chunk of energy lost relative value. The bigger your energy hoard, the more that is lost.

4.) As many people have shifted to crowns for transactions due to it being a more "stable" currency, players are forced to convert their energy to crowns to buy things. Energy as a whole is becoming a useless currency.

5.) Additionally in the current situation, many players are panic-converting in order to effectively pull out of the energy market before it drops even lower to conserve the value of their currency, further solidifying it as a USELESS currency. It's a very similar effect to America's "The Great Depression."

6.) Because of the turbulent times, there is a rise of scammers looking to capitalize on the confusion of prices. By playing around with the numbers and convincing others that their currency is useless, tied in with some false information, scammers will utilize the situation to grossly oversell their items (even in crowns!), or to purchase items for dirt cheap from unsuspecting, unaware players (returning players, especially).

7.) The price of things in crowns after being recalculated from energy often gets a bit "lost in translation," and people will generally use numbers that are more convenient to them. This actually means that something that costed less in crowns pre-crash, may even result in higher overall prices than it was before. Everybody is guilty of this.

8.) I'm not even going to talk about auction house buyouts right now. That's a different topic but it contributes to increasing prices, while also being locked to only one form of currency to work with.

TL;DR: prices of all things go up in both cr and E, spenders' wallets are crying, energy is useless, scammers are rampant.
SO NO, IT IS NOT JUST BAD FOR MERCHANTS/HOARDERS. THIS AFFECTS ALMOST ANY PLAYER WHO INTERACTS WITH THE MARKET.

Energy fluctuations are typically normal and it's fine for it to sometimes be higher or lower, but currently it's way too low that it's breaking the normal balance that the economy has. Most of these consequences are unique to right now due to it being as low as launch date numbers.

The bright side of all this?
The Good(?):
1.) As energy is more affordable, this is newbie-friendly for obtaining orbs and progression materials. This is great!
2.) Trinket slots, unbinds, Shadow/Silver keys are more affordable. Lockboxes, however, are getting more expensive...
3.) FSC farmers, F2P, and other cr generating players who only pay in crowns are the least affected players.

yeah that's all the good.

If this all you care about, you can stop here. But if you want some fine details on the WHY, dive forward. Part 2 in comments.

Thu, 06/04/2026 - 20:52
#1
Refraizen's picture
Refraizen
Part2

Supply and Demand. It's a basic economic foundation that determines the price of things, and it holds especially true in Spiral Knights' free market economy. Basically, supply is how much of something is available in a given situation, and demand is how much people want it in the population.
This concept actually applies to the price of energy as well.

I'll break it down in more depth later but the long and short of it is that:
- Energy has low demand, and has a high supply. A lot of people have an abundance of it, and most people do not want it.
- Conversely, crowns have a high demand, but a low supply, relative to energy.

Uses:
- Crowns can be used for Auction House, Featured Auctions, and Punch rolling. You need a lot of crowns for any of these.
- Energy can be used for Trinket/Weapon Slots, Equipment/Accessory unbinds, and for purchasing things on the Supply Depot.

In reality, while it's way more complicated than I'll be making it out to be here, for the sake of a more simple explanation, remember these rules.
ENERGY PRICES GO DOWN IF:
- Energy is generated (increasing supply)
- Energy has nowhere to go or be deleted (low demand)
- Crowns are not generated (decreased supply)
- Crowns are needed (high demand)

1.) Recent updates have brought back hoards of returning players who are now old enough to have disposable income to spend on the game.
- Energy is therefore being generated in batches upon batches of 45kE instantaneously into the game, and are saturating the energy market very, very quickly. It is also the fastest method to obtaining what they want.
- They are usually not proficient enough to farm FSC as effectively as meta-running players yet.
- Even if they could, we're all adults now. We no longer have the time to spend 4+ hour sessions generating crowns.

2.) Forge boxes are becoming a meta way to obtain crowns. While it's not inherently a bad thing, it doesn't generate crowns; instead, it just recycles crowns in the system. We may be losing FSC farmers and crown generators because of this.

3.) There are not enough "energy sinks" in the game; energy is mostly deleted from the game via Supply Depot purchases, I.E "flash sale" depot sales that feature costumes, accessories, promotional boxes, and other misc items that are typically not on there. GH is not giving us any good one right now. Literally this entire situation could be resolved if they started giving us decent promo box depots, or a heavily overdue high-demand costumes/accessories periodically.

4.) We are still getting more featured auctions in this situation.

5.) Due to the turbulent economy, increased playerbase, and the number of returning players who are not fully aware of general market prices, the auction house is seeing much greater use, and players as a whole are capitalizing on the opportunity to throw things up there. This increases the need for crowns.

6.) The decline of energy has caused numerous players to pull out of the energy market altogether and are now only working in crowns for transactions. Not only does it FLOOD the energy market to convert to crowns, it also REDUCES the demand for energy, while INCREASING the demand for crowns.
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Okay I hope this helped ya'll. It's probably a bit messy but I tried. If you think I'm full of it or exaggerating, that's fine. This is just my understanding and perspective of how we ended up here, and if you disagree with some things, there is nothing wrong with that - my aim was to just inform people of what's happening especially since it's being ask about a lot.

Also this era of SK is a bit much for me, so I may be taking a bit more of a break from the game than usual. I AM NOT QUITTING, DON'T ASK FOR FREE STUFF. Okay byeeee.

Thu, 06/04/2026 - 22:31
#2
Jazzberry-Jam's picture
Jazzberry-Jam
my two crowns

i really think this is mostly a nothing burger

you listed a bunch of consequences for this situation, but most of them are avoidable or not that impactful or important:

1) don' trade using energy and you won't feel the inflation
2) the only loss in value happens if you try to convert energy into crowns
3) that's like saying someone bought an expensive pair of shoes a month ago and since they are now 50% off in the store, it's bad for them. sure it sucks, but you can't expect the game to preserve the value of your items in perpetuity.
4) always found it weird that people used two currencies at the same time for trades. most other mmos that come to mind do not do this. energy is fine the way it is as the utility currency for special unbinds, progression helpers, sparks of life, etc.
5) people will no longer trade each other using energy. why is that bad? this is amazing. if the game ever gets an influx of new players, just think about how easy it will be for them to get more energy for the alchemy orbs they need to pass the grind walls in the game. love it for them
6) "this is bad because scammers exist" report them, ask the help of a gm, make sure you stay informed, help inform others. nothing new here
7) people always try to get better deals from themselves. this was always the case, even with more valuable energy, nothing has changed. in fact, it will get easier going forward if people only use 1 currency in trades, no more conversions needed

tldr: i believe game would be healthier if players only traded between each other in a single currency, one for which you have to play the game to obtain rather than spend real money or buy one currency, wait for conversion prices to shift in your favor, convert for profit, repeat.

energy is just as valuable as before and just as useful as before to get sparks, orbs, crystals, unbinds and whatever else your heart desires from the depot.

