Core Loop: Listening → Points → WOS / Store Value → Crafting → Relics → Active Resonance → Seasons
Last updated: 2026-04-05.
Reverie Field is built around a progression chain that keeps folding back into itself. A listening session produces the raw material. The economy decides how that material can move. Crafting and relic systems shape it into long-term power. Seasons measure how well the whole chain is being maintained over time.
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What the loop is really doing
The core loop begins with listening, but it does not end there. Listening creates value. The economy channels it. Crafting turns it into objects. Relics turn those objects into build decisions. Seasons turn repeated sessions into long-form competition.
The shortest version of the loop:
- You listen and accumulate effective reward time.
- That produces 🔢 Points, 🧩 Fragments, and sometimes relics.
- Points can be burned into WOS, used for season entry, or recycled through connected progression systems.
- Fragments move into crafting or can be liquidated back into points.
- Crafting and drops produce relics.
- Relics feed Active Resonance, school sets, phrase chains, super boosts, upgrades and market value.
- The whole chain loops back into stronger future sessions.
Session layer
Listening, reward windows, pacing, daily caps, anti-repeat logic and session protection all sit here.
Progression layer
Points, WOS, Fragments, Talents, Crafting, Relics, Farm, Learn, Tasks, Expeditions and Seasons all extend the same backbone.
1) Listening sessions
Listening remains the entry point of the whole game. A session is not just “time spent with audio.” It is a tracked progression unit with its own start, confirmation, heartbeat, reward accounting and protected stop flow.
What a session can generate
- 🔢 Points — the main universal progression fuel
- 🧩 Relic Fragments — the main crafting material
- Relics — when relic roll conditions are met
Session shape
- A listening session is created through start_listening.
- It is then maintained through heartbeat.
- The session becomes fully valid after the server accepts the session token and marks it confirmed.
- The client tracks the active session and stops it through stop_listening.
- Listening is capped at 4 hours per session.
Three kinds of time now matter
- Listening time credited — the real accounted time for the session
- Reward time — the effective time that can still pay points and relic rolls
- Season time — the part of the session that counts toward the current season leaderboard
Reward window (UTC):
- 00:00–16:00 UTC: 100% rewards and full season time
- 16:00–20:00 UTC: 50% rewards, but no season time
- 20:00–24:00 UTC: 0% rewards, no relic rolls, no season time
If a session crosses 00:00 UTC, the reward window resets mid-session, and the client can show a UTC day split in the result popup.
The Radio tab now surfaces this much more clearly than before. Reward window state, session cap state and active farm buffs are all part of the live heartbeat response, which means the loop is visible while it is happening, not only after the session is over.
2) Points
Points are still the central measure of progression. They come out of listening, tasks, Daily Claim, expeditions, referrals and a few conversion paths, but listening remains their most persistent source.
What points do
- They represent the bulk of your long-term earned value.
- They are burned into WOS through the current mint flow.
- They are burned to register entry into the current season.
- They are fed by multiple side loops, which means strong side systems ultimately still reinforce the same core spine.
Points are no longer just a leaderboard number. They sit at the center of your economic conversion routes, your season entry, and several UI-facing reward summaries.
A stable loop usually shows up first in points.
If your point flow feels weak, the issue is usually not “bad luck.”
It is usually one of four things:
- your reward window is being wasted,
- your session rhythm is unstable,
- your side loops are underused,
- or your relic / talent build has stopped reinforcing the session layer.
3) WOS, store balance and point burn
The current loop uses points as a burnable economic source. When that burn happens, the result can move into different forms of value depending on the system you are using.
Minting WOS from points
Daily WOS limit from points
Point → WOS minting is bounded by a daily limit. That limit is no longer fixed and can be shaped by:
- Explorer Status
- Daily Amplifier
- Active Resonance WOS daily cap affixes
Season entry also burns points
The Seasons tab now makes this explicit: entering the current season burns all current points, registers your season entry, and mints WOS if the wallet / destination conditions are met.
- Minimum entry requirement: 5,000,000 🔢 points
- If a wallet is linked, WOS is minted during entry.
- If a wallet is not linked, the points are still burned and the season entry is still registered.
In the live UI, that destination is currently presented as a store-side balance route for season rewards and entry flow.
4) Relic Fragments
Relic Fragments are the most direct bridge between listening and relic creation. They are the main feedstock for crafting, and they now also have a controlled liquidation route back into the wider economy.
Where fragments come from
- Listening sessions
- Daily Claim
- Tasks
- Expeditions
- Referrals
- Farm hotspots
- Bag milestones and related talent systems
What fragments can do
- They pay for crafting attempts.
- They can buy extra daily crafting attempts when the free pool is empty.
- They can be sold directly into 🔢 Points through the fragment liquidation endpoint.
Important economic distinction:
Fragments are sold into Points, not directly into WOS.
That keeps the fragment sink predictable and leaves WOS on its own separate mint-and-cap curve.
5) Crafting
Crafting is where fragments and value pressure are turned into relic inventory. In the current loop, crafting is no longer a single flat gamble. It is a layered system with attempts, success rate, partial failure penalties, upgrades, duplication and purchased extra attempts.
