Is there a level system?
Not a character level. Progression shows up as skill-tree tiers (Luck I→III, More Support I→II) and as your Index collections filling up.
Walkthrough · Part 2 of 5·All guides
Walkthrough · Part 2
The six part families, roll ladders, skill tiers, blueprints and currencies.
Updated

Everything you roll belongs to one of six categories, and the in-game Index tracks each separately: Engines, Fuels, Wheels, Blocks, Supports, and Weapons.
That split matters because the station's SELECT CATEGORY picker lets you choose which family a roll comes from — so the question is never just "what did I get" but "which family do I need next".
| Family | What it feeds | Where you see it |
|---|---|---|
| Engines | The car's power | CAR PARTS station, Index |
| Fuels | Run length (fuel capacity) | CAR PARTS station, Index |
| Wheels | Movement | CAR PARTS station, Index |
| Blocks | Body and chassis pieces | CAR PARTS station, Index |
| Supports | Weapons and defence mounts | SUPPORTS station, Index |
| Weapons | Offensive pieces | Index (Weapons tab) |
Each category hides a fixed ladder of ten odds bands — the Engines family runs 1 in 3, 1 in 6, 1 in 14, 1 in 40, 1 in 90, 1 in 150, 1 in 375, 1 in 750, 1 in 10,000, and 1 in 12,500. The Index shows every band; locked ones display as silhouttes until you pull them.
Your odds are not fixed in place: luck passes (2x and 4x) and skill nodes like Luck II / Luck III multiply your effective rate, and the roll stations themselves carry an "In N Rolls" counter that ticks toward something as you play a category.
There is no character level in this game — progression lives in the skill tree's node tiers. Lines upgrade in Roman-numeral steps: Luck I → Luck II (+20%) → Luck III (+25%), and More Support I → More Support II, each tier costing more than the last.
Skills are permanent and bought with cash: the cheap luck nodes (250 and 625) compound into every future roll, while the Gold Roll line (Unlock → Gold Roll I at 1.20K) guarantees a quality floor.
In Car Builds you will not find price tags — you find Required Parts lists. Each vehicle (Fast Furious, Blue Monster and more) is a collecting challenge: finish the list, press Spawn, get the car.
When a set is one or two pieces short, the Missing Parts screen offers a coin top-up (159 coins completed one observed set), which is the difference between waiting a session and driving now.
The bottom-left corner shows two numbers, and the game adds a third during live events. Knowing what each one buys prevents the classic new-player mistake of hoarding the wrong one.
| Currency | Earned from | Spent on |
|---|---|---|
| Cash | Distance + kills, codes | Rolls' shop purchases, skill nodes, Missing Parts gaps |
| Coins (round, green) | Session rewards | Completing missing-part sets |
| Hacker Tokens | HACKER and 1x1x1x1 codes, event play | Hacker Event rewards |
FAQ
Not a character level. Progression shows up as skill-tree tiers (Luck I→III, More Support I→II) and as your Index collections filling up.
The most common band we have read is 1 in 3 (the Small Engine on the Engines ladder); the rarest confirmed is 1 in 12,500 at the top of that same ladder.
Use the SELECT CATEGORY picker at the station. Target the family your current blueprint is missing — random rolling spreads progress across six collections.