Thu, 06/04/2026 - 22:49
#3
Zeddy's picture
Zeddy

Now, I am not an economy, but I when I started playing this game in 2011, it was at its most popular (I think, it felt like), energy prices were around 2000 and we lamented it going up to 3000 where it seemed to stay stable. 3000 has thus always felt like the "correct" place for the price to be since it was that way for most of my playtime. Not that I engaged with the market all that much, I'd buy a $20 energy pack once a month or so using money from my minimum wage job.

This was back when the game had constant energy sinks in the form of energy being mandatory for crafting above 2* as well as mandatory for playing more than a dozen dungeons in a day. On the flip side, crowns were a limited resource that cost time and/or energy because you could only run so many dungeons in a day, so it was truly different times.

I miss those times. Mist Energy was healthier for the game because 10 floors a day kept you from burning out on realizing how little content there was actually available, but there is simply no closing that Pandora's box.

Fri, 06/05/2026 - 00:38
#4
Pdtopgun's picture
Pdtopgun

I find this situation fascinating because I've been playing this game off and on (a big chunk of off until recently) since 2011, and the only money I've ever spent on it was to buy OCH. I've never once bought disposable premium currency for a game, and I have no plans to ever do so. It's just...completely against my nature. So in that context as someone who only rarely buys things from the AH, doesn't roll for UVs unless I get a free forge box ticket, and could not care less about pretty cosmetics, this situation has been fantastic. I've made a few recent Depot purchases I never would have otherwise (new battle sprite!), and despite usually resisting it and waiting for luck to strike I'm almost at the point where I may start throwing energy at orbs occasionally. I get that at its core the game requires someone to be spending real money in order to keep functioning, and I'm very grateful to the collective playerbase that does so, but given how far I've seen the energy market skewed in the other direction in the past this feels pretty good.

(Now if GH really wanted to get my money, they'd offer a few permanently-obtainable things for it. Like if they woke up tomorrow and said "here, how about $5 for a permanent third weapon slot unlock"? I'd do that in an instant without thinking twice.)

Fri, 06/05/2026 - 04:54
#5
Gonnamad
About your fortune

Stop treating this monopoly money like it has actual value. Yes, we all spend real cash on the game, but thinking your casino-style box gambling will never lose value or that you can 'trade up' is a delusion. At the end of the day, we’re just playing a game with fake currency to look cool and get a few good weapons. Time to accept the truth.

And low energy prices are good for new players. I like how noob can afford his orbs in just 40 min of casual gameplay.

Fri, 06/05/2026 - 06:21
#6
Refraizen's picture
Refraizen
comments are amazing tbh, was originally not gonna.

@Jazzberry-Jam
your points 1 & 2 don't make sense; you're basically just saying don't spend on the game and it won't affect you, which you probably are. Additionally for point 7, you've missed the entire point of this post if you think conversion prices will ever shift in their favor in the current economy.

Incase you forgot, it's spenders who keep the lights on. So apparently, it's not a problem if the avg player now has to spend about $30 now, for an item they only would've had to spend $20 last week? Okay sure.

Also point 6, it's known that GH does not do anything about these types of scammers/sharkers, who make their trades based on convincing you of the wrong price rather than outright stealing. They get away with this because it does not break TOS, and that's why these scammers are a problem. They believe it's part of the natural "free market economy."

@Gonnamad
the idea that energy hoards lose value, and merches lose value, is, by far, the least important problem in this entire post. I literally don't care about that to be honest with you.

@everybody
guys the problem exists and a majority of the people feel it which is why there's a lot of posts complaining about energy prices or lack of supply depots. If it doesn't affect you personally, that's really awesome! But if you're not equipped to understand that it is a problem, please don't outright deny it's there.

Fri, 06/05/2026 - 06:18
#7
Refraizen's picture
Refraizen
@Zeddy

Early launch energy prices make sense because mist energy was also in place. That's not the case any more, and the game's economy has had many years to stabilize into its groove. There's a few people (Fangel included) who've calculated the ideal price of energy based on hard-coded numbers post-removal of mist energy, and while I can't remember the exact numbers they all got, I do remember that every single one fell between 5k to 7k crowns.

I'm in the majority who believe removal of mist energy was a wonderful thing since it uncapped gameplay, and made it a lot easier for non-spending players like me to progress.

Fri, 06/05/2026 - 09:35
#8
Draycos's picture
Draycos
History repeats

What you're identifying right now is the same thing that happened when the game rereleased as a Steam game. It's a good thing. It means blood is pumping and there are efforts to grow the game instead of just wring out anybody left attached to it. I'm personally very pleased even though my pile of energy I set aside years ago in case a friend ever wanted to play this game but didn't want to fight the microtransaction hellscape it became is now worth thousands of less crowns at today's prices than when I'd put in the buy orders for it.

Spenders keep the lights on. Spenders are the people buying energy today because they already find the current price acceptable to them, which the existing bubble could not have predicted because it was predicated on several years of GH not doing anything to develop the game and exclusively catering to its existing userbase of a few big spenders and sterling representatives of the free, info-blind market (scammers).

Speculative, hoarded wealth in a game where money prints itself is fundamentally volatile, and so only items that are completely exclusive to realworld direct purchases are 'protected' from the actions of the playerbase regarding crowns generated and CE purchased. I have no pity for people whose inventories got devalued by falling CE prices in the same way I try not to blame anyone for selling things at exorbitant prices when CE was more expensive. It's how the system was originally meant to work, where paying players subsidize free players and vice versa. Right now, the game is being made more welcoming to new or returning players by the actions of the new and returning players actually playing Spiral Knights instead of primarily using it as a trading simulator with a fashion show and game attached to it vestigially. An excellent development, courtesy of GH advertising stuff and things of vague intent are in the works on the gameplay side of the equation.

