PULSE

09 Running & Earning PACE

Every minute.
Measured.

Energy sets the time. Movement sets the quality. Your shoe and your decisions shape the result.

How a run creates value

Move with purpose

PULSE calculates a run one complete minute at a time.

Each counted minute spends 0.2 Energy, reads the player’s average speed and adds its contribution to the run. Nothing is credited early: the complete result is settled once, when the run stops.

The basic unit

One minute. Three outcomes.

Speed decides how the minute is classified. Energy-backed movement is the only movement that counts toward game progression.

In rangeFull contribution
  • 0.2 Energy spent
  • Full durability impact
  • 100% speed factor
Outside the rangeReduced contribution
  • 0.2 Energy spent
  • Full durability impact
  • 10%–91% speed factor
Above 25 km/hWhite minute
  • No Energy spent
  • No durability impact
  • No reward
1 Energy = 5 minutesFour complete minutes use 0.8 Energy. Five complete minutes use 1 Energy.

Cadence mode

Turn movement into PACE

Cadence mode is available from the beginning in Standard World and remains available in Expert World. Every eligible minute contributes to one final PACE result.

Cadence · Standard & Expert

Earn PACE

Every eligible minute creates PACE from the shoe’s effective Cadence and the conditions of the run.

PACE=√ Cadence×Energy×Run factors
The base PACE earned is limited by the daily cap. Final bonuses and deductions are applied afterward.

Cadence mode

What changes your PACE

The shoe’s effective Cadence sits under a square root: improving it always helps, but doubling the attribute does not double earnings.

01

Effective Cadence

Base Cadence + allocated points + amplified pods + an active Cadence card.

02

Shoe type

Walker ×0.90 · Jogger ×0.95 · Runner ×1.00 · Explorer ×0.90–1.10 per run.

03

World

Standard ×1.10 · Expert ×1.45. Expert pays more because the fuel is no longer free: the player funds the Energy Vault by recycling shoes.

04

Speed

×1.00 inside the shoe’s range, decreasing to a minimum of ×0.10 outside it.

05

Durability

Applies in Standard. The factor falls below 50% durability and becomes severe below 20%.

06

Run variance

A single ×0.95–1.05 value is drawn at the start and remains fixed for the complete run.

Applied when the run stops

Bonuses and deductions

Final modifiers are added together and applied once. Two deductions of 20% remove 40%, not 36%.

ModifierApplied to PACEEffect
Streak badgeYes+1%
Run boost — Bar / Gel / DrinkYes+5% / +10% / +15%
Equipped weather itemYes+5%
Bonus podYes0% to +16%
Rarity wearYes0% to −15%
Bad eventYes−3% / −8% / −20%
Injury at settlementYes−20%

Rarity wear: Common 0% · Uncommon 5% · Rare 10% · Mythic 15%, reduced by an equipped Protection Skin.

Daily cap250 PACE+Net bonus15%=Final credit287.5 PACE
Only final modifiers can move the result beyond the Daily PACE Cap. The game first limits the accumulated base PACE to the remaining daily allowance, then applies the combined bonuses and deductions once.

A daily account limit

Your PACE cap

The daily cap is based on the highest-level shoe owned—not necessarily the shoe used for the run. Changing shoes never resets it.

Shoe levelCommonUncommonRareMythic
05555
113.214.816.519
545.954.262.575
1086.7103.4120145
20168.4201.8235285
30250300350425
Rarity maximum250 · L30325 · L35410 · L40530 · L45
View full level-by-level tableLevels 0–45

Select a rarity on mobile to compare every available level and its Daily PACE Cap.

Shoe levelCommonUncommonRareMythic
05555
113.214.816.519
221.324.72833
329.534.539.547
437.744.45161
545.954.262.575
654647489
762.273.985.5103
870.483.797117
978.593.6108.5131
1086.7103.4120145
1194.9113.2131.5159
12103123.1143173
13111.2132.9154.5187
14119.4142.8166201
15127.5152.6177.5215
16135.7162.4189229
17143.9172.3200.5243
18152.1182.1212257
19160.2192223.5271
20168.4201.8235285
21176.6211.6246.5299
22184.7221.5258313
23192.9231.3269.5327
24201.1241.2281341
25209.2251292.5355
26217.4260.8304369
27225.6270.7315.5383
28233.8280.5327397
29241.9290.4338.5411
30250300350425
31—305356432
32—310362439
33—315368446
34—320374453
35—325380460
36——386467
37——392474
38——398481
39——404488
40——410495
41———502
42———509
43———516
44———523
45———530
Cap reached in Cadence

The final eligible minute is credited only up to the remaining cap. The run then continues passively without spending Energy, adding wear or earning more PACE.

Stop once. Settle once.

The run result is final

During the run, PACE is accumulated but not yet awarded. Stopping closes the session permanently and settles every outcome in a fixed order.

  1. 01

    Energy and streak progress are recorded.

  2. 02

    Wear, bad events and injury are resolved.

  3. 03

    Base PACE is limited to the remaining Daily Cap.

  4. 04

    Final modifiers are applied, then the result is credited once.

Pauses are limited. A run may be paused for 15 minutes in total, in both Worlds. A warning appears at 10 minutes; at 15 the run stops by itself and is settled up to that moment. A run that reaches zero durability in Standard stops the same way.
If the application closes during a run, the session is finalized from its last valid trace at the next launch. It is never resumed or credited twice.