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Economy

The game runs on 3 currencies. Your plane earns Coins in flight and you pour them back into upgrades. Gems are the premium currency. Plane Tickets are play energy you spend to attempt a run.

Currencies

IconCurrencyRole
CoinsCoinsSoft currency. Earned passively as plane income; spent on the Engine, Income, and Slingshot upgrade tracks.
GemsGemsPremium currency. Used for speed-ups, special unlocks, and shop offers.
Plane TicketsPlane TicketsPlay energy. A run costs one ticket; they refill over time, top up when you clear a level, and never buy planes.

Coins do all the work. Gems never gate progress, and Plane Tickets only pace how often you can fly.

Prices

Every price in the game comes from five formulas:

QuantityFormula
Engine upgrade cost100*pow(3.75,{lvl})*pow(1.25+0.05*{lvl}*(1+0.5*{unv}),{englvl})
Slingshot upgrade cost100*pow(3.75,{lvl})*pow(1.25+0.05*{lvl}*(1+0.5*{unv}),{slglvl})
Income upgrade cost100*pow(1.5,{inclvl})
Income multiplierpow(2, floor({inclvl}/{upgtiers})+{lvl})*(1+0.1*({inclvl}%{upgtiers}))
Flight reward (coins)({dist}+{colcoins})*{incmult}

World costs

The same formulas made concrete: the first world, mid-roster, and endgame. First Engine level, then the total to buy every level of all three tracks.

WorldFirst upgradeMax everythingIncome multiplier maxed
#1 Sabana100 Coins5.19M Coins×22.4
#13 Giant Garden773.35M Coins4.55Qa Coins×91,750
#25 Night City5.98Qa Coins22.36Sp Coins×375.81M

The whole economy inflates with you: prices explode across worlds, and the income multiplier explodes with them, so a maxed late world earns its costs back at the same pace an early one does.

In these, lvl is the world’s position, englvl / slglvl / inclvl count that track’s purchased levels, and upgtiers is 5. In practice: Engine and Slingshot start at 100 Coins and get 3.75× steeper each world, Income costs the same everywhere, and the multiplier doubles every 5 Income levels. Worked numbers are on every plane page.

Gem pack prices are set in the store and vary by region.