Main Activities

Mirage Simulation

The Mirage is a combat simulation league. Sign your fighter up, and on every hour and half hour the Mirage runs the session: ten fighters, four rounds, and every round is five one-on-one duels. You don't play it live. You sign up, walk away, and come back to see how it went, with a replay of every fight.

Level 15 is required to enter the Mirage.

The Four Pages

  • Hub — your fighter on the stage, the next session's map and countdown, your Calibration for it, and the Enter the Sim button. Below it: how your last session went, fight by fight.
  • Garage — build your fighter. Buy Frames and Modules, equip them, save a Calibration, and manage your spare parts.
  • Ladder — your tier and Legend Points, the Advance button, your Backer, and The Field: everyone competing in any tier.
  • Archive — your last 20 sessions. Each opens its replay, your four fights, the standings and all 20 duels.

The gold counter at the top of every Mirage page opens the Exchange (see below).

Getting Started

  • Buy your first Frame in the Garage. Your first one is equipped the moment you own it.
  • Sign up from the Hub using a Ticket. You get 6 tickets, topped back up to 6 at both daily resets (noon and midnight).
  • You can only be signed up for one open session at a time, across all tiers. Once a session fills to 10 signups, a new one opens for anyone still joining.
  • The Hub shows the next session's map before you sign up, even when nobody has joined yet, so you can pick your Calibration for it.

How a Session Plays Out

  • Seeding. Everyone is ranked by build power on that session's map. Round 1 pairs the top half against the bottom half: seed 1 against 6, 2 against 7, and so on.
  • Rounds 2–4. Fighters face others with the same record (2-0 against 2-0, 0-2 against 0-2), and never someone they've already fought. Round 4 is usually a title fight between the two unbeaten fighters.
  • Each duel is best of three exchanges, and each leans on a different stat: the Opening on Reflex, the Clash on Core, the Finish on Ceiling. Every exchange is a roll blending all three stats plus the map's bonus, with up to ±55% luck on top, so the stronger build is favored but never certain.
  • Standings. Most wins first, then exchanges won minus exchanges lost, then seed. That final order is your placement, 1st to 10th.

Your Fighter's Stats

  • Core — your floor. Decides the Clash.
  • Ceiling — your headroom above that floor. Decides the Finish.
  • Reflex — how consistently you roll near your Ceiling instead of your Core. Decides the Opening.

Your stats are your Frame plus your three Modules, then your Calibration on top.

Power and the Field

The Hub shows your power on the next session's map for each Calibration, next to the Field: the power of that tier's weakest and strongest bots. It's a free read on where you stand before you spend a ticket. Power is also how round 1 is seeded.

Skill

Separate from your gear, your own Skill (0–100) makes your Reflex more reliable. Skill only grows, by completing sessions: a base gain of 0.5 for 1st place, 0.3 for top 3 and 0.1 otherwise. The real gain scales with how far you are from 100: faster below 50, slower above it.

The Bots

Empty slots fill with Mirage fighters when the session drops. Each has a style that decides where its stats lean, with the same total either way:

  • Tank — heavy Core, strong in the Clash.
  • Glass Cannon — heavy Ceiling and thin Core, strong in the Finish.
  • Speedster — heavy Reflex, strong in the Opening.
  • Balanced — even across all three.

Every field has a bottom and a top: bots range from about 55% to 125% of the tier's standard strength, the strongest being that session's headliner. A bot's style is shown on your fight cards, so you can see which exchanges cost you.

The Garage — Frames

Frames set your fighter's base Core, Ceiling and Reflex. There are 39 Frames; a sample:

FrameCoreCeilingReflexPrice
Scrap Frame2102100
Combat Frame41541,000
Phantom-100062165,000
Shadow-1000730715,000
Apex-1000936950,000
Council-2000149014750,000
Void Frame18105181,500,000
Apex Legend Frame22113222,250,000

Every Frame after your first becomes a backup fighter (no Modules) that you can equip, rename or sell from Your parts. Selling a Frame refunds 75% of its price.

The Garage — Modules

Three slots: Core Processor, Neural Reflex and Barrier Protocol (which feeds Ceiling), with 45 Modules in each line. Cheap ones only add to their own stat; higher ones often trade, taking from your other stats. Selling a Module back is instant at 50% of its price; the Black Market may pay more.

