Street Hintaro
Risk your credits in a fast-paced street dice duel with Chance Cubes. Build the pot, push your luck, and claim the stronger color set.
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Set the mood for your journey through the Underworld.
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250 credits to reach Nomad.
Risk your credits in a fast-paced street dice duel with Chance Cubes. Build the pot, push your luck, and claim the stronger color set.
Match the Vigo’s color, survive the cuts, then cash out — or risk it all for a bigger pot.
A ruthless underworld card ritual: pass, pay, survive the Void.
Buy into a back-room table, shape your hand through the Array, and survive three rounds of ruthless Sabacc.
Read the grid, form, machinery and circuit telemetry before wagering on a live two-lap Podrace.
Jack into protected underworld systems, reroute power, evade the trace and open the target before security locks you out.
You start as an unknown outsider with almost nothing.
From there, it's up to you what kind of player you want to become.
You can become the richest player in the galaxy, reach Legend of the Galaxy, become one of the best Sabacc players, build a strong Slicer rating, work your way up through Contracts or collect rare and exotic items.
There isn't one right way to play.
Pick what you want to be known for and work your way up.
Credits are a big part of your progress.
You can earn them through games, Contracts and other activities around the galaxy.
Your current amount of Credits determines your Underworld Rank.
You start as an Outsider and slowly move up through the ranks.
The highest rank is:
Higher ranks can unlock more options and bigger opportunities.
Your rank mainly shows how far you've made it financially.
Every game has its own rating.
If you're good at Sabacc, that doesn't automatically mean you're good at Slicing.
Your rating goes up or down depending on how you perform in that game.
Your strongest ratings also count towards your Overall Rating.
So you can either focus on one game and try to become one of the best players in it, or get good at several games and build a strong Overall Rating.
You could become a top Sabacc player, a strong Slicer or just try to be good at everything.
Your Rank shows your wealth. Your Rating shows how well you perform.
You don't have to earn your Credits through games.
Contracts give you other jobs to complete around the galaxy.
Some are easier and safer, while others can be more risky and pay more.
Syndicates can also affect the opportunities you get and which parts of the Underworld you interact with.
Think about who you work with and what kind of jobs you take.
The more illegal things you do, the more attention you can get from the Empire.
Your Wanted Level affects how likely you are to run into Imperial controls.
If a control goes badly, you can lose Credits, cargo or other things.
Some equipment and items can help lower the risk or reduce the damage.
But you can't completely avoid the Empire forever.
Sometimes taking the risk is worth it. Sometimes it isn't.
Items can help you in different parts of the game.
Some can lower the chance of Imperial controls, protect your cargo, improve Contract rewards or make certain activities more profitable.
You can equip items depending on how you want to play.
That means two players can have very different setups.
Someone focused on Contracts might use different equipment than someone focused on Slicing or smuggling.
Not every item is about getting stronger.
Cases and other rewards can also give you rare collector items and cosmetics.
You can collect rare objects from around the galaxy or customize how your profile looks to other players.
Profile designs and banners let you give your account its own style.
Some rewards are easy to get.
Others are much rarer.
You might care most about earning Credits.
Or you might just want to collect the rarest stuff in the game.
There are different places where you can buy and find items.
Planet shops, underground markets and other systems give you access to different equipment, rewards and useful items.
The available items can change, so it can be worth checking what's currently available.
You don't have to use every system.
Just focus on the parts of the game that help you reach your own goals.
Leaderboards show how you compare to other players.
There are different leaderboards for the different games and ratings.
You can compare yourself globally or only with your friends.
You can also open other players' public profiles and see things like their ratings, profile design, selected items and other public information.
Maybe someone has more Credits than you.
Maybe they're much better at Sabacc.
Maybe they own a rare item you've never seen before.
There's always something else you can try to improve.
You can search for other players and add them as friends.
Friends can be compared through Friends Leaderboards, so you can see who is doing best in your group.
Sometimes beating your friends is more fun than trying to beat the whole galaxy.
You don't need to be good at everything.
You can try to reach 100,000,000 Credits and become a Legend of the Galaxy.
You can focus on becoming one of the best Sabacc players.
You can become a strong Slicer.
You can hunt for rare collector items.
You can build a profile that stands out.
Or you can try to do all of it.
See how far you can make it in the Galactic Underworld....
Performance ratings and career records across the underworld.
