🌟 Star Trail — weekly reward ladder

Star Trail is a meta, weekly feature (Game.Meta.GemMelter.StarTrailConfig) — a 30-tier ladder fed by a points currency called StarDust. You accumulate StarDust through the week and claim a reward each time your cumulative total crosses a tier threshold. The bar resets every 168h (7 days). This is a separate system from the in-run Stars / SuperStars (those are an in-run Vendor currency — see the ⭐ Stars tab). Star Trail never consumes Star/SuperStar.

30
Reward levels (level 1 free)
10 / 50
StarDust per Star / SuperStar collected
16,950
Total StarDust to max the trail
~4.6×
Full clears/week to max (authored drops)
The game shows the per-level cost — that is the "StarDust for this level" column. Level 1 is free (start node). Each level after costs a rising amount: 200, 250, 350, 350, 400 … up to a flat 750 from level 26 on. The "cumulative total" column is the running sum (what the underlying data stores in the Require field) — it is the same ladder, just added up. Maxing all 30 levels = 16,950 StarDust in one week.
Correction (25/06/2026): the first version of this tab led with the cumulative totals (0, 200, 450, 800 …). Pavlo checked the live build and flagged that the in-game ladder shows the per-level cost (200, 250, 350 …). Both come from the same data — the per-level cost is the step between cumulative entries — but the per-level figure is what a player reads off the screen, so it now leads. Pavlo's reading is correct.

1 · Where StarDust comes from FACT

StarDust is not dropped or rewarded directly — there is no StarDust in any chest, quest payout or shop. It is earned automatically by collecting the in-run Star and SuperStar pickups while the Star Trail feature is active. Each pickup converts to StarDust at a fixed weight defined in StarTrailConfig.GoalsData:

In-run pickupStarDust eachWhere it drops
Star (core wallet)10405 waves @ 1–2, + kill-drop table, + "Stars" skill (+3)
SuperStar (core wallet)50125 waves @ 1
Earning formula: trail progress = (Star earned × 10) + (SuperStar earned × 50). There is no separate StarDust drop — the bar is a weighted total of the Star / SuperStar you bank, read from the wallet's lifetime Earned totals (GetCollectedPoints in libil2cpp.so). Gate: only counts once Star Trail is unlocked (player level > 5).

One full 16-biome clear of the authored wave drops yields 172 Star + 40 SuperStar = 3,720 StarDust (172×10 + 40×50) — about 22% of the weekly max. The random per-kill drops and the +3 "Stars" skill add more on top, so this is a floor, not the exact per-run figure. Full detail on where stars spawn is on the ⭐ Stars tab.

Replay & progression FACT

You cannot replay completed biomes. Progression is a single forward high-water-mark integer (LevelsManager.CurrentLevelIndex): completing a level only ever advances it by +1 and it clamps at the last level — there is no level-select, replay or repeat path in the code. The 16 biomes are finite; past the last authored wave, difficulty keeps scaling via EnemyMultipliersConfig (enemy stats climb to "level" 85+), but no new biomes are added and you never loop back. INFER on the exact end-of-content loop

StarDust from authored wave drops, per biome (play order) FACT

Enchanted Forest180 (8⭐ + 2🌟)
Mystic Woods280 (13⭐ + 3🌟)
Frozen Tundra190 (9⭐ + 2🌟)
Crystal Caves280 (13⭐ + 3🌟)
Molten Fields190 (9⭐ + 2🌟)
Clockwork Factory280 (13⭐ + 3🌟)
Desert Oasis180 (8⭐ + 2🌟)
Abandoned City280 (13⭐ + 3🌟)
Poisonous Marsh190 (9⭐ + 2🌟)
Glacial Peaks280 (13⭐ + 3🌟)
Scrapyard180 (8⭐ + 2🌟)
Blazing Caves280 (13⭐ + 3🌟)
Dark Catacombs190 (9⭐ + 2🌟)
Ancient Ruins280 (13⭐ + 3🌟)
Neon District180 (8⭐ + 2🌟)
Ghostly Swamp280 (13⭐ + 3🌟)

Authored per-wave drops only (recomputed from biome_waves_detailed.json). Kill-table stars, grab-carrier stars and the Stars skill are extra and not counted here. Boss / clear waves drop nothing.

