Every item that enters the Void moves the counter by at least 1 and pays Cash. Rarity changes the Cash multiplier and the one-time index Gems. Mutations add another multiplier on top. Names below are the tiers, not a list of every apple or ketchup the platform can spawn.
Void multiplier and index Gems
Checked against a catalog dated 2026-09-30. Common has no index Gems. Exclusive is named in that catalog's introduction and then has no row. Mythic is named in the spawn-weight article and has no row here.
| Rarity | Void Cash multiplier | Index Gems on first credit |
|---|---|---|
| Secret | 1000x | 50 |
| Godly | 250x | 30 |
| Legendary | 50x | 15 |
| Epic | 10x | 5 |
| Rare | 2.5x | 1 |
| Common | 1x | none |
The rebirth article's 50 to 250 Gem range for a top-end first discovery does not match 30 and 50. Do not add the two figures together.
Spawn weights from that same rebirth article, not from a developer table: Common 60%, Rare 25%, Epic 10%, Legendary 4.5%, Mythic 0.5%, Godly and Secret under 0.05%. Secret's catalog blurb also says a base spawn under 0.01%. The two tails are both estimates. They agree that Secret is far rarer than Epic, and they do not agree on a single official percentage.
Mutations
Golden, Dark Matter, Prismatic, and Frozen are the four named visual mutations. They multiply Void Cash, and the cap given for that multiplier is 10x. Individual rates for each mutation were not published. A Prismatic Epic is cited as able to reach a base Legendary payout, which is plausible if a 10x mutation sits on a 10x Epic (100x versus Legendary's 50x). That is arithmetic from the caps, not a drop test.
Giant and Corrupted show up as gem-shop chance names in gameplay. They are not given multipliers in the mutation list, so they are not assigned one here.
What to hunt, by goal
- Early Gems: Rare credits. The payout is 1 Gem, and Rares are the common uncommon.
- A working Cash loop: Epic at 10x, then mutated Epics if they show up.
- The index's large credits: Legendary, Godly, and Secret. Luck from Rebirth and the group +1 is what makes the tail exist often enough to matter. Prospector is the ability aimed at that tail, and it still needs something moving items into the Void.
The million on the counter
The experience is built around collecting 1,000,000 items. A planner treats 1,000,000 as the counter cap and says what remains is index completion and Luck. In a September 27 session the counter reached 1M and displayed 1M with no cutscene. The same session described a leaderboard whose top entry was 5 million, so a public total above 1,000,000 has been claimed. This page does not invent a second counter to reconcile those two lines.
Measure your own rate
Read the collection counter, wait 30 seconds, read it again. Subtract, then divide by 30. That is your items per second for the rate you just held.
Reported anchors, not constants: about 1.5 items/s pushing by hand with a starter pusher, and about 45 items/s on a wide pusher with Conveyor. A separate progression note puts manual play around 60 to 120 items a minute, which is the same neighborhood as 1.5 per second, and puts a passive build in the thousands per minute, which is the neighborhood of 45 per second.
Time left is remaining items divided by that rate. At 1.5 per second, 1,000,000 items is about 185 hours if the rate never drops. At 45 per second, the 500,000 items from halfway to the million is about 3 hours 5 minutes. Idling, lag, and items that rebound off the edge all make the real time longer. The planner does not model width, luck, or abilities. If you change your build, measure the rate again.