When the tables leave you with nothing, a fixer in the shadows can float you credits. But underworld money is never mercy — once you rise again, the broker expects a heavier payment.
Choose how deep you want to fall into debt.
Once you can afford it, pay the broker and wipe the slate clean before the price climbs higher.
No name. No crew. Just credits, nerve, and a first step into the underworld.
Your overall record is tracked across the whole save file. As more games are added, both combined and game-specific stats will be stored here.
Your journey through the underworld has only just begun. Story chapters will later unlock through new games, rank milestones, and major turning points in your rise through the galaxy.
Revisit the story chapters you have already unlocked. Future chapters will appear here as locked entries until your journey reaches them.
Follow your story missions here. Daily, weekly and regular contracts unlock after Chapter 4; optional open contracts are found at planet shops.
Choose a destination to calculate a route.
Regional offers refresh over time.
Build the face of your legend: name, title, banner, colors and the trophies you want the galaxy to see.
Confirmed activity results, using each game’s rating rules.
Browse all profile designs and player titles. Owned cosmetics can be equipped directly from here.
You are not currently drawing much attention.
An Imperial patrol requests boarding access.
A hunter has tracked your last known route and is closing in.
Select one owned item or collector's piece.
Your ship is the key to future travel, contracts, smuggling routes, bounty work and discoveries between the stars.
Every ship stat is a rating from 1 to 10. Upgrades can change these ratings later; the meaning of each rating stays the same.
Ship upgrades will be added later. This slot is already prepared for future equipment.
Your underworld vault is still quiet — but every relic, outfit, ship, and stolen treasure you claim will one day mark another step toward galactic legend.
Rank-based item chances for dice games. The rank name controls the system, so changing rank credit requirements later will not break these unlocks.
Detailed item data appears here.
Sealed cases. Uncertain rewards. Discover what the galaxy keeps hidden.
Sealed underworld cases containing Credits, items, ship upgrades, rare ships, profile cosmetics and collector pieces.
Decrypting race telemetry…
A ruthless underworld card ritual. Feed the pot, pass the curse, survive the Void.
Deadman’s Binspo is whispered about in hidden underworld circles. The tale speaks of gamblers chasing a vision of eternal life: on the first day they climbed into the mountains, on the second they saw silver reflections beneath a cold sky, and on the third the horizon burned red. Each night they sacrificed food into a shared Binspo pot. Each morning, fewer players remained. By the final day, only the visionary survived, clutching what was left: the deadman’s binspo.
Each Day is its own pot. Build the strongest four-card hand before the Binspo/Void card ends the Day. After every completed Day, you may continue to the next Day or leave the table with your credits.
Day 1 uses the mountain suit and a lower multiplier. Day 2 raises the stakes. Day 3, the Blood Moon, is the most dangerous. After Day 3, the table cycles back to Day 1 if you keep playing.
The first player draws one card and chooses one card to pass clockwise. Each next player receives the passed card, chooses one card, and passes it on. The final player does not pass. Instead, they set the Tithe by placing one card in the center.
When the Tithe is set, every player responds in order. You can pay the full value in credits, lock a card to the table, or lock a lower card and pay the difference. A locked card still counts as part of your four-card hand, but it becomes visible and cannot be passed later. You may lock at most four cards during a Day.
The Binspo/Void card can be passed like any other card. If the final player sets it as the Tithe, the Day ends immediately and hands are revealed. If the deck is empty and the Void has not been played, it must be passed forward until the final player is forced to set it.
Only the best four-card hand counts. The Day winner takes the Binspo Pot; exact ties split it.
Type one command at a time. Enter start in the console to begin the active slice.
Select a target network. Higher security tiers demand deeper reconnaissance, stolen tokens and precise power rerouting.
Enter exactly one command at a time. Every action takes time and most commands increase Trace. Reaching 100% Trace fails the run. Type help inside either terminal to repeat its command list.
