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:
| Frame | Core | Ceiling | Reflex | Price |
|---|---|---|---|---|
| Scrap Frame | 2 | 10 | 2 | 100 |
| Combat Frame | 4 | 15 | 4 | 1,000 |
| Phantom-1000 | 6 | 21 | 6 | 5,000 |
| Shadow-1000 | 7 | 30 | 7 | 15,000 |
| Apex-1000 | 9 | 36 | 9 | 50,000 |
| Council-2000 | 14 | 90 | 14 | 750,000 |
| Void Frame | 18 | 105 | 18 | 1,500,000 |
| Apex Legend Frame | 22 | 113 | 22 | 2,250,000 |
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:
| Setting | Core | Ceiling | Reflex |
|---|---|---|---|
| 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:
| Map | Description |
|---|---|
| Rooftop District | Open combat on city rooftops. Raw stats dominate. |
| Abandoned Subway | Tight tunnels. Neural Reflex matters most. |
| Floating Skyscraper | Vertical combat. Balanced all-stats environment. |
| Underground Bunker | Heavy armor favored. Barrier Protocol critical. |
| Neon Alley | Fast 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.
| Tier | Name | LP to Advance | LP for Auto-Promotion |
|---|---|---|---|
| 1 | Rookie Realm | 0 | 400 |
| 2 | Street Circuit | 100 | 1,000 |
| 3 | City Grid | 250 | 1,800 |
| 4 | Shadow League | 450 | 2,800 |
| 5 | Apex Protocol | 700 | 4,000 |
| 6 | Elite Simulation | 1,000 | 5,400 |
| 7 | Phantom Division | 1,350 | 7,000 |
| 8 | Mirage Masters | 1,750 | 8,800 |
| 9 | Apex Legend | 2,200 | 10,800 |
| 10 | The Council | 2,700 | — (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:
| Backer | Unlocks at Tier | Gold per Reset |
|---|---|---|
| Bodega Kings | 1 | 50 |
| Street Wire Media | 2 | 100 |
| Neon District Co | 3 | 150 |
| Volt Industries | 4 | 225 |
| Shadow Corp | 5 | 325 |
| Apex Tech | 6 | 450 |
| Phantom Systems | 7 | 600 |
| Council Enterprises | 8 | 800 |
| The Architect | 9 | 1,050 |
| Mirage Syndicate | 10 | 1,350 |
Gold Payouts by Placement
Every session pays gold to all ten places, scaling up by tier:
| Tier | 1st | 2nd | 3rd | 5th | 10th |
|---|---|---|---|---|---|
| 1 — Rookie Realm | 500 | 450 | 400 | 300 | 125 |
| 2 — Street Circuit | 850 | 750 | 660 | 480 | 225 |
| 3 — City Grid | 1,200 | 1,050 | 920 | 660 | 325 |
| 4 — Shadow League | 1,550 | 1,350 | 1,180 | 840 | 425 |
| 5 — Apex Protocol | 1,900 | 1,650 | 1,440 | 1,020 | 525 |
| 6 — Elite Simulation | 2,300 | 2,000 | 1,750 | 1,250 | 650 |
| 7 — Phantom Division | 2,800 | 2,450 | 2,150 | 1,550 | 800 |
| 8 — Mirage Masters | 3,400 | 3,000 | 2,625 | 1,875 | 975 |
| 9 — Apex Legend | 4,100 | 3,600 | 3,150 | 2,250 | 1,150 |
| 10 — The Council | 5,000 | 4,400 | 3,850 | 2,750 | 1,450 |
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.