Guide · Meta progression

The Lab and Star Dust

Version: v0.8.18 | Updated: 2026-10-22 | Evidence: in-game captures + purchase-by-purchase logs (BonkKing account) All prices measured on the day; raw purchase log in notes/lab-purchases-20261022.json.

Where Star Dust comes from

In-game tour, step 1 (quoted): end-of-run rewards (farther = more), boss kills, shiny captures, achievements and quests.

Measured additions (BonkKing, 2026-10-22):

  • Daily quests: reset UTC 00:00; three quests (easy/medium/hard), e.g. "Smash 8 golden rocks +60", "Reach level 22 in one run". Clearing all three: +50 bonus. Streaks reset if you miss a day.
  • Achievements: 70 total. Measured big ones: "Clear a map on Hard +400", "Clear all 4 maps on Hard or Nightmare +1500".
  • Auto-grant: completed quest/achievement rewards are paid out automatically when you interact with the Lab (we observed +1820 arrive mid-purchase — accumulated rewards from previous days).

Quests

The Lab has two layers

Layer 1: Permanent attributes (12 tracks, 71 levels)

UpgradePer levelMaxLv1 cost
Training (训练)Damage +4%885
Toughness (韧性)Max HP +8885
Agility (敏捷)Speed +2.5%6100
Study (钻研)XP +5%6100
Trading (贸易)PokéDollars +8%685
Fortune (财运)Luck +56120
Magnet (磁力)Pickup range +0.6570
Leftovers (吃剩的东西)Regen +0.25100
Shell (护壳)Armor +26100
Precision (精准)Crit +1%5170
Swiftness (迅捷)Attack speed +2%5185
Reach (扩张)Area +3%5170

Layer 2: Run team — slots, options & tools (12 tracks, 38 levels)

UpgradeEffectMaxLv1 cost
4th Move SlotUnlock a fourth move slot11275
Vitamin Slots+1 vitamin slot per level21020
Reroll+1 reroll per run6100
Skip+1 skip per run (gives PokéDollars)670
Banish+1 banish per run (remove an option)6130
4th OptionLevel-ups offer 4 cards12550
Vitality ShardStart with a vitality block14250
ResearchResearch progress +25%/level4215
Support Team+1 support boss slot (2→3)12975
Archive+5 archive slots (ban items from runs)4510
Attunement (协调)Ultimate charge +4%/level5215
Big BackpackCarry 3 items per run (was 2)13400

Total 109 levels. Expensive tracks show as locked while you can't afford them.

Upgrades

Price curve: each level costs ~×1.4–1.5

Tour step 2 says it plainly: "each level costs more than the last". Measured Lv1→Lv2:

UpgradeLv1Lv2Factor
Training85120×1.41
Toughness85120×1.41
Trading85125×1.47
Magnet70100×1.43
Leftovers100150×1.50
Shell100150×1.50
Reroll100145×1.45
Skip7095×1.36
Banish130180×1.38

Extrapolating, maxing Training alone costs 2000+ dust — maxing everything is not realistic; pick for your build.

Purchase log (2139 → 1499)

BonkKing went from 0/109 levels; 13 levels bought for 2460 dust (including the +1820 windfall):

PurchaseLevelCostWhy
Skip ×2Lv270+95Official route; skips pay PokéDollars
Reroll ×2Lv2100+145Official route
Banish ×1Lv1130Remove poison cards
4th Move SlotLv11275Officially "the run-defining upgrade"
Training ×2Lv285+120Official route; +8% damage
Toughness / Shell / Leftovers / Trading / Magneteach Lv1440Cheap first levels of survival

Reload persistence verified: balance and levels survive a page refresh (server-side save).

Item pool (Items tab)

  • 126 items total; 67 start "in your Poké Balls", 59 need unlocking (150–1400 dust, median 500).
  • Unlocked items appear in Poké Balls and Meowth's shop during runs. Tour step 5: "you don't need them all — pick what fits your build."
  • Rarity tiers: Common / Uncommon / Rare / Epic / Legendary. Full list with effects: item pool data.

Item pool

Archive

Store unwanted items to remove them from runs (Poké Balls and shop) — a build stabilizer. Slots require the "Archive" upgrade (510 first level, +5 slots).

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