Power nodes feed their matching locks. A node may be offline, unstable, overloaded or draining. Locks can be encrypted and may have a short security window. Trace is the Imperial counter-intrusion meter.
startOpen the connection and generate the target.scan allReveal power, lock and Trace information. Use scan power, scan lock or scan trace for one system.decrypt power aDecrypt Power A and reveal its real condition.route power aBring an offline node online. If it becomes unstable, stabilize it next.stabilize power aRepair an unstable node.regulate power aCool an overloaded node.boost power aRestore a draining reserve; boosting an offline node creates an unstable one.decrypt lock aDecrypt an encrypted lock after its power is ready.unlock lock aUnlock the matching controller. Timed locks must be opened before their window expires.open lock aOpen one lock. Use open once every required system is ready.A network contains a power relay, lock controller, optional auth cache and alarm module. Node letters and requirements change every run, so inspect the map before acting.
startOpen the connection and generate the network.mapDiscover all node IDs before using network commands.probe node aReveal the basic service and type of a node.inspect node aReveal deeper requirements, including masked token layers.extract token node aTake an access token from an Auth Cache.inject token node bInsert the held token into the Lock Controller.reroute node a node bRoute power from a Power Relay to the Lock Controller.patch node cMute an Alarm Module that blocks the unlock.spoof accessSatisfy an active identity verification layer.unlock node bUnlock the controller after all displayed requirements are met, then type open.reduce traceLower Trace by 16%.reset traceLower Trace by 42%.restartAbort and generate a fresh run; an active run counts as failed.closeReturn to Level Select; an active run counts as failed.A dusty back-alley dice match. Build the pot, read the table, and let the final Chance Cube decide who walks away with the credits.
Place a bet, roll two Chance Cubes each, decide whether to raise, then throw one shared final cube. The stronger color set wins the whole pot.
3 = matching first throw + same final color. 2 = mixed first throw + final color matches one die. 1 = matching first throw + opposite final color. Ties carry the pot over.
Deep in a sketchy underworld bar, favor is rolled in red and blue. Survive the table, tempt fate, and leave before the room turns on you.
You place one bet using the same rank-based bet limits as Street Hintaro. Both bot players and the Vigo automatically call, so the starting pot is built entirely around your chosen stake.
The Vigo rolls a Chance Cube to reveal the color of favor for the run: red or blue. During normal continuing rounds, that revealed color stays the same and remains visible on the table.
Each active player rolls one Chance Cube with a short spin animation. If the color matches the Vigo’s favor, that player survives the round. If not, that player is eliminated immediately.
If you are eliminated in the first round, the run ends right away for you. The bot players do not keep playing without you, so the Vigo takes the pot immediately.
If more than one player is still in the Vigo’s favor after a round, the game continues. The Vigo adds one full bet for every surviving player directly into the pot, and the same revealed favor color stays visible on the table. Only the surviving players roll again to try to remain in the Vigo’s favor.
If one bot is the last survivor, that bot always takes the pot. If you are the last survivor, you get a choice: claim the pot now, or challenge fate for a bigger payout.
When you challenge, the Vigo increases the pot with a bonus that does not come from your own credits. Starting with the very first challenge, the Vigo adds an amount equal to the full current pot.
After the bonus is added, the same current favor color stays in play and you roll again. Match the Vigo and you stay alive, keeping the option to claim the bigger pot or challenge again. Miss the color and the Vigo takes everything. A new favor color is only set when a completely new round begins.
Your latest win pushed you into a higher tier.
Your reputation has reached a new table.
Your win drew something from the shadows.
The vision is now locked. These results will land when the next matching rolls happen.
You reached Rookie with an active debt. This trigger follows the Rookie rank, not a fixed credit amount. Before the underworld lets you keep climbing, the hidden table decides the final repayment. Choose the risk, throw the Chance Cube, then the payment is taken automatically.
Base repayment locked at the moment Rookie is reached.
Blue reduces the debt. Red increases it. The selected percentage decides how dangerous the throw becomes.
In a bar that is almost respectable, the table is hot, the Array is open, and every chip you bring can disappear before the Spike Dice stop spinning.
Total players includes you. Choose the table size, bring a buy-in, and decide how dangerous each ante should feel.
In this almost-respectable back room, every player buys in with table Credits and tries to build the strongest hand over up to three rounds. Most hands want to land as close to zero as possible — but special zero hands are the real prize.
These higher-value cards exist as positive and negative cards for every symbol family. The examples use the triangle symbol.
Higher entries are stronger. The examples below use the actual Sabacc card artwork.
Your ship has reached its destination.
Events appear every full hour and change the galaxy for a limited time.
Rare stock has surfaced.
Five rounds. Top two advance.
Leaving now forfeits this tournament run. All pending Credit and asset rewards will be permanently lost.