CUEREPUBLIC Multiplayer

Cue Republic

In-game economy

One currency, Cue Credits, earned only by playing. Spend it on what real players buy: new tips, fresh grips, a break cue and cues set up your way, all of which wear as you play, just as they do in a real hall.

In development: coming to Cue Republic. Every figure on this page is a starting value we will tune in playtesting.

At a glance

Four ways to earn, one wallet

Every kind of play pays into one wallet, and the shop is the only place credits go. Nothing is sold for real money that changes how a cue plays.

You earn

Your wallet

You spend

  • Against the computerHarder levels pay more30–170 an hour
  • Career and tournamentsMore the further you go200–600 an hour
  • Online, 1v1 and 2v2Every frame, win or lose25 a frame
  • Feats and learningBreaks, runs, lessons, the daily challengeUp to 1,000
Cue Credits One currency, earned only by playing. Never bought, traded or sold.
  • 300to start
  • 150always protected

Chalking, scuffing and shaping your tip are always free.

  • EquipmentTips, a break cue, cue set-ups100–4,000
  • LooksGrips, cloths, ball sets, chalk, cue designs100–10,000
  • FittingsRe-wrap a worn grip with a design you own50

Earning

Earned at the table

Harder play pays more, and the career pays most. Every new player starts with 300 credits, enough for a new grip or a chalk colour on the first day.

Against the computerFrame wonFrame lostAn hour
Easy+10−230
Normal+20−465
Hard+35−6115
Extreme (planned)+50−8170

An hour assumes 8 frames of 8-ball and winning about half. Tournaments pay the level's rate plus 30, 50 and 80 for each round won and 150 for the title.

The career

A match won pays 40 at the first venue, rising to 200 at the World Championship, and clearing each venue pays a milestone: 200, 300, 450, 600, 800 and 1,000, then 3,000 for the world title. A whole career pays about 10,000 credits, enough for two or three cue set-ups. The cues you win in the career stay yours as well.

Losing costs a little

  • Enough to make winning matter. A lost frame against the computer costs 2 to 8 credits, and the game says how many.
  • Every level stays worth playing. Even winning only a quarter of your frames, you come out ahead at every level.
  • Your balance is protected. A loss never takes you below 150 credits, the price of a tip, so your cue always stays in play.
  • No deductions online, in the daily challenge, the academy, drills or practice. Quitting a frame counts as losing it.
  • Quick match, Easy30
  • Quick match, Normal65
  • Quick match, Hard115
  • Quick match, Extreme planned170
  • Online, 1v1 or 2v2 win or lose150–200
  • Career rising venue by venue200–600
About how many credits an hour of play earns, at 8 frames an hour and winning about half.

Learning pays

The daily challenge, the academy and drills

Rewards for learning and for coming back, never for repeating the same thing. Finishing every course is worth enough for a first cue upgrade.

ActivityCreditsHow often
Daily challenge cleared30Once a day
Academy lesson completed50First time
A game's whole course completed200First time, for each of the eleven taught games
Drill or trick shot completed25First time
Free practice table0Never pays, so it cannot be farmed

Online

Paid for every frame

Online pays a fixed amount, so credits grow with how much you play against people, not with how hard the match was.

  • 25 credits a frame, win or lose, for every player, in 1v1 and in 2v2 alike: about 150 to 200 an hour.
  • Paid per frame, so a race to 5 pays more than a single rack and longer formats are never a worse use of your time.
  • Only finished matches pay. A player who quits gets nothing; the player left at the table is paid for every frame, and the one in progress.
  • No farming. A frame counts only if both sides took a few shots, and after five matches against the same opponent in a day, the next ones pay half.

More about multiplayer

25credits a frame, for every player online, win or lose

Feats

Bonuses for the shots people talk about

What counts as special depends on the game: a run of four means something very different at 8-ball, snooker and three-cushion.

GameRuns and breaksOpponent never at the tableOn the break
8-ball, English and Chinese 8-ball4 in a row: 5. Run out from your first visit: 15Break and run: 403 or more on the break: 10. The 8 on the break: 25
9-ball5 in a row: 5. Run out from your first visit: 15Break and run: 40The 9 on the break, a golden break: 40
10-ball5 in a row: 5. Run out from your first visit: 15Break and run: 50—
Straight poolRuns of 14, 28 and 50: 10, 30 and 100——
SnookerBreaks of 50 and 100: 15 and 60. A maximum 147: 1,000Total clearance: 80—
Carom, one-cushion, balkline, four-ballSeries of 5 and 10: 5 and 25——
Three-cushionSeries of 3 and 5: 10 and 40——

Every game pays the same an hour

A frame of snooker takes two or three times as long as a frame of 8-ball, so every amount is multiplied by the game's length: a snooker frame pays about two and a half times as much. Play the game you love, not the one that pays.

Cue wear

A tip that lives and wears

Your tip glazes and loses its shape as you play, the way a real one does. Look after it for free between shots; replace it with credits when the leather wears thin.

