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.
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 pickup | StarDust each | Where it drops |
|---|---|---|
| Star (core wallet) | 10 | 405 waves @ 1–2, + kill-drop table, + "Stars" skill (+3) |
| SuperStar (core wallet) | 50 | 125 waves @ 1 |
Wallet.IncreaseCurrencyAmount), with no win-gate. So a failed run banks whatever you collected before dying, and that StarDust counts. FACTEnemyDropConfig). INFEREarned total is monotonic. FACT Whether the tier thresholds are read as lifetime totals or as a since-refresh delta is the one piece not provable statically. UNKNOWNOne 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.
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 loopAuthored 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.
"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.
| Level | StarDust for this level | Cumulative total | Reward |
|---|---|---|---|
| 1 | 0 (free) | 0 | RerollCoin ×1 |
| 2 | 200 | 200 | Coin ×250 |
| 3 | 250 | 450 | ResurrectionStone ×1 |
| 4 | 350 | 800 | Coin ×350 |
| 5 | 350 | 1,150 | TowerTicket ×1 |
| 6 | 400 | 1,550 | Coin ×500 |
| 7 | 450 | 2,000 | ShuffleCoin ×1 |
| 8 | 500 | 2,500 | DungeonTicket ×1 |
| 9 | 500 | 3,000 | Coin ×500 |
| 10 | 500 | 3,500 | TowerTicket ×1 |
| 11 | 550 | 4,050 | Coin ×750 |
| 12 | 550 | 4,600 | RerollCoin ×2 |
| 13 | 600 | 5,200 | DungeonTicket ×1 |
| 14 | 600 | 5,800 | Coin ×750 |
| 15 | 600 | 6,400 | TowerTicket ×2 |
| 16 | 650 | 7,050 | Coin ×1000 |
| 17 | 650 | 7,700 | ResurrectionStone ×1 |
| 18 | 650 | 8,350 | DungeonTicket ×2 |
| 19 | 650 | 9,000 | Coin ×1000 |
| 20 | 700 | 9,700 | TowerTicket ×2 |
| 21 | 700 | 10,400 | Coin ×1250 |
| 22 | 700 | 11,100 | ShuffleCoin ×2 |
| 23 | 700 | 11,800 | DungeonTicket ×2 |
| 24 | 700 | 12,500 | Coin ×1250 |
| 25 | 700 | 13,200 | TowerTicket ×2 |
| 26 | 750 | 13,950 | Coin ×1500 |
| 27 | 750 | 14,700 | RerollCoin ×3 |
| 28 | 750 | 15,450 | DungeonTicket ×2 |
| 29 | 750 | 16,200 | Coin ×2000 |
| 30 | 750 | 16,950 | RelicKey ×3 |
| Currency | Total / week |
|---|---|
| Coin | 11,100 |
| TowerTicket | 8 |
| DungeonTicket | 8 |
| RerollCoin | 6 |
| ShuffleCoin | 3 |
| RelicKey | 3 |
| ResurrectionStone | 2 |
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.
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.