There are no shortage of crown sinks what with UVs and slime lootboxes (also guildhall upkeep but that has very little gameplay impact), both addictive gambling with extremely high upper boundaries. Featured auctions also sink crowns for more cosmetically-inclined players. The blindspot for CE right now is a lack of Supply Depot specials, where the prices for cosmetics relative to real-money-to-CE have usually been absurd as they're proportional to their original acquisition rates from the boxes they came with, if they were previously released that way. It would be nice if there were more depot listings to revive those items - which would raise the prices of energy which I personally don't like, but would make them far more healthily available since depot purchases are completely consistent, no gambling involved.

The removal of mist energy did not uncap gameplay. You could continue to play and earn money despite paying for the elevator costs so long as you were committing to runs to get to deeper floors, selling your materials from underplayed stages (esp. Monster Bones and Green Shards because crafting was the only means of generating UVs), or slaving away in the highest paying floors. Your value of time to gameplay was actually improved by mist energy, where you were guaranteed to be making progress no matter how you spent it since anyone playing in excess was being gently taxed. Raw crown output trended toward the highest-paying stages; material worth trended toward the crowns in circulation just like it did with CE; and CE was occasionally bundled as a bonus from purchasing paid cosmetics. Elevator passes existed as a subscription middleground between the existing microtransaction walls and playing the game. It was a very nice setup where no matter what you did, your time was worth something. There were other little things involved that greased it too, like tier latejoin fees and the like... Still, it would've been nice if the mist cap was higher; say 200 rather than 100.

In terms of the hours you spent playing the game, the original system was restricted grind with consistently fast progress, and what we have with the Forge is infinite grind with consistently slow progress. CE prices utterly exploded when mist got removed and were more susceptible to rigging with no such farming clamps and with the addition of direct crown-to-UV trades via Punch, alongside rarities, missions, and the like. You could now grind indefinitely with no upfront tax (a very effective trojan horse change) - and in exchange you have to grind far more than you would've in terms of game time. You could spend 7 hours over 7 days previously or 7 hours in 1 day today and still be playing the same number of levels, but in the latter's case we have an environment where inflation has no brakes and crafting costs were generally sharper because it was no longer possible to buffer 100 CE's worth of crafting costs with mist and orb droprates are low enough that playing early stages is not more efficient than playing the highest-paying T3 stages that can convert crowns to CE to buy them from the depot directly... Even today's CE prices are contextually less favorable despite being similar to the ~3k the game had on release and on Steam rerelease.

I think the forge box changes were brilliant. An excellent move! The unused orbs from longtime players can now be used for UV-chasing just like the pre-Punch days of yore, which is driving material prices up for desirable items, and because the primary rewards from forge boxes are UV tickets, this serves as gentle equalization between energy and crowns beyond vendor prices. A strong balance patch that improves a lot of the game's underperforming or worthless equipment to encourage the creation of more gear would have beautiful synergy with this. Turbillion is a fine weapon numerically and one of the few nice things GH's done on the gameplay side since its reacquisiton, and all they had to do was tune its stats and give it a new model! They didn't even have to fix its still-malfunctioning terrible charge attack. I wish they would, though.

Knowing how all of these systems work, it's a miracle the game's so quickly returning to healthy shape economically, and it's proof that SK always could've been something if only something had been done with it.

EDIT: ... and now there's a Rage prize box, not Rage items directly, in the depot. Oh well. So much for things looking up.

Fri, 06/05/2026 - 09:34
#9
Fallen-Feces's picture
Fallen-Feces
LETS TANK THOSE NUMBERS!!!!!

Were your post to be more about wanting supply depot listing for the sake of it I'd completely agree with you but let's be real here anyone who doesn't spend real money on the game outright benefits from this. Trying to tell me that I'm being harmed by letting this happen just feels like gaslighting.

This player-run market is stupid. It just pits us against each other by creating this conflict of interest. Whales wanna keep a steady buying power, F2Ps wanna be able to afford standard depot necessities. The real answer is to just remove it and give us static rates.

Fri, 06/05/2026 - 17:52
#10
Jcyrano's picture
Jcyrano
You are right about it

Fallen made a valid Point and another player said that Promo boxes being better on real currency over Energy packs could force the Energy hoarders to get rid of it instead of Just pilling...(this could backfire, but extend the Low rates and they'll have to move the Energy, because demand wont stop)

Sat, 06/06/2026 - 09:33
#11
Vyre-Acidlashed's picture
Vyre-Acidlashed

As far as I'm concerned, at this point, the in-game economy is really the shadow on the wall of the cave. The real matter at hand is the gameplay loop and lack of desirable things to buy. When your money enters GH's business account, the value in your hands is explicitly and exclusively tied to the enjoyment you get out of it. Buying energy - either for crowns in trading, cosmetics, or supply-depot items - implies buying products for the value they have to you as a player of the game, in the game, as they cannot (and should not) represent a recoupable investment, no matter what whale-players might want.

I'm F2P. Not because I don't want to spend - I do, as soon as something desirable goes on offer - but because I can have a good time with the game using just the current material drops. This also means I generate a lot of crowns. I run solo to practice damageless runs, and carry to assist players heating their gear. I like the gameplay, and I put that material into the game world by trading for gameplay-only items that will never enter circulation again as they're part of my build. As a result, my knight represents an Energy Sink, for now.

To quote Draycos, with whom I very strongly agree overall here,
Right now, the game is being made more welcoming to new or returning players by the actions of the new and returning players actually playing Spiral Knights instead of primarily using it as a trading simulator with a fashion show and game attached to it vestigially. An excellent development, courtesy of GH advertising stuff and things of vague intent are in the works on the gameplay side of the equation.

Right now, the game feels great. The game is rewarding to actually play, and I don't have to depend on the "hit" of looking pretty or making a big trade. I'm not that interested in that part of the experience. Eventually, though, I will run out of things to do. I see that moment coming fairly soon, because my build is nearly finished, and I can't find that many new players to support in my region at the hours I normally play, as I don't really enjoy the idea of being dragged along to meta-heavy, "perform or leave" parties when I'm trying to unwind with a nostalgic game.

As much as I like it, there isn't enough to do in-game. Not having enough to buy is only part of the problem. Extending the grind is the wrong answer, even if it would correct the market. Increasing how much gambling a player can do is also the wrong answer. To facilitate spending and to keep a healthy playerbase, there needs to be desirable and available content that has meaningful enjoyment value to a player.

I find myself agreeing with Draycos (again) about a strong balance patch - I would play for even longer if I was given the ability to create a viable build out of any gear I wanted, because I enjoy playing, and would enjoy crafting new builds through that gameplay, but I would again run into the fact that there's nothing to do with all these new items if the core gameplay experience isn't developed further. Right now, all I can really do is build best in slot, then... go crawling back to everyone's old ex, Lord Vanaduke, I guess.

