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Round Rewards

Finish a Wave and the game stops to ask one question: "Choose a reward." That screen is the Round Reward pick — a short, three-option menu of consumable and permanent boosts that ride into your next Wave, Shop, or stretch of the Monolith. It is the steady drip of power between the build-defining node picks, and it fires after every Wave.
It is also the system the docs most often blur, so let's draw the line up front.
Round Rewards ≠ node rewards
There are two different "rewards" in Hyper Bullet, and they are not the same thing:
- Round Rewards (this page) — the post-Wave "Choose a reward" screen. You're offered 3 options (
NUM_REWARD_OPTIONS = 3) drawn from a big pool of consumables and one-shot boosts — extra time, Combo Saves, Shop discounts, mod guarantees, Socket levels, Refresh Tokens, and more. Each comes in a rarity: COMMON / RARE / EPIC. - Node rewards — the Augment / Hack / Super Socket / Curse / Permanent picks you grab by routing to a specific node on the map. Those are build-defining and live on the Monolith, Augments, Hacks, Sockets, and Curses.
This page is only about the post-Wave Round Reward screen.
Quick facts
- What it is: the post-Wave "Choose a reward" picker (
Game.GameStateRoundRewards→UiRoundReward). Internally each option is anUpgradeManager.RoundReward. - How many options: 3 every time (
UpgradeManager.RoundRewardSelection.NUM_REWARD_OPTIONS = 3). - Rarity tiers: COMMON, RARE, EPIC (
RoundReward.RoundRewardRarity). Rarer = stronger — the same reward family usually has a Common / Rare / Epic version that scales the number up (e.g. Patience → Endurance → Tranquility for extra time). - When it applies: each reward has a fixed trigger point (
RoundReward.ApplyPoint): IMMEDIATE, SHOP_START, MAP_START, IN_GAME, NEXT_REWARD_START / NEXT_REWARD_END. Most "next Shop…" rewards fire at the start of the next Shop; most "next Wave…" rewards apply in the next Wave. - ~30 distinct effects: the
RoundReward.RoundRewardEffectenum lists 30 effects, but many map to a family of three rarity-named picks — so the screen draws from roughly fifty named rewards in total. - Some are Tool-specific: a
RoundRewardcarries am_weapon(GunId) and an optionalm_requiredGameTweak, so a few picks only appear for the right Tool or Augment. - Not Shop Mods: Round Rewards are consumables and one-shot boosts. They don't occupy a Mod slot and you don't buy them — you pick one of the three offered.
Rarer is stronger
When a reward forces a value (extra seconds, mag size, mod guarantees, Socket levels), the EPIC version is simply the bigger number. Two rewards even let you force the rarity of the next pick: Rare Selection makes the next Rewards all RARE, Epic Selection makes them all EPIC.
How the screen works
When a Wave ends, the run enters Game.GameStateRoundRewards, which builds a RoundRewardSelection of three RoundReward options and hands them to the UiRoundReward picker. You choose one; the rest are discarded.
Each RoundReward is a small object:
public class UpgradeManager.RoundReward
{
RoundRewardRarity m_rarity; // COMMON / RARE / EPIC
GunId m_weapon; // Tool restriction, if any
GameTweak m_requiredGameTweak; // Augment/trait gate, if any
RoundRewardEffect m_effect; // what it does
ApplyPoint m_applyPoint; // when it fires
float m_value; // how much (seconds, levels, %, …)
}The two enums that matter to a player are rarity (how strong) and apply point (when it kicks in):
| Apply point | When it fires | Typical rewards |
|---|---|---|
| IMMEDIATE | The instant you pick it | Extra Life, Combo Saves, Ratchet Up, Refresh Tokens, Socket levels |
| SHOP_START | Start of the next Shop | Discounts, mod guarantees, Freebie, Bull Market, category-only shops |
| MAP_START | When the map opens | Map-shaping rewards (e.g. bonus nodes) |
| IN_GAME | During the next Wave | Extra time, extra mag, extra Glitches, Coin Drop |
| NEXT_REWARD_START / END | Around the next reward screen | Rarity-forcing picks (Rare/Epic Selection) |
Read the timing
"Next Shop…" doesn't mean now — discounts and guarantees wait until you actually reach the next Shop. "Next Wave…" picks (time, mag, Glitches, Coin Drop) apply to the very next 30-second Wave. Plan your pick around what you're about to do.
The rewards, by purpose
Every name and description below is taken verbatim from the game's English text. Most families have a Common / Rare / Epic version; the rarity column shows which.
