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The basics

50rolls to start a run
1 to 6on a fresh die
11rolls back at the first gate
4shop tiers in a run
44Spark fills the meter
250+Stardust every ascension pays
A Rogue Roller run with the Ult shop open

A run

  • You start with 50 rolls and a normal 1 to 6 die.
  • Each roll moves your ball that many tiles, and every tile you cross pays points: 1 point to start with, plus whatever your upgrades add.
  • Tiles are light or dark. Lots of cards care which colour you land on.
  • The build panel beside the board shows your whole build as a grid of icons: the perks you picked and the shop upgrades you hold, with a count on a card when you have more than one. Hover, tap or select a card to read what it does.
  • Rolling into a new biome shows its name on a title card.
  • The run ends when you run out of rolls. Your score then turns into meta points. From your 6th run on, an OUT OF ROLLS offer first gives you 12 seconds to buy more rolls and carry on.
  • Auto Roll rolls for you, with a 1 second pause between rolls. It is free for everyone from the first roll of their first run. Tap the Auto Roll button (the loop arrows) in a run to open its menu.
  • Autopilot, the pass (also included with Roblox Premium), rolls as fast as the game allows, can take your gate cards and Spark choice for you (the left card, the right card, or a skip for the perk), answers road events (SAFE CARD, RISKY CARD or WALK PAST) and can stop itself when your rolls run low.
  • Overdrive speeds up a deep run for free: x1.25 from 5,000 tiles, then x0.25 more every 3,000 tiles, up to x5 from 50,000 tiles. It works on top of Fast Forward. Only the walk and the pauses speed up, never what a roll pays.

DETAILS card

Switch on SHOW ALL DETAILS in the settings to see every counter of the run on one card.

  • THIS RUN opens with the meta you would get if you ended now. Below it sit your rolls and tiles, your biome, the gates you have crossed, the rolls the next gate gives back and the redeals you have left.
  • BUILD sums up your shop: its tier, the upgrades you bought, your perks and the boosts on your meta.
  • ROAD shows how many events are left on your road, how far away the next one is, and any road effect still running.
  • Your Spark meter, the counters that tick down and your die's effects come after those.
  • Press EDIT on the card, then tap rows to hide or show them, and DONE to finish. Hidden rows stay hidden in every run, and a line under the card says how many are hidden. EDIT works with a mouse or touch.
  • The card moves only in Edit HUD, below. It does not drag in a run.

Edit HUD

Edit HUD lets you lay out the run screen yourself. It is marked EXPERIMENTAL. In a run, press the cog to pause, then EDIT on the EDIT HUD row of the settings.

  • Drag a piece to move it, and tap or click its eye to hide it. With a controller, the D-pad picks a piece, the left stick moves it and Y hides it.
  • The pieces are POINTS, ROLLS, TILES, PAUSE, STATS, ROLL (with the Auto Roll and Fast Forward buttons), SPARK, SHOP, BUILD, MODE CARD (the challenge or Daily Run card) and DICE, plus the DETAILS card. Hiding DETAILS is the same as switching it off.
  • PAUSE, ROLLS, ROLL and SHOP can move but never hide.
  • SAVE keeps the layout, CANCEL drops your changes and RESET ALL puts every piece back where it started.
  • Each layout is saved for the platform you are on (PC, phone or console), so each one keeps its own.
  • It can't open while a gate choice is showing or during the tutorial.

Getting started

New players get 6 Getting started goals in place of the daily tasks. The GETTING STARTED card sits where the daily tasks go on the home screen and shows one goal at a time. Finish it, press CLAIM for its meta, and the next goal shows.

Goal What to do Meta
1 🏁 Finish your first run. 100
2 👣 Reach tile 300 in one run. 150
3 🚪 Cross a biome gate. 200
4 🌱 Buy a node in the meta tree. 250
5 🎲 Play 3 runs. 300
6 🏔️ Reach tile 1,000 in one run. 500
  • The 6 goals pay 1,500 meta in all.
  • A goal counts everything you have done so far, so one you have already done is ready to claim as soon as it shows.
  • Nothing done in a sandbox counts.
  • Your daily tasks start once the last goal is claimed.
  • Players who already had 10 or more runs, or had ascended, when Getting started arrived in version 3.4 skip it and its meta, and keep their daily tasks.

What opens as you play

Some of the game opens after a number of runs. A run counts once, when it ends or the first time you save it. Until then the feature shows a lock and the runs it needs, and when it opens a NEW card says what it does.

Feature Opens after What it is
Rollodex 1 run A log of everything you find: perks, upgrades, forge cards, biomes, weather, creatures and badges. Fill a tab to win its title.
Challenges and the Daily Run 1 run Runs with their own rules and medals, and a Daily Run with one kit for everyone.
Leaderboard 1 run Top scores and longest runs, all time and this week.
Stats 3 runs Your records, lifetime totals, how you play and your last ten runs.
Forge 5 runs Meta buys crates of effects for the faces of your die.
Sandbox 5 runs Practice runs with any build made from what you already own. They earn nothing.

