> For the complete documentation index, see [llms.txt](https://docs.battle.fyi/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.battle.fyi/credits-and-economy/overview.md).

# What Are Credits

Credits are Battle Trade's in-game currency. They're used for sabotage weapons, defense items, challenge entries, and special lobby access.

## Key facts

* Credits have **no cash value**. They're a game mechanic, not a financial instrument.
* Every lobby gives you a **starting credit balance** to work with.
* Credits **don't regenerate** mid-round. Budget carefully.
* You earn credits through gameplay: winning battles, completing onboarding, referring friends.
* Some lobbies are **sponsor-funded**, meaning all credits are provided at no cost to players.

## What you spend them on

| Category                | Cost Range   | Examples                               |
| ----------------------- | ------------ | -------------------------------------- |
| Attack weapons          | 50 - 500 CR  | GLITCH, BLACKOUT, FORCE                |
| Defense items           | 100 - 300 CR | HEDGE, FIREWALL, DARK POOL             |
| Verification Challenges | Paid in USD  | Bronze ($19), Silver ($29), Gold ($49) |
| Premium lobbies         | Varies       | Host-set entry fees                    |

## The strategic layer

Credits add a resource management dimension on top of trading skill. A trader who budgets credits well has an advantage over one who spends them impulsively. Knowing when NOT to spend is just as important as knowing what to buy.


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