- $10,000 starter bank on the account.
- Loadout and vehicles are bought for the current life.
- Team actions pay: revive, transport, control.
- Hot Zone is described as an income accelerator.
- Cash cannot be bought with real money.
Persistent balance
Cash is king. Death spends it.
The official frame is short and hard: you start with $10,000, you buy a life, cash persists between matches, and microtransactions do not top it up. Everything else is a consequence.
Other sites already circulate tables like '$100 for entering the zone / $30,000 for a long-range headshot'. Those are third-party playtest compilations and they age in a week. Publishing them as a WD Help database is legally sloppy (someone else's copy) and harmful to players.
How to think about spend
Every purchase is a wager: you trade account reserve for a chance to move this push. Expensive vehicles pay back only if you delivered people, held the zone or broke the other point. A pretty death in an empty field is just a receipt.
Three working bank modes
- Survival. Cheap kit, revives, zone presence, stay out of the Hot Zone without a pair.
- Logistics. Transport as a payroll tool: you move bodies to where the team needs bodies.
- Wager. Armor or a helicopter when the match is readable and one push can flip the score.
The business meta is not day one
The studio has described an optional endgame: investing cash into production and selling gear cheaper than the vendor. That is a plan, not a week-one patch promise. Until Early Access shows it in the client, we keep it on the roles page as intent — not a market-abuse guide.