Anyone who had already used the Forge (opened a crate, or has a card in the bag or on a face) keeps it, and anyone who owns Sandbox keeps that too.

Biomes and gates

The board is split into biomes. Each one ends at a gate tile, and your ball stops on the gate even if the roll had moves left.

  • Reaching a gate refuels your rolls: 11 at the first gate (more with Gate Greeter in the meta tree), then each gate gives 20% less than the one before. A die that averages more than 10.75 tiles a roll gets a little less, so a faster die does not refuel faster.
  • Each gate offers a choice of two roads. Each road has a free perk card, leads into its own biome and has 3 to 5 event tiles before the next gate. From gate 2 on, a road can end at a gate variant. See Roads and events.
  • At the first gate you pick your Spark source before your road. On your very first run the game gives you Steady Drip instead, so that gate asks only for your road. From your second run you choose, and Daily Runs and challenges always let you choose.
  • NEW ROADS deals both roads again, perk cards included. You can redeal 2 times per run, at most once per gate. The Spark choice cannot be redealt.
  • SKIP THE PERK takes no perk, but you still pick a road and the gate still refuels your rolls.
  • A gate never deals a perk card you were shown at the gate before, whether you picked a card, skipped or redealt there. The only exception is late in a run when no other card is left.

Biomes get longer as you go. After biome 3, each one is 125 tiles longer than the last. Each road also rolls its own length, from x0.8 to x1.25 of the usual (to the nearest 5 tiles), and its own event pay, from x0.8 to x1.25, so the two roads at a gate can differ. The road card shows both. Event pay scales what the road's events give, except rolls.

Biome 1 2 3 4 5 6 7 8
Tiles 60 150 320 445 570 695 820 945

The shop

The shop sells upgrade cards for points. Cards only last for the run you buy them in. Press UPGRADE SHOP to buy a bigger shop, which deals more cards and stronger ones.

Shop Cards offered Price Card tiers dealt
Basic 3 Free 1
Advanced 6 100 points 1 to 2
Elite 9 2,000 points 1 to 3
Ult 9 6,750 points 2 to 4
  • A card costs more each time you buy it again: its base price times the copy number to the power of 3.
  • Cards that multiply your roll use the power of 6 instead, so their repeats get expensive fast.
  • Haggler in the meta tree takes 10% off card prices per level.
  • A Fidelity Card on your die takes 20% (up to 32.5%) more off card prices, never Refuel. With more than one, the best counts.
  • Refreshing the shop costs 30, 48, 77, 123, 197 and so on. Each refresh costs 1.6 times the last.

Spark

Your Spark source charges the Spark meter as you play. When the meter fills, it pays you rolls.

  • A fill needs 44 Spark and pays 2 rolls.
  • Every payout makes the next fill cost 1 more, for the rest of the run.
  • Some limits no upgrade can pass: a source charges at most 5 Spark at a time, a fill never costs less than 39, and a fill never pays more than 3 rolls. The Surge and Ember forge effects add their charge on top.

Save and quit

Press the cog in a run to pause it, then SAVE & QUIT to go back to the main menu with your run kept. The meta it has earned so far is banked straight away, and CONTINUE picks the run up where you left it. Leaving the game does the same.

  • SAVE & QUIT can't be used mid roll, while a purchase is going through, while the OUT OF ROLLS offer is showing, or once the run is out of rolls and can only end.
  • While a run is saved, the forge (crates, putting effects on or taking them off, new loadout slots), meta tree buys, respecs, ascending, keeping levels, the ascension perk wall (filling perks, setting start grants and buying sockets) and loadout loads wait until you finish or end it. The UPGRADES page shows LOCKED on each card and says why, and those pages have a CONTINUE RUN button.
  • NEW RUN asks before it throws a saved run away. The meta that run earned is already yours.
  • The bin beside NEW RUN on the home screen shows while a run is saved. It deletes the saved run for good without starting a new one. It asks first, and the meta that run earned is already yours.

Sandbox

SANDBOX on the home screen starts a practice run built from what you already own. It earns nothing and saves nothing, so you can try out a build without risk.

