SEED EXPLORER
Simulate shop contents for any seed โ predict drops, plan builds
SEED DISSECTION
Seed DNA, rarity odds by round, pool census, ball-hunt probabilities
๐งฌ Seed DNA
First raw outputs of the current seed โ the fingerprint every shop derives from.
๐ฏ Ball Hunt Calculator
Odds of finding a specific ball in one shop at a given round (approx โ ignores cross-slot exclusion).
Rarity Odds by Round
| Round | Common | Uncommon | Rare | Legendary |
|---|
Pool Census โ balls per set ร rarity
| Set | Common | Uncommon | Rare | Legendary | Total |
|---|
๐ฒ Set Odds
Each shop slot picks its set with weights [2, 1, 1] โ the first offered set lands the slot 50% of the time, the others 25% each. Sets offered grow per round: Round 1 = deck set only, +1 set per round up to 3 (non-Chill difficulties).
KNOWN SEEDS
Documented runs and their characteristics
540k+ Spooky/Lich run
Nacho scaling attempt
TECH + SPOOKY hybrid
Dog+Rat & Patchwork
Early Spooky Apex
Tech-Spooky Piping
BALL DATABASE
147 balls across 7 sets with full ability descriptions
SNACK DATABASE
39 passive modifiers from the Snack Bar
CUBE DATABASE
10 negative modifiers from Bloody Mary+
GAME MECHANICS
Cocktail bar, scoring formulas, and core systems
๐ฑ Cocktail Bar
Unlocked at Pineapple Malibu difficulty. Buy cocktails that combine two balls into one, transferring effects and combining scores.
๐ฟ Snack Bar
Opens at Wine Mixer difficulty. Passive modifiers that trigger on various game events (pocketing, round start, selling, etc.)
๐ง Cubes
Negative modifiers that appear at Bloody Mary+ difficulty. Add challenge but can be leveraged for scoring.
๐ฏ Scoring
Each pocket has a score and multiplier. Ball score ร pocket mult = points. Pocket effects modify these values.
total_score = ฮฃ(ball.score ร pocket.mult). Effects stack additively within categories.
๐ Rerolls
Cost increases each time. Consumes shop RNG, so rerolling changes future shop contents. Reroll count persists across rounds.
๐ Difficulty Scaling
5 difficulty tiers affect rounds, shots, available sets, and negative modifiers.
Difficulty Levels
Chill Night
10 rounds. Only chosen set balls. No snacks, cocktails, or cubes.
Wine Mixer
10 rounds. +2 extra sets. Snack bar opens. Standard challenge.
Pineapple Malibu
10 rounds. -1 shot per round. Cocktail bar opens. Strategic depth.
Bloody Mary
10 rounds. Cubes haunt the table. -1 shot. Maximum challenge.
All Nighter
20 rounds. Cubes + double length. Endgame endurance test.
Meta Builds
Community builds from the wiki โ core balls plus key snacks
Ball Tier List
Snack Tier List
RNG STATUS
Current understanding of the random number system
RNG Algorithm
PCG32 (Godot 4.x default)
CONFIRMEDSeed Initialization
seed(seed_int) global scope call
CONFIRMEDShop Generation
seed + rounds_played + rerolls
CONFIRMEDSet Selection
rand_weighted([2,1,1]) on local RNG
CONFIRMEDBall Selection
hard filter by required_sets
NEEDS VALIDATIONGameplay RNG
Physics, events, spawning
UNKNOWNKey Hypotheses
| Hypothesis | Evidence | Status |
|---|---|---|
| Same seed = same shop | Code analysis + 1 observation | CONFIRMED |
| Rerolls advance RNG | shop.gd:428 | CONFIRMED |
| Purchases affect future shops | shop.gd:431-435 | CONFIRMED |
| PCG32 not xorshift64* | Godot source code analysis | CONFIRMED |
| Ball DB matches mobile v0.14.15 | Needs more observations | PENDING |
| Gameplay consumes shop RNG | Unknown | WEAK |
Live Validation โ obs-001
Seed 3808938421 ยท Round 1 shop ยท observed on mobile v0.14.15 vs PCG32 simulator
Observed (game)
Predicted (PCG32 sim)
Anomaly: legacy xorshift + SHOP_SETS-order model reproduces the observed sets exactly. Possible older engine RNG on mobile, device load-order differences, or coincidence โ needs more observations. See dataset/predictions/validation-obs-001.json.