What you craft directly
- Simple relics
- Rare relics
What can happen on successful craft
- The craft succeeds and gives the expected relic.
- The result can upgrade into a higher rarity.
- The result can also duplicate, producing an extra relic at no extra cost.
Failure is not empty
Failed crafts still consume:
- one craft attempt,
- partial $gameWOS,
- partial fragments.
Advanced craft layers
- Upgrade rolls: require Crafting Adept ≥ 10 and Field Recordist Bag ≥ 5
- Duplication: requires Crafting Adept ≥ 10 and Field Recordist Bag ≥ 10
- Rare → Legendary craft path: requires Level 60 + Grandmaster Relic + GM Reset
Current craft upgrade / duplicate numbers
-
Upgrade chance: 0.2% × (Bag − 4)
- Bag 5 → 0.2%
- Bag 10 → 1.2%
- Bag 15 → 2.2%
- Server-side cap → 3%
- Duplicate chance: 2% + 1% × (Bag − 10), capped at 7%
Extra daily attempts
When the normal attempt pool is exhausted, extra attempts can be bought for:
- 80 🧩 fragments per extra attempt
6) Relics, Memories and Active Resonance
Relics are no longer just collectibles or reward flashes. In the current version, they are part of the game’s structural power layer.
What a relic can now carry
- Source
- Memory word
- Upgrade level
- Dominant school
- Affix package
- Resonance quality
- Equipped slot
- Secret phrase linkage
- Market state
What relics do inside the loop
- They preserve the output of other systems: listening, crafting, daily, tasks, Learn, expeditions, referrals, farm and seasons.
- They can be moved into Active Resonance, where they start affecting live rewards.
- They can be merged, upgraded, equipped, sold, discovered, or used to form school-based builds.
Active Resonance is now part of the core loop
The loop used to stop at “get relics.” It does not stop there anymore. Equipped relics now actively push the rest of the chain through:
- combined affix bonuses,
- school sets,
- secret phrase chains,
- Super Talent boosts,
- special cap bonuses such as WOS daily cap,
- context-sensitive modifiers for tasks, daily rewards, expeditions and economy flows.
Current active slot structure:
- Simple: 5 slots
- Rare: 3 slots
- Epic: 2 slots
- Legendary: 1 slot
This is why the present loop is better described as: listen → earn → craft / drop → equip → listen again stronger.
7) Side loops that feed the spine
The main loop stays anchored in listening, but several systems now feed directly back into it. They are not distractions. They are alternate input channels that strengthen the same progression spine.
Daily Claim
Daily Claim grants points, fragments, streak logic, and can connect into relic generation and Grandmaster milestone flow.
Tasks
Tasks produce immediate point rewards, fragment rewards, task-boost growth, and now also interact with Active Resonance through task context bonuses and relic-side modifiers.
Learn
Learn is an active description loop with submission limits, cooldowns, theme tracking, and SONO destination flow that can now route rewards offchain or onchain depending on the action.
Expeditions
Expeditions run as audio-based event routes with their own completion rewards, completion popups, relic chances, and Active Resonance context. Available and completed expeditions are separated in the current expedition UI.
Reverie Farm
Farm is now a fully integrated side loop. Heartbeat exposes active farm buffs to the live UI, hotspot state has its own protected flow, and collected farm output can feed the same economy and relic systems as the rest of the game.
Referrals
Referrals are no longer just one-time onboarding bonuses. They connect into passive progression, mirror logic, side rewards and, through specific talents, even late-game farm and relic interactions.
A mature account rarely runs only one lane. The strongest loops borrow stability from several of them at once.
8) Seasons
Seasons are the long-form competitive layer of the game. They do not measure total wealth. They measure season participation through listening time.
How entry works
- You need at least 5,000,000 🔢 points to enter.
- Entering burns all current points.
- That burn also triggers the WOS side of the entry flow.
- If the required wallet route is unavailable, the season entry still registers.
How ranking works
The live Seasons tab now states this directly: the season is decided by whoever listens the most. Everyone starts equal. Your season rank depends on listening time, not on account age or inventory size.
What seasons add to the core loop
- They give points a competitive burn route.
- They turn stable listening into a leaderboard race.
- They make reward windows matter even more, because only part of the day contributes to season time.
- They create a long-form reason to keep the rest of the loop efficient.
Season time is stricter than reward time.
Only the 00:00–16:00 UTC reward window contributes to season listening time.
The 50% and 0% windows can still affect how a session feels economically,
but they do not advance the season leaderboard.
Three questions that sharpen the loop
-
Where is the loop leaking value?
Lost reward-window time, weak side systems, poor cap management and unequipped relic power usually show up here first. -
Which resource is really constraining me right now?
In different stages the bottleneck can be points, fragments, WOS mint space, crafting attempts, session quality or season time. -
Which outcome should become routine instead of lucky?
Reliable daily income, stronger craft throughput, better relic shaping, cleaner season entry and stable session reward time all come from the same kind of answer: a tighter loop.
Core Loop Principle:
Build the session first.
Then build the economy around that session.
Then let relics, talents and side systems reinforce what is already working.