  • Buying it: the tile opens after 5 runs (see what opens as you play). Then press UNLOCK to buy it once for 2,500 meta. It is yours for good, and ascending keeps it. You can buy it while a run is saved, but not during a run.
  • Before you start, pick your setup on five tabs. The page remembers your last setup.
    • UPGRADES: any shop upgrade your shop has dealt you, up to 10 copies of each (1 of a card that is one per run). For a card that picks a side, you choose the faces. Conductor needs a Spark source, which a run only picks at its first gate, so it is never given at the start.
    • PERKS: any gate perk you have found, filled on the wall or not. Common perks always count as found. A challenge's Limited perk joins once you have its Platinum medal.
    • DIE: any forge card you own, on your die or in your bag, on any face at any level from 1 to that effect's top level. COPY MY DIE copies your die and LOADOUT copies a saved loadout. Sandbox levels never change your cards.
    • TREE: every meta tree node you own, from 0 (off) up to the level you bought. ALL MINE sets every node to your level. Alchemist, Star Charter, Zodiac, Astrolabe, Nebula and Singularity only pay meta or Stardust, so they do nothing here.
    • RULES: the start biome (any biome you have reached, or RANDOM for the usual shuffled order), NO ROLL LIMIT or a set number of rolls from 1 to 999, and starting points of 0, 1K, 10K, 100K, 1M or 10M. The roll count is exact, so nodes that add rolls at the start do not change it. Starting points go on top of the points your tree starts you with.
  • In the run, the shop and gates deal like a normal run. Your start grants are not used, since you pick perks instead. No rolls are sold, so there are no roll packs and no OUT OF ROLLS offer.
  • Nothing counts: no meta, leaderboard scores, badges, daily tasks, Getting started goals, forge XP, stats, run history or skins. Perks, biomes and anything else you find there are not marked as found or added to your Rollodex.
  • Your saved run is never touched. It is held aside while you play, and CONTINUE on the home screen picks it up after.
  • To stop, press the cog and END SANDBOX. Leaving the game ends it too, because a sandbox is never saved. The SANDBOX OVER screen shows the points you scored and the tiles you travelled.

Leaderboards

The LEADERBOARD page shows the top 100 for top scores and longest runs, all time and this week. It opens after your first run.

  • Each row shows a square in that player's dice colour.
  • Yesterday's Daily Run top 3 stand on gold, silver and bronze steps at the top of the page, each shown as their own dice.
  • Weekly boards start fresh every Monday at 00:00 UTC.
  • A run posts to the weekly boards only while the week it started is still on. Its score goes up when you finish it, save and quit, or leave the game.
  • Once Monday 00:00 UTC passes, a run that started the week before reaches no weekly board, whether it kept going or was continued from a save. The all time boards still count it.

Season 3

Every leaderboard started fresh for Season 3: top scores, longest runs, both weekly boards, every challenge board and the challenge of the week. Your STATS page keeps your lifetime records. A run started before the reset still pays meta when you finish it, but it posts nothing to the new boards.

Season 2's top 100 get a prize on their first join of the new season: everyone in the top 100 of the all time top scores or longest runs when Season 2 ended, at the better of their two places. Each gets a title for good, the secret Season 2 dice and the prize below.

Place Title Prize
#1 S2 Champion 10,000 Stardust
#2 to #3 S2 Top 3 6,000 Stardust
#4 to #10 S2 Top 10 4,000 Stardust
#11 to #100 S2 Top 100 2,000 meta

Stardust won before your first ascension is kept, and shows once you ascend.

A popup shows your prize once, with EQUIP TITLE to use the new title straight away.

Meta points

When a run ends, your score turns into meta points. Spend them on the meta tree, forge crates, loadout slots, cosmetics, the Sandbox and, from your 6th ascension, the ascension fee.

  • Your score is every point the run earned. Points you spend in the shop still count.
  • Meta grows with the square root of your score, so four times the score pays about twice the meta.
  • Points your tree hands you for free don't count: 0.7 points come off your score for every meta point the levels you own cost at today's prices, kept levels and ascension nodes included.
  • Past 500 meta a run, before any bonus, a higher score still pays more, but much more slowly.
  • Alchemist in the tree adds 25% per level. Each of the first 5 ascensions adds 50%; after that each ascension adds a little less than the one before (23% for your 6th), reaching x5.5 at 25 and about x6.4 at 50, with no cap. The Alchemist and ascension bonuses multiply together and the result is rounded down.
  • Every run then pays x2. The Double Meta pass doubles that again, and so does Rebound for the first 5 runs after an ascension from 10 on.
  • A challenge or Daily Run pays x1.5 on top, and a run with a friend in your server pays 10% more (see playing with friends).
  • Your daily tasks and Tithe and Magpie forge faces are paid on top. Alchemist and Double Meta never raise them, but your ascension multiplier does.

Every step of the sum, with worked examples, is on How the numbers work.

What a score pays with an empty tree, no ascensions and no passes:

Score Meta points
10,000 26
100,000 84
1,000,000 268
100,000,000 2,594
1,000,000,000 4,454

Ascension

Own every level of every meta tree node open to you and you can ascend, as many times as you like. Levels you kept count as owned. Ascending trades your tree and your banked meta for Stardust, and you climb the tree again from the start, less any levels you kept.

