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πŸš€ The Mission Board Is Open β€” Quests Are Out of Beta!

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Hello, Fellow Citizens!

It has been a busy couple of weeks behind the scenes β€” while the battles raged on and the bosses kept falling, a small crew of eight testers has been quietly hammering on the rebuilt quest system. Today I get to say the words I've been waiting to say: the beta is over.

As of right now, the daily mission board is open to every single player. Head to terracoregame.com and it's there waiting for you.

The Beta, By the Numbers

Before opening the gates I wanted real proof the system could take a beating. Over the final two weeks of the closed beta, our 8 testers ran 171 missions and completed 170 of them β€” with zero errors logged on the backend the entire time.


That last number is the one that mattered most to me. Quests burn $SCRAP when you start them, so the system had to be rock solid before everyone got access. Two weeks of clean logs later, I'm confident it is.


Huge thanks to the beta crew β€” mirafun, c0ff33a, drstealth, rhiaji, affliction, and the rest β€” your bug reports and balance feedback shaped almost everything described below.

How the Mission Board Works

Every day at midnight UTC, a fresh board of 5–6 missions is drawn from the template pool β€” and it's the same board for all 2,700+ players. Everyone is looking at the same contracts, making the same calls about which ones are worth running.


There are five mission types, and each one keys off a different stat and a different equipment slot:

  • Combat β€” Damage (weapon)
  • Salvage β€” Engineering (special)
  • Stealth β€” Dodge (armor)
  • Fortune β€” Luck (avatar)
  • Defense β€” Defense (ship)

You pay the $SCRAP cost up front (it's burned β€” quests are one of the game's biggest sinks), your mission runs in real time from 1 hour up to 48 hours depending on tier, and when it completes you collect your reward: relics, which forge into crates, plus XP. Every reward roll is seeded from the blockchain itself, so outcomes are verifiable β€” no black box.


Every mission ships with its own generated artwork, too β€” here's an actual slice of today's board, from the cheapest contract to the most expensive:

Raid: Border Checkpoint Salvage: The Hollow World
Raid: Border Checkpoint β€” Combat T1, 16 $SCRAP, 1h Salvage: The Hollow World β€” Salvage T5, 6,248 $SCRAP, 48h

Tiers, Stats, and Gear Gates

Missions come in five tiers, and the higher you climb, the more the board asks of you β€” and the more it pays out.


Tier access is gated three ways: your level (1 / 10 / 25 / 50 / 100), your primary stat for that mission type, and from Tier 3 up, you must have an item equipped in the matching slot. No weapon, no T3+ Combat missions. Your gear finally has mandatory PvE utility.


Base draw counts scale from 2 at Tier 1 up to 10 at Tier 5 β€” and your actual roll scales with how far above the stat requirement you are, up to a hefty bonus for overqualified runners. Item quality matters too: rare and better items grant a bonus draw, and every forge level adds its own chance for an extra one.


One special note for Fortune and Stealth runners: Luck and Dodge can only come from items, and they sum across all five of your equipped slots. Building a dedicated luck or dodge loadout is the intended endgame path for those mission lines.


Op: Dead Frequency

Op: Dead Frequency β€” a Tier 4 Stealth contract from today's board. You'll need armor equipped and a serious dodge loadout to take this one.

Oracle Pricing β€” Costs That Track the Market

Mission costs aren't fixed numbers β€” they breathe with the $SCRAP market. An on-chain oracle compares the current $SCRAP price against a target and scales every mission's cost accordingly:

// mission cost adjusts to the SCRAP market automatically
cost = Math.ceil(baseCost * multiplier);  // today's multiplier: ~1.56x

When $SCRAP runs hot, missions get cheaper in token terms; when it dips, they cost more tokens to keep the burn meaningful. The economy self-corrects without me touching a dial β€” the same philosophy behind the crate shop pricing.

Wrapping Up

This rebuild replaced the old idle gamble-quest with something I've wanted TerraCore to have for a long time: a daily strategic decision that rewards stat builds, gear investment, and showing up. The beta proved it works β€” now it's yours.


Log in, check the board, and run your first mission today at terracoregame.com. If you hit anything weird or have balance thoughts, drop them in the Discord β€” the beta may be over, but the tuning never is.



That's it for today, all the links are below be sure to follow us to hear what we are working on and follow the progress!

Play Terracore | Check Out our Wiki | Follow us on Twitter | Follow us on PeakD | Come join the Discord

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