Survival & time
Buy yourself breathing room in the next Wave, or a second chance at the whole run.
| Reward | Rarity | In-game description |
|---|---|---|
Patience | Common | "+5 seconds in the next Wave." |
Endurance | Rare | "+10 seconds in the next Wave." |
Tranquility | Epic | "+15 seconds in the next Wave." |
Extra Life | — | "Add an extra life." |
Combo Saves
A Combo Save absorbs a single miss so your streak — and the multiplier riding on it — survives. These reward picks are the same one-time consumables already covered in Scoring → Combo Saves; they're listed here for completeness, not re-explained.
| Reward | Rarity | In-game description |
|---|---|---|
| Combo Keeper | — | "Gives 5 combo saves." |
Combo Stash | Common | "Adds 3 combo saves." |
Combo Haul | Rare | "Adds 5 combo saves." |
Combo Hoard | Epic | "Adds 10 combo saves." |
See Scoring, Combos & High Scores for how Combo Saves interact with the leveled Combo Saver Shop Mod.
Economy & Shop
Rewards that change your next Shop trip — cheaper mods, guaranteed picks, free buys, and better sell prices. Almost all of these fire at SHOP_START.
Discounts — a flat cut on every mod in the next Shop:
| Reward | Rarity | In-game description |
|---|---|---|
Sale! | Common | "20% off all mods in the next Shop." |
Bargain! | Rare | "30% off all mods in the next Shop." |
Stocktake Madness! | Epic | "40% off all mods in the next Shop." |
Mod guarantees — force a number of mods you already own to appear, so you can keep leveling them:
| Reward | Rarity | In-game description |
|---|---|---|
Sure Thing | Common | "Next Shop contains 1 mod you own." |
Twin Fates | Rare | "Next Shop contains 2 mods you own." |
Triple Threat | Epic | "Next Shop contains 3 mods you own." |
Unique guarantees — force UNIQUE mods into the next Shop:
| Reward | Rarity | In-game description |
|---|---|---|
Unique Find | Common | "Next Shop contains 1 Unique mod." |
Unique Pair | Rare | "Next Shop contains 2 Unique mods." |
Unique Trio | Epic | "Next Shop contains 3 Unique mods." |
Meta / Rainbow guarantees — force the multi-colour Meta (RAINBOW) mods into the next Shop:
| Reward | Rarity | In-game description |
|---|---|---|
Rainbow | Common | "Next Shop contains 1 Meta mod." |
Double Rainbow | Rare | "Next Shop contains 2 Meta mods." |
Triple Rainbow | Epic | "Next Shop contains 3 Meta mods." |
Warped guarantees — force Warped mods (mods whose category has been shifted) into the next Shop. Added in update 0.9.9.
| Reward | Rarity | In-game description |
|---|---|---|
Weird One | Common | "Next Shop contains 1 Warped mod." |
Dubious Duo | Rare | "Next Shop contains 2 Warped mods." |
Twisted Trio | Epic | "Next Shop contains 3 Warped mods." |
Category-only shops — restrict the next Shop's offering to a single mod colour (named after the eyewear that "filters" what you see):
| Reward | Category shown | In-game description |
|---|---|---|
Red Sunglasses | ADD only | "Only ADD mods will appear in the next mods shown in the Shop." |
Blue Goggles | MULTIPLY only | "Only MULTIPLY mods will appear in the first mods shown in the next Shop." |
| Green Spectacles | UTILITY only | "Only UTILITY mods will appear in the first mods shown in the next Shop." |
| Gold Monocle | COIN only | "Only COIN mods will appear in the first mods shown in the next Shop." |
Buying & selling — free buys and better sell prices:
| Reward | In-game description |
|---|---|
| Freebie | "Next mod you buy in the Shop is free." |
Bull Market | "In the next Shop, sell mods for 3x their normal value." |
Stack a discount with a guarantee
Because most economy rewards trigger at the start of the next Shop, a guarantee and a discount taken on consecutive Waves both land in the same shop — e.g. Twin Fates to surface two of your carry mods, then Bargain! to buy both at 30% off.