Once you have ascended 5 times, every ascension after that also needs a fee banked first. It spends 13,000 banked meta on top of the whole tree at 5 ascensions, and 3.6% more each ascension after that, rounded to the nearest 100, with no cap (26,400 at 25 and 63,800 at 50). That meta pays no Stardust; meta you bank above it still does.

  • Each of the first 5 ascensions gives you 50% more meta from every run for good, up to 3.5x at 5 ascensions. After that each ascension adds a little less than the one before, starting at 23% more for your 6th and reaching 5.5x at 25 ascensions and about 6.4x at 50, with no cap. Every ascension also pays Stardust.
  • Rebound: from 10 ascensions on, the first 5 runs after each ascension pay x2 meta, so climbing the tree again goes faster. It stacks with Double Meta, and a run you leave before the first roll gives its Rebound back.
  • Ascensions 1, 2, 3, 4, 5, 10, 25 and 50 each open more meta tree nodes, with abilities that change how a run plays.
  • The first 5 ascensions each earn a dice skin.
  • Ascending never takes your Stardust, perks, start grant sockets, kept levels, skins, badges, passes or forge cards.

Stardust

Ascending is the only way to earn Stardust for the perk shop, and how much depends on the meta you ascend with. The ASCEND window shows the whole receipt before you confirm.

  • 250 Stardust for every ascension.
  • 1 Stardust for every 80 meta you ascend with, rounded down: what the levels in your tree cost at today's prices, plus the meta you have banked above the fee. Levels you keep with Stardust and the ascension fee do not count.
  • Astrolabe adds 10% of that meta part per level, Nebula 25% and Singularity 50%, rounded down.
  • Star Charter adds 200 Stardust per level and Zodiac 500.
  • If you ascended before Stardust existed, your next ascension also pays 900 Stardust for each of those earlier ascensions, once.

Every step of the sum, with worked examples, is on How the numbers work.

What an ascension pays with every node open to you bought, the fee banked and nothing kept. Nothing new opens between these rows, so an ascension between two of them pays what the row above it does; only the fee rises.

Ascensions done Meta in the tree Meta fee Stardust
0 4,268 - 303
1 32,118 - 1,371
2 54,468 - 1,734
3 69,268 - 1,974
4 81,218 - 2,169
5 92,318 13,000 2,348
10 109,418 15,500 3,627
25 129,018 26,400 4,348
50 169,018 63,800 6,179

Keeping levels

Once you have ascended 5 times, Stardust can keep levels of the base tree for good. Pick a node on the meta tree and press KEEP FOREVER on its info card. It shows the Stardust the next level costs, like KEEP (510 Stardust), and you confirm with KEEP IT. A node reads KEPT FOREVER once every level of it is kept. A kept level stays in your tree through every ascension and respec, so each climb starts further along. Ascension nodes are never kept.

  • A level costs 500 Stardust plus 10 for every meta it costs: Awakening is 510, and the whole base tree 78,680.
  • Keep a node's levels in order, and keep the first level of the node before it first.
  • Keeping a level you do not own yet adds it to your tree straight away. Keeping a level you already bought with meta this climb gives that meta back.
  • Kept levels count as owned, so they count toward the whole tree you need to ascend.
  • Kept levels pay no Stardust when you ascend, because you never give them up. They still count toward the points a run must pass before it pays meta.
  • Keeping waits while a run is live or saved.

Daily tasks

There are three daily tasks a day, an easy, a medium and a hard one, and they change at midnight UTC. Their targets and pay fit your build. Finish any of them to earn meta and keep your streak. New players do the Getting started goals first, and their daily tasks start once all 6 are claimed.

Playing with friends

  • Bring a friend: the BRING A FRIEND card under the run summary has an INVITE button that opens Roblox's invite prompt. When a friend you invited joins for the first time and finishes their first run within 24 hours of joining, you both get +250 meta. You can earn it for up to 10 friends.
  • If you are offline or in another server when your friend finishes, your meta waits for your next join, with a card naming the friend.
  • Play together: once a friend has been in your server during a run, that run pays 10% more meta. A card under the tiles counter shows who is there. Daily Runs and challenges count. A sandbox pays no meta, so it gets nothing.
  • On a Daily Run, flags on the track show how far each friend got that day.

Coming back

  • Welcome back gift: once you have played a run, staying away for 3 or more days (counted in UTC) makes your next join pay a one time meta gift: 300 times your daily task band, times your ascension multiplier. Before that multiplier it is 150 on Fresh, 300 on Growing, 600 on Full Tree and 900 on Ascended.
  • Streak reminder: with a daily task streak of 2 or more, a Roblox notification about 20 hours after you leave reminds you to play that day and keep it. You get at most one a day, none once you have played that day, and only if you allow notifications from the game.

Numbers on this page match Rogue Roller version 3.7.0.