I will certainly buy things from the supply depot if they are things I want at a price I think fair - presently, a Rage Prize Box at £9.95 ($13.28 at time of writing) is not desirable. I wouldn't do the crown grind for that, either.

You know what would be desirable? Superdungeons - not just shadow lairs. More bosses. Mission packs. Hell, more levels would be nice. More scenario rooms. A healthy rotation of cosmetics that don't involve gambling. A wider variety of gameplay experiences. I have a handful of ideas of things I want to see that deepen the gameplay and I truly believe that would help with player retention, as the other part of the equation for promoting spending is higher time-in-contact with the game, and the best way to do that is to... add more game. Not just Skinner Boxes, Loot Boxes, or any other damned boxes.

I absolutely do want to spend money on this game - but the sword cuts both ways. I want to spend money on the game, not just energy, or cosmetics, or whatever. I buy trinket slots, I buy weapon slots, I buy fire crystals, but I am doing that with crowns. The conflict of interest that exists in the playspace as it currently stands is an obstacle - the absolute healthiest way of getting this game rolling is to make it desirable by enriching its content and the availability thereof, not by driving wider wedges into the cracks in the stonework with this push-pull of "energy should be High," "no, energy should be Low."

Energy should just be attainable and usable without driving away F2P players with expense, or driving away P2P players with a lack of percieved value. A balance pass would help with the former, a pricing adjustment would help with the latter, and more content would improve the experience of both playertypes.

I find myself agreeing with Fallen that a separation of currencies might help, but I've already spent my break on writing this post and I'd have to think about the implications of that separation much harder. The only relevant aspect to game health is whether people are playing, staying, and spending, and if at the end of the quarter, operation costs are covered by that engagement. The truth is I don't want to put myself at odds with anyone here, because I think we're all approaching the same conclusion - the real problem that's being identified here but not named, is that buying doesn't feel good because the return on those purchases feels lacklustre. It's not just about the crowns.

Sat, 06/06/2026 - 12:32
#12
Fallen-Feces's picture
Fallen-Feces
Post-Capitalist Economy (and more buzzwords)

I exist in a similar position to Vyre at this point. I've already gotten most of what I want that would cost me real money. I got my dream costume. I have all of the reasonably acquirable "good" weapons. At this point, the only thing left for me to spend on is messing around with more gimmicky or just bad gear. I just play for the sake of playing now, although it's always nice to get the "number go up" dopamine hit when looking at my crown count.

Merchants seem to be playing a completely different game from the rest of the playerbase. Feels like when someone reaches the "endgame" they either start trying to do trading and focus on money or just start collecting gear or even just quit since there's nothing else to do. A lot of people just don't care for the whole "economy" shtick and so they just putter around with nothing to do and nothing to buy other than the few cosmetics they genuinely want to use.

Supply depot listings may placate your needs for now, but how will the new players feel when they have to watch the price of energy rise in real time? A surge in energy prices could very well cripple the effort to revive this game. Just because it's been years since energy was 10kcrs doesn't mean it can't happen again and a huge surge of new players flooding the market with more crowns than ever before will cause that pretty fast I'd think. This market is more headache than it's worth.

edit: forgot to bring this up but I feel like even as a progressing player crowns don't hold much worth to me. It's always cheaper to buy orbs via depot than it is AH. Energy was always my go-to when I was progressing, even if a majority of stuff offered there was overpriced (700e for 50 radiant crystals or $10 for a 5* gear good lord). What are crowns used for that a new player would engage with? Recipes are really the only thing that comes to mind. Not much else is really worth even buying on AH. Materials have been a non-issue to anyone not looking to rage craft ever since missions were introduced. Maybe the occasional orb if I'm really really impatient. No sane person blows crowns in a mission lobby for a vitapod or some junk like that. Crafting costs are negligible.

If anything I think crowns hold too little value to the average player, not energy. It's only once we hit endgame that our demand would theoretically skyrocket and that entirely hinges on us perceiving UV gambling or cosmetics as worthwhile ventures which many don't. When allowing us to trade between two types of currency, we'll need to constantly try and balance their value by surgically messing with the things they're used for. This is just a lot of unnecessary work.

Sat, 06/06/2026 - 15:17
#13
Draycos's picture
Draycos
I like the cut of your jib

I'm with you two 100%.

Actual new game content is the dream, yeah. A balance pass is very low-hanging fruit since it's a lot easier to work with what already exists - bare minimum of number tuning, no strict need for new models, vfx, sounds, anything - than it is to create something totally new... though I'd love unique and mechanically new effects for a lot of armor and fixes to how some weapons' movesets work on top of boosting their numbers. Antiguas and Catalyzers are examples of weapons that need more than just tuning. Combo finishers in general could use a boost whether final swings on swords or final shots on guns. So on and so forth...

Still, even if efforts were limited to only boosting the damage values of mechanically fine but numerically lacking weapons like Troikas and Cutters or giving stronger offensive and defensive properties to armors that have zilch and nada respectively (or even crippling status weaknesses on top of their nothing!), there's a lot of free real estate for good to be done.

Sat, 06/06/2026 - 16:43
#14
Vyre-Acidlashed's picture
Vyre-Acidlashed
This is a big post, and I'm sorry about that.

I don't want to softball my argument by playing both sides - but I would be remiss if I didn't say that I do actually agree with Refraizen, in that there is an economy problem that is getting slowly worse, and I do think that there is value in keeping players invested in the game economy, whatever shape it takes.

I just disagree that the solution to this problem is playing with the values *in* the game economy, when this boils down to a question of it's worth in the *real world.* Players want good value from this game - players want good value from any game. Expecting heavy investment from players into a game as aged as this so soon after rather minor changes, then ultimately claiming that "this will fix all ills" is not exactly compelling reasoning.

The most telling things here are that 1) Rage Boxes have been re-released, and the market has remained pretty fixed around 3200~3800cr (VERY generously estimated) even despite a brief uptick in energy value, and 2) Rage Boxes have been re-released, meaning that we're currently only selling to players who a) want those back, and/or b) know what to expect. It's good! BUT, while this feels like an olive branch for returning players and a treat for new players, these two factors taken together makes it appear that this move only appealed to past players who are used to this treadmill.