Build & level-ups
Push mods past where the Shop alone would take them.
| Reward | In-game description |
|---|---|
Ratchet Up | "Adds a level to one of your mods." |
Wildcard | "Levels up a random mod you own." |
In-Wave boosts
Make the next Wave itself easier or richer.
| Reward | Rarity | In-game description |
|---|---|---|
Glitch Gathering | Common | "Spawn 1 extra Glitch in your next Wave." |
Glitch Party | Rare | "Spawn 2 extra Glitches in your next Wave." |
Glitch Rave | Epic | "Spawn 3 extra Glitches in your next Wave." |
| Coin Drop | — | "On the next Wave, all targets drop +1 Coin." |
| Spare Bullet | Common | "+1 mag size in next Wave." |
| Bullet Glut | Rare | "+2 mag size in next Wave." |
| Bullet Storm | Epic | "+3 mag size in next Wave." |
More Glitches = more loot
Extra Glitches means more chances at Coins, score, time, Tokens, and the rare Heart — but the Bomb Glitch still punishes you, so the usual rule holds: shoot every Glitch except the Bomb.
Sockets
Add levels to your Socket enhancements straight from the reward screen — the same four Socket rewards documented on the Sockets page. (Round Rewards and node rewards both feed the Socket system.)
| Reward | Rarity | In-game description |
|---|---|---|
Super Socket | Common | "Add 1 level to a random Socket." |
Mega Socket | Rare | "Add 2 levels to a random Socket." |
Ultra Socket | Epic | "Add 3 levels to a random Socket." |
| Hone Socket | — | "Adds +1 level to an existing enhanced Socket." |
See Sockets for how levelBuff lets a Socketed mod scale past the level-5 Shop cap, and when to take Hone Socket over the random ones.
Refresh Tokens
A Refresh Token lets you re-roll the Shop's offering. These rewards top up your token stash; see Mods → Shop for how refreshing works. (Refresh Tokens become essential under the Token Trouble Trial, where refreshing costs tokens — see Game Modes.)
| Reward | Rarity | In-game description |
|---|---|---|
Refresh Rations | Common | "Adds 1 Refresh Token." |
Refresh Resupply | Rare | "Adds 2 Refresh Tokens." |
Refresh Air Drop | Epic | "Adds 3 Refresh Tokens." |
Rarity forcing
Two rewards don't power your build directly — they upgrade the quality of your next reward screens.
| Reward | In-game description |
|---|---|
Rare Selection | "Next Rewards will all be RARE." |
Epic Selection | "Next Rewards will all be EPIC." |
Snowball the rewards
Because rarer rewards are simply bigger numbers, Epic Selection is a force-multiplier: take it when you expect to keep picking rewards (a long climb or an Endless run), and every following screen offers the strongest version of whatever's on it.
How to pick
- Behind on time? Grab extra time (Patience / Endurance / Tranquility) or Extra Life to stay alive.
- Building an engine? Sure Thing / Twin Fates / Triple Threat force your carry mods back into the Shop so you can keep leveling them; stack a discount the Wave before or after.
- Going wide on one mod? Feed your Socket with Super / Mega / Ultra Socket, then tighten with Hone Socket to break the level-5 cap.
- Combo-reliant build? Top up your Combo Saves (Combo Stash / Haul / Hoard) so a single miss doesn't wipe your multiplier — details on Scoring.
- Want it all? Epic Selection when you're deep in a run turns every future reward into its strongest form.
See also
- The Monolith — the node rewards (Augment, Hack, Super Socket, Curse, Permanent) this screen is not
- Scoring, Combos & High Scores — how Combo Saves work
- Mods & Builds — the Shop, Unique / Meta / Warped mods, and Refresh Tokens
- Sockets — Super / Mega / Ultra / Hone Socket and the level-cap break
- Game Modes & Difficulty — the Token Trouble Trial and Endless Mode
Reward names and descriptions are quoted verbatim from Hyper Bullet's English text (loc_en.json). System structure (UpgradeManager.RoundReward, RoundRewardSelection.NUM_REWARD_OPTIONS = 3, the RoundRewardRarity, RoundRewardEffect, and ApplyPoint enums, Game.GameStateRoundRewards, UiRoundReward) is taken directly from the game's compiled code (build 1.0.1, build 13063).
Patience
Endurance
Tranquility
Extra Life
Combo Stash
Combo Haul
Combo Hoard
Sale!
Bargain!
Stocktake Madness!
Sure Thing
Twin Fates
Triple Threat
Unique Find
Unique Pair
Unique Trio
Rainbow
Double Rainbow
Triple Rainbow
Weird One
Dubious Duo
Twisted Trio
Red Sunglasses
Blue Goggles
Bull Market
Ratchet Up
Wildcard
Glitch Gathering
Glitch Party
Glitch Rave
Super Socket
Mega Socket
Ultra Socket
Refresh Rations
Refresh Resupply
Refresh Air Drop
Epic Selection