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Three new missions are generated at random intervals every day and added to the mission board. They have a location, a bounty reward, a global loot chance, a max time mission length and a bureau cap (the max number of hunters your bureau can send on this particular mission).
In the first 365 days of the game there is a ₭ 500,000 rewards pool funding the mission rewards. These ₭ 500,000 are evenly split over 1,095 missions (three missions per 24h over a year), and then allocated by weight into the four different mission types.
If a mission doesn't have a winner (no participants), the allocated reward for that mission goes back in the rewards pool and is added to the next round of total rewards.

This is where you browse and pick what missions to attempt. Pick a mission type and then assign your bounty hunter to send them on the mission. Every mission will list how many bounty hunters have been sent to collect that specific bounty.

There are four mission types:
  • Assassination (50% reward allocation: min ₭ 228.31 per mission)
  • Item Collection (10% reward allocation: min ₭ 45.66 per mission)
  • Investigation (20% reward allocation: min ₭ 91.32 per mission)
  • Data Retrieval (20% reward allocation: min ₭ 91.32 per mission)
Certain locations have a higher chance of generating certain mission types, you can see the breakdown here:

On top of the boosted rewards pool in the first 365 days of the game, the bounty will increase by the fees used when players enter their bounty hunters into the mission. The more hunters on a mission, the greater the bounty will be.

Every mission is divided into three subtasks that the hunters have to perform. The first two are based on skills, traits, personality types and/or equipment, from which a score is calculated based on mission and subtask type - and then a dice roll determines if the hunter succeeded in the subtask.
The third subtask is purely down to chance. We simply draw one of the active hunters on the mission at random, and if they have reached the third subtask at the time of the draw they will complete the bounty and the mission ends for everyone.
This system means that bounty hunters with better skills, upgrades and equipment will have a greater chance of reaching the third subtask quicker, which results in being exposed to more random draws than the lesser hunters.
Subtask calculations are made every hour during a mission, so it's worth checking in on the live mission leaderboard once in a while to see how your hunter is doing.

Let's say your bounty hunter has 20 Intelligence and 9 Logic. It also has the personality type of Detective. An investigation mission's first subtask is 'Establish Facts'. This requires Intelligence and Logic. We take the average of your hunter's scores and round up:
(20 + 9) / 2 = 14.5 (rounded up to 15)
Because your hunter also has the personality type Detective, they receive a +5 bonus, resulting in their score being 15 + 5 = 20.
We then roll a 100-sided dice and see if your hunter succeeded in completing the first subtask. If the dice rolls below 20, it's a success:
hunter_score > rand(1..100) ? "success" : "failure"
If they succeeded they move on to the second subtask and the math starts again. The second subtask has a different set of required skills and traits.

Mission success means your bounty hunter achieved the primary objective, and the bounty reward is paid out along with any mission loot (if any). XP is awarded to your bounty hunter, as well as any medals or trophies (if any).
Mission failure means your bounty hunter failed to achieve the primary objective, and no bounty is paid out. However, you still recieve mission loot (if any) and you receive more XP than if you had achieved the primary objective.
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On this page
The Mission Board
Mission Types
Bounty Reward
Mission Progression
Subtask Example
Mission Success/Failure