New players who aren't aware that the wiki lists what a re-run prize box contains might not want to take the risk, as stat tables don't show in-game, and if they do know that the prize pools are listed, they're able to "wear before they buy" in a way. This curtails whatever brief value might have been injected by the introduction of a past prize box as soon as players start writing off a cosmetic pack as "uninteresting." It's a nice gesture, but it's just not enough. Fixed Depot Trades would help, too, but there needs to be more done than simply play with such a volatile economy until it starts behaving by accident.

The tension being engineered here is this: Under the current game design, Premium players want CE to be valuable so that it's worth spending it and obtaining it, Free players want CE to be valueless so that playing the game isn't tedious or overly reliant on statistics they have little to no control over (inclusive of the economy itself!).

It isn't possible to please both groups without introducing another factor to the calculus that's being done here - by its very nature a player driven currency-trading economy is zero-sum (in fact, negative sum, with 2% crown deduction). Grey Havens gets their money no matter what, because it gets to them when the transaction is completed, not when players start spending it.. Even if players just swap currencies back and forth forever, that 2% depletion WILL absorb 50% of energy after 35 exchanges no matter the value of the currency, because that deduction is made in the immediate term (at least in most cases; we can posture as much as we want but players hedging on their CE gaining value over the course of a full year are in the minority (or at least they should be, in a healthy game that is correctly incentivising spending)). That energy absorption is READILY amortized over even a modest player concurrency, with the first fifteen trades on the same "batch" representing the most absorption.

The missing piece is almost certainly worth. Premium players want buying CE to be worth their money, and Free players want earning CE to be worth their time.

If a premium product isn't worth the money, then it's undesirable by default to a premium player, or would perhaps be offset by crowns earned through play, but if it's not worth a player's time, the situation is completely different - that doesn't immediately imply lack of worth, so much as it implies immediacy of want. A free player might become a *paying player* on the merit of that alone; "I DO want it, but I want it NOW, not LATER." Failing to win the "worth game" for a premium player imperils retention of a player that's already paid for their fun, but failing to win that point for a FREE player deprives GH of earning potential outright, so the risk of failing to appeal to them is (arguably) higher, at least when modelling in the long term. It's so important to remember that buying energy with crowns can form part of a premium purchase - a free player might meet the cost of a premium item halfway through gameplay, and make up the rest with real dollars, and that's still a win for GH.

Fallen makes a compelling point when they claim that crowns aren't worth much to them - I find myself thinking that moving boosters to the crown side of the economy and keeping progression skips on the energy side could be a step towards that "separation of currencies," but it's of course not the whole solution to the problem. In a way the separation should be notional rather than actual; engineering an economy where F2P players don't feel like they're being squeezed just to play is the end goal, while leaving the door open to the enticing world of "things they could get if they put in a lot of time (or juuuust a little money :) )"

Crucially, I don't believe there's a monster to slay here, I just think that GH has inherited a game with complicated incentive structures from a company owned by a publisher (i.e. SEGA) that would be rightly interested in high and fast return on investment. That knot will take time to unpick because it's deeply engrained into game structure, and the best way we can assist with that is by keeping a healthy discussion that validates the concerns of both player groups. Making claims rooted in the stability and safety of the trading elements of the game is *relevant,* but mostly just to players that have paid... but for some reason, haven't spent.

It's unbecoming of me to poke holes, but at least on its face, the outlining points in post 0 here are:
1) focused on the cost of progression-skipping items (devaluing gameplay and game "worth" by removing time spent playing),
2) A point I fully agree with for reasons aforementioned,
3) relevant only to players in that minority who hoard energy (meaning they have seen nothing worth buying in the depot),
4) see 3,
5) see 3,
6) A reasonable but easily managed concern even in the short term,
7) Pretty standard in *every* economy containing people willing to round prices up for convenience, but also true,
and 8) see 3, but only because those panic-purchased crowns are *going somewhere.*

I will not sit here and say these points are *wrong*, but they're leaving an important player group out that in actuality has the same concerns.

Sun, 06/07/2026 - 08:13
#15
Refraizen's picture
Refraizen
@Vyre & @Fallen & @Draycos

Firstly would definitely like to thank your responses as a whole, I came into this to mainly inform but I am absolutely not closed off to outside opinions, so really glad to see some interesting points being made.

@Vyre,

I definitely agree that there's bigger problems in the game. While energy is facing a huge issue, it's not world-ending and people can still work around it. My main concern definitely is how it affects the price of things going forward, especially for spenders - it's definitely a problem that's way more noticeable and mainly talked about in trading/economy circles.

A lot of these responses are understandably getting that the influence of this problem affects people of varying degrees based on how they interact with the game - which I did mention in my original post that F2P players, grinders, and people who don't have a reason to touch the market are the least affected players, with new players whose focus on progression only sees benefits. Which is true, but I don't think that people should be discounting the fact that the problem does indeed exist.

I didn't think I'd have to state it explicitly especially since it's a long initial post and I did already include the concept above ^
But yes, for conciseness I didn't include the types of players affected after every single X.) made.

Some macro-information that I should mention since you did point out that the crowns are going somewhere, is that yes, the crowns have not necessarily disappeared. The main problem is too much E in comparison, rather than not enough cr. The vast majority of available crowns is just safely in the hands of people who were too freaked out over the energy market - so while there is the problem of increasing E, the actual issue is the stagnancy of crowns in player hands, and the saturation of energy on the market.

This post mainly serves as an acknowledgement of the energy issues, especially for players who ARE affected by this problem and don't have a firm understanding as to why, but like you said and I agree wholeheartedly: it is only one of many things in the game that should be addressed.

@Fallen

I definitely agree that low energy prices being beneficial to new players for the sake of game activity is a HUGE +++. I didn't make it a huge point in my initial point but I will say here now that you're absolutely right. I'm personally of the belief that there just needs to have a balance struck between the numbers so that it's high enough to not pose an issue to spenders, but low enough to make early game progression appealing. I believed that number to be between 5-7kcr, but now I think anywhere between 4-7k is fine.

I've been around long enough to experience both extremities, and I find anything below 4, and above 7 to be straight poo.

Also I've never thought about crowns like that, so that's interesting to hear. I mostly see things in terms of energy and crs is just an in-between conversion, so the way I look at crowns is fundamentally different from how you would. That's something I never really took into perspective, so thank you for your insight on that.

@Draycos

Thanks for your eloquently-worded perspective. I think there's a lot to unpack on my end to discuss but I'll try to keep it concise.

