Items

Rarities, mutations, and the index

Secret pays 1000x Cash and 50 index Gems on the 2026-09-30 catalog. Mutations multiply Void Cash by up to 10x. Spawn percentages are not a published drop table.

Rarities, mutations, and the index

Secret pays 1000x Cash and 50 index Gems on the 2026-09-30 catalog. Mutations multiply Void Cash by up to 10x. Spawn percentages are not a published drop table.

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.

FAQ

Frequently Asked Questions

What should I do in the first session?

Walk items off the platform into the Void. Each item that crosses adds to the collection counter and pays Cash. Spend Cash on Pusher Width until the contact face is about 8 Studs, then raise Cash Multiplier. Join the Rsix Studio group for the +1 Luck written on the experience description.

Why do items bounce off me near 10,000?

A narrow starter pusher is about 4 Studs wide. Around 10,000 items the pile pushes back and pieces slide off the sides. Pusher Width at 8 Studs or the Steel pusher is the reported fix. More WalkSpeed does not replace that width.

What does Rebirth keep?

Rebirth is described as clearing Cash, Cash-bought Pusher Width, and WalkSpeed, while keeping Gems, rolled abilities, trails, auras, and index credit. A September 26 session read a separate Prestige prompt that resets cash, rebirth, and upgrades, keeps index collections, and mentions +1 collected per item. Those are two different resets. Read the button you are about to press.

Which code is actually confirmed?

2KCCU is the only string a live Shop session has confirmed. It paid 5 Gems. That session is dated 2026-09-27, before the public title picked up World 2, so redeem it and check the Gem counter rather than treating the old session as a new test. 100KFREE and MYTHICPUSHER have been named elsewhere without a successful redemption. Coconut Pusher is a Robux pass, not a code.

Is World 2 live, and what does it change?

The public Roblox title now reads [WORLD 2🌍] Collect 1 Million Items. An events panel quoted before launch said WORLD 2, New World and More Stuff, for Friday, October 2, 6:00 PM in the viewer's local time. Item lists, entry costs, and carry rules were not in that announcement. Use the in-game panel for anything newer than the title change.