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Round Rewards

Rare reward selection marker

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.GameStateRoundRewardsUiRoundReward). Internally each option is an UpgradeManager.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.RoundRewardEffect enum 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 RoundReward carries a m_weapon (GunId) and an optional m_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 pointWhen it firesTypical rewards
IMMEDIATEThe instant you pick itExtra Life, Combo Saves, Ratchet Up, Refresh Tokens, Socket levels
SHOP_STARTStart of the next ShopDiscounts, mod guarantees, Freebie, Bull Market, category-only shops
MAP_STARTWhen the map opensMap-shaping rewards (e.g. bonus nodes)
IN_GAMEDuring the next WaveExtra time, extra mag, extra Glitches, Coin Drop
NEXT_REWARD_START / ENDAround the next reward screenRarity-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.

RewardRarityIn-game description
Patience PatienceCommon"+5 seconds in the next Wave."
Endurance EnduranceRare"+10 seconds in the next Wave."
Tranquility TranquilityEpic"+15 seconds in the next Wave."
Extra Life 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.

RewardRarityIn-game description
Combo Keeper"Gives 5 combo saves."
Combo Stash Combo StashCommon"Adds 3 combo saves."
Combo Haul Combo HaulRare"Adds 5 combo saves."
Combo Hoard Combo HoardEpic"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:

RewardRarityIn-game description
Sale! Sale!Common"20% off all mods in the next Shop."
Bargain! Bargain!Rare"30% off all mods in the next Shop."
Stocktake Madness! 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:

RewardRarityIn-game description
Sure Thing Sure ThingCommon"Next Shop contains 1 mod you own."
Twin Fates Twin FatesRare"Next Shop contains 2 mods you own."
Triple Threat Triple ThreatEpic"Next Shop contains 3 mods you own."

Unique guarantees — force UNIQUE mods into the next Shop:

RewardRarityIn-game description
Unique Find Unique FindCommon"Next Shop contains 1 Unique mod."
Unique Pair Unique PairRare"Next Shop contains 2 Unique mods."
Unique Trio Unique TrioEpic"Next Shop contains 3 Unique mods."

Meta / Rainbow guarantees — force the multi-colour Meta (RAINBOW) mods into the next Shop:

RewardRarityIn-game description
Rainbow RainbowCommon"Next Shop contains 1 Meta mod."
Double Rainbow Double RainbowRare"Next Shop contains 2 Meta mods."
Triple Rainbow Triple RainbowEpic"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.

RewardRarityIn-game description
Weird One Weird OneCommon"Next Shop contains 1 Warped mod."
Dubious Duo Dubious DuoRare"Next Shop contains 2 Warped mods."
Twisted Trio Twisted TrioEpic"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):

RewardCategory shownIn-game description
Red Sunglasses Red SunglassesADD only"Only ADD mods will appear in the next mods shown in the Shop."
Blue Goggles Blue GogglesMULTIPLY only"Only MULTIPLY mods will appear in the first mods shown in the next Shop."
Green SpectaclesUTILITY only"Only UTILITY mods will appear in the first mods shown in the next Shop."
Gold MonocleCOIN only"Only COIN mods will appear in the first mods shown in the next Shop."

Buying & selling — free buys and better sell prices:

RewardIn-game description
Freebie"Next mod you buy in the Shop is free."
Bull Market 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.

RewardIn-game description
Ratchet Up Ratchet Up"Adds a level to one of your mods."
Wildcard Wildcard"Levels up a random mod you own."

In-Wave boosts

Make the next Wave itself easier or richer.

RewardRarityIn-game description
Glitch Gathering Glitch GatheringCommon"Spawn 1 extra Glitch in your next Wave."
Glitch Party Glitch PartyRare"Spawn 2 extra Glitches in your next Wave."
Glitch Rave Glitch RaveEpic"Spawn 3 extra Glitches in your next Wave."
Coin Drop"On the next Wave, all targets drop +1 Coin."
Spare BulletCommon"+1 mag size in next Wave."
Bullet GlutRare"+2 mag size in next Wave."
Bullet StormEpic"+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.)

RewardRarityIn-game description
Super Socket Super SocketCommon"Add 1 level to a random Socket."
Mega Socket Mega SocketRare"Add 2 levels to a random Socket."
Ultra Socket Ultra SocketEpic"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.)

RewardRarityIn-game description
Refresh Rations Refresh RationsCommon"Adds 1 Refresh Token."
Refresh Resupply Refresh ResupplyRare"Adds 2 Refresh Tokens."
Refresh Air Drop Refresh Air DropEpic"Adds 3 Refresh Tokens."

Rarity forcing

Two rewards don't power your build directly — they upgrade the quality of your next reward screens.

RewardIn-game description
Rare Selection Rare Selection"Next Rewards will all be RARE."
Epic Selection 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


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).