Hoarded wealth, I agree, is really bad for the game. In the first place, as long as somebody is actively playing in the game, there are things to do with it if it's obtained no matter where you are in gameplay. In trading terms, having a mass of hoarded wealth for nothing other than ego inflation or cookie-clicker simulator number dopamine is an example of what we would call "Dead Crowns" or "Dead Energy," because not using it or putting it back into the system effectively means it doesn't exist in the wider economy. Even I, as a merch, would rather spend my in-game wealth and reputation buying things from people just to later sell it to somebody else at zero profit margins, just to stimulate the flow of currency between people (which I have done in many periods when I found myself with more than I had anything to do with).

I should've clarified it in my original post, but I actually meant the random pockets' worth of energy that any player had, whether it was 1kE, 10k, 30kE, etc. While lowering energy prices is more detrimental the more somebody has at a flat rate, it affects all players who had any energy at a percentage. It's very similar thinking of it as a flat percentage tax rate in a given population. #taxtherich

I see the system you mean with mist energy. To me it was uncapped gameplay because, while I don't know exactly how it affected the majority of other people, the limited amount of mist per day was not nearly enough to self-generate to continue playing, especially at lower levels. This was incredibly frustrating and I'd quit the game for three years before suddenly coming back for nostalgia and finding that it was gone.

The reason why it wasn't self-generating?

Frankly, it was skill issue of a 13-year old at the time lol. I doubt I was the only one with this experience, but mediocre players then were heavily punished if they couldn't pick up the mechanics of the game fast enough. The 100 mist/daily was a complete wall for players like me, with the only practical method of breaching that were elevator passes, which was not an option for F2P players like I was. THAT, is why I absolutely hated mist energy.

Sun, 06/07/2026 - 09:05
#16
Vyre-Acidlashed's picture
Vyre-Acidlashed
@Refraizen - I solidly agree;

@Refraizen -
I solidly agree; also with the assessment that 4~7kCR is fair. (Specifically, 3800cr to 7600cr, because that has good parity with completing one or two full tiers without bosses at current crown drop rates. There's a "roundness" to that that feels fair.). I've said in previous dialogue on this matter that I'd probably check out once energy creeps above 8k, as it just kind of stings to fight with prices that high. The problem absolutely does exist, too, I don't want to give the impression I believe it doesn't - just that the window for establishing a solution to the problem is as wide as the balance is complex, and I believe this mostly because of competing incentives.

Some disclosural concerns do exist but one factor that has me reaching for that pinch of salt even now is a lack of information on who holds what across the entire playerbase - specifically how much CR and CE is in fact dead (even anecdotally across the ~800 player concurrency in my region). That's information that GH has and can act on, but we don't, so we're back to your initial statement that "only GH can address this problem;" you are absolutely correct about that, because there's no ledger of total market capacity available to anyone but GH.

I think most of my fixation on specific parts of your posts emerges from my wanting to impress the idea that "a market is an expression of economic health, not an inducer of it," and state some worries that making changes just to "fix the market" might neglect real issues by making a spreadsheet of values look correct, instead of creating a game environment that results in a healthier market, but as you've clarified, you don't want top-down price fixing; you want a healthy game, too, so I'm more than glad to admit my defense of F2P players was overzealous.

It is *very* easy for a player like myself to look with envy at people holding value, but it's understandable that they're not really doing that by choice after putting fifty bucks in and suddenly seeing it's only worth thirty. In fact, it makes me a hypocrite *not* to consider this, because the state of the market right now is why I haven't bought energy yet despite wanting to, and I should really admit that this problem is exactly why, rather than fronting it as "holding the line for the F2P side of the fence" while I actively encourage free players to climb over it with this commentary I'm making on game value...

If I haven't said, also: good post, by the way? I want this game to thrive too. Thank you for keeping people informed and opening this dialogue, I mean that sincerely.

Sun, 06/07/2026 - 11:15
#17
Refraizen's picture
Refraizen
@Vyre :D

Thanks! Discussions like these are really important since acknowledging the situation is one thing, but also getting various perspectives on it is another so I am all for this lol. I'm sure there are pieces that I'm also missing in this entire equation, so feedback or additions to the whole thing is so welcome.

To be fair I'm mostly a F2P player as well (aside from a few boxes that I opened just for fun back when I had more interest in the game & disposable income, another talk for another time) as I haven't really spent anything on the game since like maybe 2018, so I kinda know what it's like and the perspective is totally valid. I was actually a hardcore FSC grinder when energy rates were at 10k and it was absolutely miserable. Energy prices being too low in my opinion, is the lesser evil compared to those times.

Making this post was a double edged sword because of my known position - but it's also because I'm so involved that I have access to this kind of overarching information. On the surface though, I completely understand that for many people, it's very easy to just skim through and be like "oh no another merchant crying about the loss of their value" when realistically I'm almost completely unconcerned about that. Looking at any part of my initial post and making assumptions based on that line of thinking (in general, not referring to you at all) is a natural approach that I kinda already expected checking back in.

As I have a pretty big presence in the trading scene, I am way more familiar with players being viscerally upset at the energy prices because they have to pay more for things. As you said, yeah there's a lack of information on who holds what or who spends what. It's pretty likely that here are many, many more players who don't spend at all and are completely uninvolved in the market than I assume because of that. Trader's bias, haha.

While these Rage boxes are a good thing for the current economy, they are by no means a permanent fix. It was basically just a much-needed emergency band-aid. Maybe we'll just have to get used to these energy prices, but ideally most people I know want GH to continuously drop depot boxes periodically to maintain a higher balance, and also resupplying old, unobtainable, and needlessly expensive items back into circulation while simultaneously tanking their prices. Boxes are the best things to drop too, as they incentivize most players regardless of their progress to purchase repeatedly, all on top of stimulating the flow of liquid currency in the economy.

As of right now during the ongoing depot, I personally deleted more energy than any sane person would even think about, and is continuously to disperse my remaining liquid back into the system via purchasing box contents from players. I am all for people, both F2P and spenders, obtaining the means through their own luck and efforts to get what they want in this game, whether it's through FSC, spending, or pure lucksacking via box gambling under the "14 more boxes" philosophy.

Sun, 06/07/2026 - 14:38
#18
Fallen-Feces's picture
Fallen-Feces
moar

I do agree that the game's economy needs to stay healthy. To me I think ~4200crs:100e is a tolerable balance given a run of vana currently gives somewhere in the 8kcrs range (excluding tokens because those aren't immediate returns). Someone spending a good 40 mins should probably be given at least 200e for their time. Keep in mind that's scaled with late game players in mind. My issue is mainly in terms of the methods being used to try and maintain a balance.