NewDomed, and holding chalk well.
GlazedHard and slick: it holds chalk less well and the safe area shrinks. Scuff it, free.
MushroomedSpread wider than the ferrule by firm strokes. Shape it, free.
ThinWorn down to a coin's thickness. Time for a new tip.
Tip stateRises withIn the gameThe fix
GlazedEvery stroke; faster after miscues and on worn chalkLess grip: the safe striking area shrinks and the tip holds chalk less wellScuff it: free, a few seconds of the shot clock, a little leather
MushroomedHard strokes; faster on soft tipsA little less grip againShape it: free, a little leather
ThinPlay, scuffing and shapingNothing, until a warning when it is thinA new tip, for Cue Credits

Two meters on your cue

Tip condition, its glaze and shape, comes back whenever you scuff and shape it. Tip life, its thickness, only comes back with a new tip.

A cost for skipping chalk

Play without chalking and your tip glazes faster: a lazy player pays later, with more scuffing and an earlier new tip. How the chalk works

Wears as you play, not as you wait

A tip lasts about 80 to 100 hours of play, some 10,000 to 12,000 strokes: about five months at four hours a week. It is counted in strokes, never in days, so it never wears out while you are away.

New tips

Three kinds of leather

TipCreditsHow it lasts
Budget100Lasts 0.7 times as long, and glazes and spreads faster
Standard150About 80 to 100 hours of play
Premium layered400Lasts half as long again, and glazes more slowly

A reason for a break cue

Hard breaks spread a tip, which is why real players keep a cue just for breaking. Buy one and the game picks it up by itself on the break, so your playing tip lasts longer.

Where wear applies

In the career, practice and tournaments at home. Never in ranked play or the daily challenge, which use the standard cue with no wear, so equipment never decides a rated match.

Grips

Wear you can see

The wrap on your handle wears too, over about 160 to 200 hours: new, then worn, then frayed. Only in looks: it never changes how your cue plays.

New
Worn
Frayed

Keep a frayed grip if you like a cue with history, re-wrap it with any design you own for a 50-credit fitting, or buy a new design.

The shop

What your credits buy

Every price is set by how long a typical player takes to earn it, at about 150 credits an hour: a standard tip is about an hour of play, a break cue about ten.

Tips

Equipment
Budget
100 credits
Standard
150 credits
Premium layered
400 credits

A budget tip wears faster; a layered one lasts half as long again and glazes more slowly.

Grips

Looks
Linen, 8 colours
100–200 credits
Leather, 6 colours
300–600 credits
Weaves, two-tone, carbon
800–1,500 credits

Re-wrap a frayed grip with any design you own for a 50-credit fitting.

Break cue

Equipment
Used by itself on the break
1,500 credits

Hard breaks spread a tip, so real players keep a cue for the break. Yours saves your playing tip.

Cue set-ups

Equipment
Weight, shaft and tip type
2,000–4,000 credits

Tune how your cue plays in the career, practice and tournaments at home.

The table and balls

Looks
Cloths
300–600 credits
Ball sets
500–1,000 credits
Chalk colours
200 credits

Make every room your own.

Cue designs

Looks
In-house designs
500–1,500 credits
Showpiece cues
5,000–10,000 credits

The long-term goals for the most dedicated players.

  1. 10 hoursA break cue, a leather grip, a new cloth and a ball set, with change.
  2. 50 hoursAll of that, plus two cue set-ups and a few designs.
  3. 100 hoursMost of what a dedicated player wants, a third set-up and a first showpiece cue among it.

Owning the whole catalogue takes about 540 hours: a long-term goal for the most dedicated, and it grows as new designs are added.

Fair play

Fair by design

Matches are won on skill. That rule comes first, and the economy is built around it.

Credits are earned, never sold

You earn Cue Credits by playing. They cannot be bought, traded or sold, and there is no premium currency.

No loot boxes

Every item has a fixed price you can see before you buy. Nothing random, no timers, no "today only".

Skill decides rated matches

Ranked play and the daily challenge use the standard cue with no wear, so equipment never decides a rated match.

Nobody is ever stuck

A free house cue waits in every venue, chalking, scuffing and shaping are always free, and losses never take you below 150 credits, the price of a tip.

Yours for good

A design you own is never bought twice. Wear may suggest a new look; it never makes you re-buy one.

Wear on your terms

A tip never runs out mid-frame, you are warned at 20% of its life, and equipment wear can be switched off.

Real money buys looks, and only looks

Later, designs made by artists and studios may be sold for real money, alongside the in-house designs you buy with credits. Every one is priced in real money, previewed on your own cue before you buy, kept for good, and changes nothing but how a cue looks:

  • Stickers. Small graphics placed on the butt or shaft in the cue designer.
  • Decals. Larger wraps and patterns over a section of the cue.
  • Premium grips. Grip designs by artists.
  • Cue designs. Complete official designs, by artists and design studios.
  • Design packs. Themed bundles, also on the Steam store as DLC.

Free to try

Rack up a free game

The demo is 8-ball in the Classic Room, with its whole spoken tutorial, a practice table and a computer player, for Windows, Linux and macOS. The full game is coming to Early Access on Steam at $12.99.