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.
- 0.2 Energy spent
- Full durability impact
- 100% speed factor
- 0.2 Energy spent
- Full durability impact
- 10%–91% speed factor
- No Energy spent
- No durability impact
- No reward
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.
Earn PACE
Every eligible minute creates PACE from the shoe’s effective Cadence and the conditions of the run.
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.
Effective Cadence
Base Cadence + allocated points + amplified pods + an active Cadence card.
Shoe type
Walker ×0.90 · Jogger ×0.95 · Runner ×1.00 · Explorer ×0.90–1.10 per run.
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.
Speed
×1.00 inside the shoe’s range, decreasing to a minimum of ×0.10 outside it.
Durability
Applies in Standard. The factor falls below 50% durability and becomes severe below 20%.
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%.
| Modifier | Applied to PACE | Effect |
|---|---|---|
| Streak badge | Yes | +1% |
| Run boost — Bar / Gel / Drink | Yes | +5% / +10% / +15% |
| Equipped weather item | Yes | +5% |
| Bonus pod | Yes | 0% to +16% |
| Rarity wear | Yes | 0% to −15% |
| Bad event | Yes | −3% / −8% / −20% |
| Injury at settlement | Yes | −20% |
Rarity wear: Common 0% · Uncommon 5% · Rare 10% · Mythic 15%, reduced by an equipped Protection Skin.
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 level | Common | Uncommon | Rare | Mythic |
|---|---|---|---|---|
| 0 | 5 | 5 | 5 | 5 |
| 1 | 13.2 | 14.8 | 16.5 | 19 |
| 5 | 45.9 | 54.2 | 62.5 | 75 |
| 10 | 86.7 | 103.4 | 120 | 145 |
| 20 | 168.4 | 201.8 | 235 | 285 |
| 30 | 250 | 300 | 350 | 425 |
| Rarity maximum | 250 · L30 | 325 · L35 | 410 · L40 | 530 · 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 level | Common | Uncommon | Rare | Mythic |
|---|---|---|---|---|
| 0 | 5 | 5 | 5 | 5 |
| 1 | 13.2 | 14.8 | 16.5 | 19 |
| 2 | 21.3 | 24.7 | 28 | 33 |
| 3 | 29.5 | 34.5 | 39.5 | 47 |
| 4 | 37.7 | 44.4 | 51 | 61 |
| 5 | 45.9 | 54.2 | 62.5 | 75 |
| 6 | 54 | 64 | 74 | 89 |
| 7 | 62.2 | 73.9 | 85.5 | 103 |
| 8 | 70.4 | 83.7 | 97 | 117 |
| 9 | 78.5 | 93.6 | 108.5 | 131 |
| 10 | 86.7 | 103.4 | 120 | 145 |
| 11 | 94.9 | 113.2 | 131.5 | 159 |
| 12 | 103 | 123.1 | 143 | 173 |
| 13 | 111.2 | 132.9 | 154.5 | 187 |
| 14 | 119.4 | 142.8 | 166 | 201 |
| 15 | 127.5 | 152.6 | 177.5 | 215 |
| 16 | 135.7 | 162.4 | 189 | 229 |
| 17 | 143.9 | 172.3 | 200.5 | 243 |
| 18 | 152.1 | 182.1 | 212 | 257 |
| 19 | 160.2 | 192 | 223.5 | 271 |
| 20 | 168.4 | 201.8 | 235 | 285 |
| 21 | 176.6 | 211.6 | 246.5 | 299 |
| 22 | 184.7 | 221.5 | 258 | 313 |
| 23 | 192.9 | 231.3 | 269.5 | 327 |
| 24 | 201.1 | 241.2 | 281 | 341 |
| 25 | 209.2 | 251 | 292.5 | 355 |
| 26 | 217.4 | 260.8 | 304 | 369 |
| 27 | 225.6 | 270.7 | 315.5 | 383 |
| 28 | 233.8 | 280.5 | 327 | 397 |
| 29 | 241.9 | 290.4 | 338.5 | 411 |
| 30 | 250 | 300 | 350 | 425 |
| 31 | — | 305 | 356 | 432 |
| 32 | — | 310 | 362 | 439 |
| 33 | — | 315 | 368 | 446 |
| 34 | — | 320 | 374 | 453 |
| 35 | — | 325 | 380 | 460 |
| 36 | — | — | 386 | 467 |
| 37 | — | — | 392 | 474 |
| 38 | — | — | 398 | 481 |
| 39 | — | — | 404 | 488 |
| 40 | — | — | 410 | 495 |
| 41 | — | — | — | 502 |
| 42 | — | — | — | 509 |
| 43 | — | — | — | 516 |
| 44 | — | — | — | 523 |
| 45 | — | — | — | 530 |
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.
- 01
Energy and streak progress are recorded.
- 02
Wear, bad events and injury are resolved.
- 03
Base PACE is limited to the remaining Daily Cap.
- 04
Final modifiers are applied, then the result is credited once.