Earned only · Never sold

A balance with no price tag

The demo games here cost nothing, so the credits beside them cannot be a fee for anything. They are a record: of hours at the reels, of days you came back, of titles you got around to trying. Everything below explains where each one comes from and the single place they go. Nowhere on this platform can they be bought, and nothing turns them back into money.

Six ways credits appear

Five of these need nothing from you but playing. The daily check-in is the one you claim yourself, on your profile page.

Opening an account
Paid once, at registration. An email address and a username is the whole cost.
1,200once
Minutes at a demo game
Counted while the game window is in front of you. Switch tabs and the clock waits. Stops for the day at 120 minutes.
12per minute
Trying a title you have never opened
One discovery payment per game. Thirteen available in total, so thirteen chances at it.
125per new title
Showing up daily
The figure climbs with each consecutive day: 72 on day one, 408 by day twenty-nine, with extra payments on days 7, 14, 21 and a large one for closing the cycle.
72–408per day
Crossing into a new tier
Lands the moment enough XP accumulates. The amount scales with the tier reached.
600–3,000per tier
Achievements
Ten of them, from opening your account to clearing the entire shelf of titles.
120–6,000each

Ten tiers, Pebble to Zenith

Time at a game pays in two currencies at once: credits for the balance, XP for the ladder. XP never falls, so a tier once reached is yours. What the tier buys you is speed — the multiplier beside each rung is applied to playtime credits, and to nothing else. Check-ins, discovery payments and achievements are flat at every rung.

Thirty days, then round again

One claim per day, and each day is worth twelve credits more than the last. Three days in the cycle pay an additional lump on top — the seventh, the fourteenth and the twenty-first — and day thirty closes it out with 2,400 more before the counter returns to one. Skip a day and the counter goes back to the start as well. Nothing else moves: the balance, the XP, the tier and every achievement stay exactly where they were.

An ordinary day Extra payment — days 7, 14 and 21 Closing day — day 30

The one place they go

Credits leave your balance in a single direction, and it is a purely decorative one.

Avatar rings

Six of them, named after the ladder itself: Pebble, Marble, Onyx, Jade, Opal, Zenith. Each asks for a balance and a tier together, so no amount of grinding alone reaches the top ring.

Profile themes

Three alternative colour treatments for your own page, 8,500 credits each, open to any tier. Purely how the page looks to you.

And that is the list

Credits buy no advantage inside a game. The demos come from the provider in their own free-play build, and nothing on your account reaches into them.

Five things a credit is not

  • Not for sale. No shop exists here, and no page on this platform accepts payment details.
  • Not transferable. They cannot be sold, traded, gifted or moved to another account.
  • Not redeemable. No withdrawal, no exchange for money, prizes or goods of any kind.
  • Not stakeable. Every game runs in free demo mode, where there is nothing to bet on.
  • Not worth anything. No monetary value on this platform or off it.

What a credit does is mark progress and unlock the cosmetic items on your own page. That is the whole of it.
NO PURCHASE NECESSARY. For entertainment only. 18+

Loose ends

 

Is an account really necessary just to earn?

Yes, and to play at all. A balance has to belong to something, and a demo game will not open without a login behind it. Signing up is free, takes about twenty seconds, and asks for an email address, a username and a password. Never a card.

Is there any way to buy credits?

None. We do not sell them and there is no page on this platform where money changes hands in either direction. Every figure on your balance got there through free activity.

Could I ever cash out the balance?

No. A credit is worth nothing in money terms and converts to nothing — not cash, not prizes, not goods. Think of it as a high score with a comma in it.

Why does earning stop at 120 minutes?

Because a progress system that rewarded an unattended window would be a bad one. Two hours of daily earning is plenty for the ladder to mean something, and the cap removes any point in leaving a game running while you do something else. Check-ins, discovery payments and achievements ignore the cap entirely.

Does the clock run while I am reading email?

It does not. The timer only advances while the game window is the one you are looking at. Move away and it holds; come back and it picks up where it stopped.

Is anything lost when I log out?

Nothing at all. Logging out ends the session and touches nothing else. Balance, XP, tier, streak record and achievements are all attached to the account and will be waiting whenever you return.

I broke my streak. How bad is it?

Mildly annoying, nothing more. The thirty-day counter goes back to day one and the daily figure starts small again. The balance you had built, your XP, your tier and every achievement are completely unaffected.

Do credits or tiers change the games themselves?

Not in the slightest. The demos arrive from the provider in their own free-play build and know nothing about this platform. A Zenith account and a brand new one see identical games.

Day one begins at 1,200

Registration is free and takes seconds, and the opening balance is there before you have chosen a title. Pebble tier, thirteen games, nothing owed.

Browse games

No purchase necessary. For entertainment only. 18+