⭐ Stars — how they spawn & where they go

How the in-run Star / SuperStar field collectibles are distributed in Claw Master, whether spawns are random, and what they're spent on. Both are CurrencyItemConfig wallet currencies earned and spent inside a run — there is no separate meta "Star" currency, and the meta "Star Trail" feature does not consume them (see §4).

172
Star — authored wave drops (16 biomes)
40
SuperStar — authored wave drops
200
Waves counted
3
Distinct spawn paths
Are stars random? The stars you see placed in each wave are fixed authored drops — no chance. A separate per-kill drop table is weighted (Star weight 1.0), and skills/relics can further modify field-spawn chance. So: deterministic placement by default, with weighted/buffable extra sources on top.

1 · How a star reaches the player — three paths FACT

2 · Chance / probability FACT

3 · Stars per biome — authored wave drops FACT

Recomputed here directly from biome_waves_detailed.json drops (item = Star / SuperStar), in play order. Amounts are fixed small integers (Star 1–2, SuperStar 1); the final ~3 waves of each biome (boss/clear) drop nothing. Kill-table, carrier and skill stars are extra and not counted here.

#BiomeWavesStarSuperStar
1Enchanted Forest1082
2Mystic Woods15133
3Frozen Tundra1092
4Crystal Caves15133
5Molten Fields1092
6Clockwork Factory15133
7Desert Oasis1082
8Abandoned City15133
9Poisonous Marsh1092
10Glacial Peaks15133
11Scrapyard1082
12Blazing Caves15133
13Dark Catacombs1092
14Ancient Ruins15133
15Neon District1082
16Ghostly Swamp15133
TOTAL20017240

4 · What stars are spent on — the in-run Vendor FACT

Field Star / SuperStar are an in-run shop currency spent at the mid-run Vendor. Star buys common offers; SuperStar buys the premium/defensive ones. (The Vendor also has Gem-priced offers — HoneyPot, Book, StarPack, Cheese=revive — and reroll costs 1 RerollCoin.)

OfferCostEffect
AcornStar ×1heal once (HealOnceBonusData)
ForkStar ×1+damage
PepperBombStar ×1+ammo damage
BulletPocketStar ×1+ammo
GarlicStar ×1+damage
BerryJamStar ×1+heal items
CakeStar ×2+damage
SoupStar ×2heal once
ChitinSuperStar ×1−received damage
DogCollarSuperStar ×1+claw size
ShovelSuperStar ×1+bonus refill height

Star Trail is a different system INFER

The meta Star Trail (StarTrailConfig, namespace Game.Meta.GemMelter) is a separate time-gated ladder using a StarDustConfig point currency with goal thresholds (200, 450, 800 … up to ~16,950) paying out Coins / RerollCoin / Tower&Dungeon tickets / ResurrectionStone / RelicKey — never Star/SuperStar. Whether its points are literally the field stars or a hidden "StarDust" balance is UNKNOWN (no CurrencyConfig(StarDust) instance appears in the dumps). Treat Star Trail as meta, separate from the in-run star loop.

5 · Other facts FACT

Facts / inferences / gaps

FACT: the three spawn paths' existence, deterministic wave drops vs weighted kill table (Star weight 1.0), the per-biome authored totals (recomputed: 172 Star + 40 SuperStar / 200 waves), the Vendor spend table, and that stars are not meta rewards/convertible/rank costs. INFER: kill-table is the per-kill path (bodies stripped); Star Trail is a separate meta system. GAPS: exact per-kill drop probability (Min/MaxCount ambiguous); grab-carrier star payload; whether Star Trail points equal field stars; per-run total star earn/spend rate is not extracted (economy_simulation.json flags it) — so kill/carrier/skill stars on top of the 172 authored ones are un-quantified.