As for the depot box listings solution I'd honestly argue what we got here was actively detrimental to the game. I don't see a good reason for box reruns to be listed as a whopping 3500e depot listing. Not only is that literally double the normal price of boxes, but it also means we miss out on the bonus boxes from buying higher price bundles. It's incredibly stingy for something we're already blowing money on. Most other games give boxes for between $2.5-$5 but usually just $2.5. This game's default price is $5, already more than most games with lootboxes, and yet now we don't even get that? We were already able to buy boxes with energy by just buying it off other players and their prices rarely went above 2.5ke.

The rage boxes bumped the energy rates back up by like 1kcrs for a bit, sure, but at the same time they're just a continuation of another larger issue: Almost everything that we've even gotten on the depot to begin with have been WILDLY overpriced to the point that not even a casual spender would be willing to blow money on them. Shroom caps for 12.5ke, a shield reskin for 12.2ke, or a hazardous hedge coat for a whopping 42.4ke (nearly $100). This has been going on for years and I think it's counterproductive to give GH much credit for solving one issue by exacerbating another. Even just one instance of this being done, even in an "emergency" like this, causes damage. Sadly this isn't the first but rather somewhere in the hundreds.

Sun, 06/07/2026 - 15:09
#19
Vyre-Acidlashed's picture
Vyre-Acidlashed
I didn't want to get too deep

I didn't want to get too deep into questions about responsibility to consumers et cetera because I don't actually have the tightest handle on lootbox pricing at large (that is, throughout the entire industry), but Fallen's quick math on the matter here does reveal the situation to be kind of dire in context. The only way it even begins to make sense is if someone's setting prices according to the ingame ledger, but if that's true, we have another and entirely more sinister problem of things being dropped strictly to adjust prices, rather than things being dropped to offer content with correction being something that happens as a consequence *of* that.

Put plainly? I had no idea it was like that. At the time I was writing my posts before I had taken it to be an act of goodwill given I'd seen players hoping for it to show up again, and had commented that it was a little expensive, but with everything else in the picture... I mean, yeah, I like my knight, but I'm not trying to dress him in solid gold, here.

Fallen: You said this has happened before? I'm really interested to hear more if you have numbers to hand - not just about SK but on other games too; SK has to compete in that space as it is and some ballpark estimates on what's "fair" might help everyone if this thread's about raising awareness not just for merchants but for casual players too.

Sun, 06/07/2026 - 16:35
#20
Pdtopgun's picture
Pdtopgun
Nice posts

Some really great discussions continuing in here. Something Fallen-Feces said jumped out at me, about the true value of crowns to progressing players. I can't speak for anyone else, but I'm still very much in need of them for two main reasons. As mentioned, one of them is for recipes. My own personal "endgame" for SK is the only slightly-insane goal of crafting one of every single reasonably-obtainable piece of gear in the game. Maybe not all of those ridiculous gunner armors or the event reskins (to say nothing of absurd things like Orbitguns), but at least all of the classic lines. It'll take me a few million crowns to buy out the rest of the Hall of Heroes, and that's not even counting Basil-exclusive recipes. I always try to keep a good stash of crowns while running the Arcade, just in case I bump into some exclusives that I don't own yet.

The other use is for energy trading, though the only things I really use energy for are fixed-price items in the Depot, so I have no real interaction with the whole player-driven economy beyond the trade price. I just want to buy weapon slot upgrades, or the occasional Shadow Key, or Evo Catalysts for upgrading my Sprites. I've generally avoided buying alchemy orbs directly, since I seem to get enough from box drops to suit the pace at which I want to craft things, but given current energy prices I may dip into that a bit more. Of course there's little things like opening the occasional Danger Room or energy gate if I can peek the boxes.

Sun, 06/07/2026 - 15:44
#21
Fallen-Feces's picture
Fallen-Feces
Lost holds Holy Mantle

This issue with depot pricing has been going on for years, as far back as at least 2020 (just going based on cyber monday logs, there may be older logs I don't have). I didn't even list the worst instances. The worst I can actually recall is the Silver Personal Color which goes up a couple times a year for 99,995e (OVER $200, more than double the worst price I had previously listed). Can't remember if there was worse than that, but I wouldn't be surprised. Kinda hard to really be surprised by any once you reach a certain point.

Given this game operates on a player-driven market and there aren't a whole lot of games that do that in the same way SK did, I think the closest examples would be TF2 or CS:GO. I never played CS:GO so I'll stick with TF2 comparisons as that's what I'm most familiar with. Not to mention, the game came out around the same time and pretty blatantly tried to emulate its monetization system especially when you could still trade SK items through steam.

TF2's lootbox system operates by handing out freebie locked boxes to everyone a few times a week/day (can't remember when/how the cap hits). It then sells keys to those boxes for about $2.50. With the exception of unusual hats, most drops from these boxes struggle to surpass $5. Maybe $10 if it's an exceptionally popular item that also has a low drop rate. It's also important to note that the cheaper items from those boxes aren't just small accessories; they're entire hats and torso outfits. You might've noticed that sounds pretty similar to our literal lockboxes and that's because those are nearly identical as well with the exception that our lockboxes here are significantly harder to come across naturally. We usually have to pay a fair amount of crowns to get them. These days the prices of those boxes seem to be getting close to that of an entire key whereas more recent TF2 boxes, despite being tradable, struggle to surpass $0.10. They did admittedly go for more than that in some cases but those were due to a number of factors like a sudden surge in quality of their contents. It's a bit complicated but I feel that these are reasonable generalizations for that game's prices.

Even still, SK's lockboxes aren't even our primary "lootbox" system as prize boxes have effectively replaced them for a very long time. Not only does SK charge its players more than double to engage in its monetized content than its contemporaries, but it even makes efforts to feed into the player determined inflated prices by occasionally offering items at static prices blatantly emulating common expensive prices despite the infinite supply. There are occasional listings much cheaper than what many merchants offer around those periods - namely the Tails Tails - but those are few and far between.

Nowadays, items seem to be offered as single listings on the AH as featured auctions; listings with a supply of a single sale and no buyout price. It's a blatant effort to get merchants to blow as much money as they can to get something in already short supply. I rarely see these things sell for anything below a few million crowns. Then again, people have been fatigued by them for a long time and it's harder for me to track how much they end up selling for so I could be wrong about their average final sale price. If you ever want to feel less bad about a financial decision you've made, go look up what the final bid price of featured Mixmaster listings wind up selling for. It's a low hanging fruit, but it's GH's fault for letting the fruit touch the ground and have time to ferment.