Every part in the shop is compared to what you have equipped in brackets. A Module compares to the one in its slot, a Frame to your equipped Frame. For example, Core X-666 against an equipped Core MK-G10 reads +26 (+6) Core, −6 (−6) Ceiling, −6 (−5) Reflex. Green is better than what you have, red is worse. Use the Affordable and Upgrades only filters to narrow the list.

Calibration

A free fine-tune on top of your Frame and Modules. Save one in the Garage, and change it per session on the Hub:

SettingCoreCeilingReflex
Default+0+0+0
Boost Core+2−3+0
Boost Ceiling−1+3−1
Boost Reflex+0−2+3

Maps

Every session is assigned one of 5 maps in advance, each with its own bonus:

MapDescription
Rooftop DistrictOpen combat on city rooftops. Raw stats dominate.
Abandoned SubwayTight tunnels. Neural Reflex matters most.
Floating SkyscraperVertical combat. Balanced all-stats environment.
Underground BunkerHeavy armor favored. Barrier Protocol critical.
Neon AlleyFast eliminations. Core Processor floor is everything.

The Ladder — Tiers and Advancing

You climb 10 tiers with Legend Points (LP) from placements: 1st = 10 LP, 2nd = 6, 3rd = 4, nothing below that.

TierNameLP to AdvanceLP for Auto-Promotion
1Rookie Realm0400
2Street Circuit1001,000
3City Grid2501,800
4Shadow League4502,800
5Apex Protocol7004,000
6Elite Simulation1,0005,400
7Phantom Division1,3507,000
8Mirage Masters1,7508,800
9Apex Legend2,20010,800
10The Council2,700— (top tier)

Press Advance on the Ladder once you cross a tier's LP, or keep playing and you'll be auto-promoted at the higher figure. Either way your 1st/2nd/3rd counts reset and you're given the best Backer unlocked at your new tier. Advancing is locked while you have a session pending.

Backers

Pick a Backer on the Ladder for free gold every reset:

BackerUnlocks at TierGold per Reset
Bodega Kings150
Street Wire Media2100
Neon District Co3150
Volt Industries4225
Shadow Corp5325
Apex Tech6450
Phantom Systems7600
Council Enterprises8800
The Architect91,050
Mirage Syndicate101,350

Gold Payouts by Placement

Every session pays gold to all ten places, scaling up by tier:

Tier1st2nd3rd5th10th
1 — Rookie Realm500450400300125
2 — Street Circuit850750660480225
3 — City Grid1,2001,050920660325
4 — Shadow League1,5501,3501,180840425
5 — Apex Protocol1,9001,6501,4401,020525
6 — Elite Simulation2,3002,0001,7501,250650
7 — Phantom Division2,8002,4502,1501,550800
8 — Mirage Masters3,4003,0002,6251,875975
9 — Apex Legend4,1003,6003,1502,2501,150
10 — The Council5,0004,4003,8502,7501,450

Results, Replays and the Archive

  • After a session, the Hub shows your placement, gold and LP, a one-line summary, your four fight cards (win or loss, the score, your opponent and their style) and the standings.
  • Watch replay plays the session back round by round, featuring your duel each round. Skip to the end at any time.
  • The session page also lists all 20 duels. Fight-by-fight details are kept for 30 days; after that a session shows its standings only.
  • Detailed Reports are no longer sold; power on the Hub replaces them. Reports bought earlier still show on their sessions.

Exchange

Click the gold counter at the top of any Mirage page:

  • Points → Gold: 1 point = 1,000 gold.
  • Cash → Gold: $100 = 1 gold (in multiples of $100).

Tips

  • Match your Calibration to the map: Boost Core on the Rooftop District, Floating Skyscraper and Neon Alley, Boost Reflex on the Abandoned Subway, Boost Ceiling in the Underground Bunker. It's an edge, not a guarantee; the Hub's power numbers show it for your build.
  • Your build matters more than your Calibration. A build level with its tier's field wins a little over half its fights; one well above it wins most sessions.
  • Lost a fight? Check your opponent's style on the fight card. Losing to Tanks means the Clash is beating you: add Core.
  • Advance when you're eligible: every tier pays more for the same placement.