2 · The 30-level ladder FACT

"StarDust for this level" = what you collect to claim that level (the in-game number). "Cumulative total" = the running sum stored in the data's Require field. Values cross-checked byte-for-byte between the live store build (v1.18.8) and the mod archive (v1.0.11.11), and against the live build by Pavlo. Rewards from the resolved currency references, in level order.

LevelStarDust for this levelCumulative totalReward
10 (free)0RerollCoin ×1
2200200Coin ×250
3250450ResurrectionStone ×1
4350800Coin ×350
53501,150TowerTicket ×1
64001,550Coin ×500
74502,000ShuffleCoin ×1
85002,500DungeonTicket ×1
95003,000Coin ×500
105003,500TowerTicket ×1
115504,050Coin ×750
125504,600RerollCoin ×2
136005,200DungeonTicket ×1
146005,800Coin ×750
156006,400TowerTicket ×2
166507,050Coin ×1000
176507,700ResurrectionStone ×1
186508,350DungeonTicket ×2
196509,000Coin ×1000
207009,700TowerTicket ×2
2170010,400Coin ×1250
2270011,100ShuffleCoin ×2
2370011,800DungeonTicket ×2
2470012,500Coin ×1250
2570013,200TowerTicket ×2
2675013,950Coin ×1500
2775014,700RerollCoin ×3
2875015,450DungeonTicket ×2
2975016,200Coin ×2000
3075016,950RelicKey ×3

3 · Total payout if you complete the whole trail FACT

CurrencyTotal / week
Coin11,100
TowerTicket8
DungeonTicket8
RerollCoin6
ShuffleCoin3
RelicKey3
ResurrectionStone2

The trail pays out utility currencies — soft coins plus tickets and keys that feed the other meta systems (Tower, Dungeon, Relics) and run-recovery (ResurrectionStone, RerollCoin, ShuffleCoin). No hard currency (Gems) and no hero/premium content. The capstone tier 30 is a RelicKey ×3.

Facts / inferences / gaps

FACT: StarDust is earned from in-run pickups at weights Star = 10, SuperStar = 50 (read directly from StarTrailConfig.GoalsData in the store bundle); both are "core"-wallet run pickups, StarDust is the "meta" currency. GetCollectedPoints() reads GoalsData + the wallet (confirmed in libil2cpp.so disasm), so trail progress is the weighted running total of stars collected. 30 levels (level 1 free); per-level cost 200, 250, 350, 350, 400, 450, 500×3, 550×2, 600×3, 650×4, 700×6, 750×5; cumulative max 16,950 (field StarTrailRewardsData.Require). Weekly reset (RefreshHours 168). One full authored clear = 172 Star + 40 SuperStar = 3,720 StarDust. Earning is gated by the Star Trail feature unlock (player level > 5, IsFeatureUnlockedConditionData). Thresholds byte-identical store-vs-archive and confirmed live by Pavlo. FACT (verified live): the same level returns the same StarDust on repeat runs (Pavlo: 240 twice on a failed player-level-7 run, all enemies dead but boss) — consistent with the scripted, front-loaded per-wave drops. No biome replay exists. INFER: weights act as a straight multiplier (1 Star → 10 StarDust); per-level StarDust is deterministic from the scripted drops, plus a small random per-kill component; level 1 = 0 / free node. GAPS: (1) whether StarDust is auto-credited or only on manual grab — the clean test is to clear waves without collecting stars and watch the bar (Pavlo's proposed test); (2) whether the tier thresholds read lifetime-earned vs a since-refresh delta; (3) the exact per-run number for a specific level (e.g. the 240) can't be derived from authored data alone because the per-kill drop is random. All three close with a Frida hook on Wallet.IncreaseCurrencyAmount (RVA 0x51DF504) filtered to Star/SuperStar over one controlled run. Weights 10/50 were byte-read from GoalsData in the store bundle.