RUNAWAYS Economy

Money & credits

RUNAWAYS runs on two different kinds of money, and confusing them is the fastest way to feel poor. Run cash is spent inside a single run; credits sit outside it. This page separates what is confirmed from what is still unverified.

The two currencies

Run cash (money)

Cash is what you earn inside a run and what keeps that run moving.

  • Selling loot is the main cash source — the official game description says to "pawn your loot for cash", and the group's Beta Release announcement confirms "steal valuable items, sell them for cash". [Fact: official description + group announcement, 2026-08]
  • Cash pays for gas at gas stations (about $15 per unit in beta footage) and for shop purchases like guns. [Fact: gameplay footage, AccelToWin 2026-08-16]
  • In the same footage the player can sell loot, buy gas and even sell bullets back — cash flows in and out of the same run. [Fact: gameplay footage, 2026-08-16]
  • Whether cash carries between runs is not confirmed yet. One footage session ends by saving money rather than spending it on gas, which hints at persistence, but the exact rule is unverified.

Credits (permanent currency)

Credits are the progression currency you see between runs.

  • The in-game shop lists credits as a purchasable item, next to bundles, RPG and Mac. [Fact: gameplay footage, shop UI, 2026-08-16]
  • The RUNAWAYS Fandom wiki claims credits are earned by finishing or dying in a run (scaled by distance, wanted level and cash earned) or bought with Robux, and are spent on permanent purchases like vehicles and classes. [Unverified — community wiki claim, marked "subject to change", not yet confirmed in gameplay]

What is still unknown

  • The exact credits payout formula (distance / wanted level / cash multipliers) — unverified
  • Whether credits can be earned without paying Robux — unverified
  • Whether dropped cash can be picked up after cracking vaults, safes or ATMs — claimed by the community wiki, unverified
  • The full list of permanent purchases that require credits — unverified

Practical takeaway

Treat every run as a cash loop (see the Rob & Pawn guide): steal → sell → refuel → repeat. Credits are the layer that should fund permanent progress later — but until supercat games publishes the official rules, treat credits details as unverified rather than planning around them.