Sun, 06/07/2026 - 16:15
#22
Vyre-Acidlashed's picture
Vyre-Acidlashed
The D6 has appeared in your wallet!

This is way, way more thorny than I had realized. Would higher lockbox availability and low, stable key prices even help in this space, then...? I feel like steady and low rewards with occasional specialties, paired with fixed depot sales for players looking to avoid the randomness might help, but... Ugh, there's something here about enforced rarity that feels misguided. At this point I'm out of my depth because I never actually participated that much in depot buying, so I'll probably just lurk in the absence of anything constructive to say, but there has to be something, right?

Sun, 06/07/2026 - 17:52
#23
Refraizen's picture
Refraizen
I see the perspective, but...

True! The price of Depot boxes does exceed the price of normal Lootboxes by a large margin for spenders and by a comparatively smaller margin for players who are F2P, since typically promo Lootboxes are sold for 2.5kE to non-spenders anyway. This does mean that Depot boxes which are known to be 3.5kE are objectively more expensive in any capacity in comparison to boxes that you can buy for real-world money, rather than having energy as an intermediary.

They're definitely necessary to remove energy from the game in some capacity, as we saw it did raise energy prices a bit. This would still work even at a lower price tag, so the call to nerf the price of boxes is completely valid. It's just one method of providing non-spenders an opportunity to obtain said boxes, as opposed to needing to locate a seller for normal lootboxes as well. Additionally, even if normal promotional lootboxes via real world money are purchasable from other players, that's not an option that reaches the wider view of players as opposed to having something literally advertised by the game and obtainable directly.

As a result of them being more expensive, they are typically bought much less and keep its contents still semi-valuable. Not a particularly important note, but just something I think would be cool to know.

I wouldn't necessarily say that's absolutely terrible, plus it gives players an opportunity to used their earned crowns for something. I would say Depot accessories and boxes like these are moreso designed to use up your generated in-game currency, rather than to actively swipe for it, so its target audience is actually for the active playerbase rather than honing in on spenders. It's a matter of perspective, so as I see it this way, I would have to personally disagree with the stance here. Having it be more expensive and subsequently resupplying the game with stuff that was once unaffordable, is way better than not having it at all. And, as the point I was making in this entire post, it's necessary for a balance in the economy.

What I DO agree with, is the disdain for the price of some other Depot sales. As @Fallen-Feces mentioned, the price of silver personal color is absolutely disgusting. It's still cheaper to their market price-tag prior to their depots (they used to cost a whopping 500kE), but it doesn't excuse the fact that 100kE for a color is a straight garbage price. It does have more value than most other accessories as it's effective across all costumes, but still... I have one bound and even I don't think it was worth it.

Most other depot sales are completely to fine to me. There are some that are generally more-value than others based on market rates for them prior, but I'm of the firm belief that most depot sales are beneficial to the game, as they tank the prices of items and make them much more affordable (and available) than they were before. I know a lot of people seemingly hate the concept of merchants with every fiber of their being, but that's part of my role in this economy to mitigate the future inflation of things by keeping supply available. There are absolutely certain items in this game that would cost much more to the average player, had they not been heavily saturated into the system by traders/resellers as a whole (not just dedicated merches!). This is primarily true for Depot items, as the items are literally generated into existence without a limit for a short window of time, provided the sufficient energy.

In the macro-perspective, typically depot sales are a win-win situation. The only players they truly hurt are scalpers who don't want the price of said items tanking, or people who don't like losing the value of the items they have. Sympathy for only the latter, but to be frank, who cares about that lol.

Sun, 06/07/2026 - 18:13
#24
Draycos's picture
Draycos

As aforementioned, I think depot items being proportional to their rates or even deployed reactively to the state of the energy market to burn it is varying shades of uncool. Brutal prices aside, it would've been nice if they were at least listed as individual items instead of gambleboxes.

But speaking of fixed purchases, if you think Silver Personal Color being 100k CE from the depot as a fixed grab is silly, it first appeared as a 1% droprate item from a real-money lootbox that went at cheapest for 14 for 50$, so around 360$. No pity systems, by the way. Gacha games have better odds. Could've been part of a Deep Rock Galactic-esque supporter bundle and people would've eaten it up, but until very recently, SK was almost exclusively about targeting its lingering whales, so...

Sun, 06/07/2026 - 18:18
#25
Vyre-Acidlashed's picture
Vyre-Acidlashed

I do want to briefly clarify that I don't hate merchants, personally; we're friends, I promise. With more perspective I'm starting to like 'em even more, too, but the scalpers colouring broader perception of merchants really sucks. I see how the volatility here's promoting that...

I don't know, I guess my influence here is shifting the nature of the conversation, and I don't really want that because you're doing something important here and it's not really intended as a venue for complaint, but if there's room for me to complain, then my complaint is "I'm still going to spend the same amount of money, I just might like a handful more boxes than I'd otherwise get," even though it's kind of a moot statement from me.

( That said, I don't suppose your supply includes a Vile theme Gremlin Suit and Helmet, does it...? ;) )

Sun, 06/07/2026 - 18:56
#26
Refraizen's picture
Refraizen
Yes and no at the same time

@Draycos

Statistically the math checks but realistically this a similar case for any promotional box for any rare item. If you want the most bang for your buck, it's economically better to buy a rare lootbox item directly from somebody who unboxed it than to try to gamble it. Gambling is gambling and in virtually all games, the odds are stacked against you which is why I personally don't have a problem with it happening here. For people who'd prefer to skip on the risk, save the gambling for the people who are pulling more for the dopamine rush than the actual contents.

This is way better than Gacha games imo in terms of getting what you want, because gacha games don't typically have trade systems or price-competitive markets. That's why they're called gacha games - you're forced to gamble, and that's why I don't think it's fair to compare rates to gacha odds. To clarify, I also have of history of playing gacha games and I've obtained a solid understanding of its market formula lol.

To give you a point of reference, Silver PC at the time of grey box debut was actually only around 20kE, which would equate to $50. Personally if I was a spender, even that price wouldn't sell me on the idea of getting it personally, but comparatively that is much better than any other prices it's ever been.

@Vyre

Your influence here is wonderful and tangents will always happen even if you weren't! It's a natural part of forum discussions.

(Unfortunately Gremlin Sets currently only exist in the standard colors, divine/volcanic, and glacial. It's a shame.)

Sun, 06/07/2026 - 19:19
#27
Draycos's picture
Draycos

Fair enough on the player market side of things. Still think it's a shame it's all presented these ways.

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