Soulbound: Online runs on a short list of currencies, and only one of them is money in the ordinary sense. Gold pays vendors, crafting fees, rent and other players. Everything else is an earned token: you get it for turning up to a live event, for reporting a bug, or for writing documentation, and you spend it with one specific vendor on cosmetics.
Currencies sit in their own tab of your Bag rather than in the item grid, so they never take up carry space. Gold is the only one that moves between players. The rest are bound to your account, which is the point of them: the only way to hold a stack is to have done the thing that pays it.
The Live Currencies
Image | Currency | How You Earn It | What It Buys | Tradable |
|---|---|---|---|---|
Gold | Quest and contract payouts, dungeon chests, selling to vendors, deals with other players | Vendor stock, crafting and upgrade fees, apartment rent | Yes | |
| Commission Credit | One-day live event challenges | The weekly cosmetic set at the Weekly Vendor in the Pioneers Guild | No |
| Commission Medal | Weekly live event challenges | The monthly cosmetic set at the Monthly Vendor in the same hall | No |
Bug Credits | Taking part in the studio's bug bounty programme | The Bug Finder cosmetic set from the Bug Vendor in Arcadia | No | |
Librarian Credits | A monthly award for contributions to the game's community-maintained documentation | Librarian cosmetics from a vendor in Neo-Tilus | No |
That is the whole list. There is no premium currency in the Early Access build, and nothing on it can be bought with real money.
Gold and the Three Ways to Earn It
Every gold-earning method in the game is one of three channels, and telling them apart is most of understanding the economy.
Channel | Who Pays You | How the Price Is Set | When You Get Paid |
|---|---|---|---|
Vendor sale | An NPC vendor | The item's fixed sell value | Immediately, in any quantity |
Player trade | Another player | Whatever the two of you agree | Only when someone actually buys |
Direct gold | The game itself | No item involved: chests, contracts and quest rewards pay gold outright | Immediately |
Vendors are the floor. Every sellable item has a fixed sell value, and a vendor will always pay it on the spot. It is the lowest price you will get and the only guaranteed one. Players are the ceiling: anything another player actually wants, such as rare materials or a piece of gear they cannot make, is usually worth more than its sell value. The catch is finding that player. Direct gold needs no buyer at all, and contracts and dungeon chests pay it over and over.
As a worked example, one Raspberry Cake has carried a vendor sell value of 200 gold, so cooking one and walking it to a vendor is a guaranteed 200. What a player would pay for the same cake is a negotiation, and the answer changes week to week. Treat every gold figure you read anywhere, including that one, as a snapshot rather than a price list: sell values and payouts are still being tuned through Early Access.
Gold flows back out about as fast. It covers vendor purchases, gearforging and upgrade fees, apartment rent and furnishing, and small conveniences such as the 50 gold it costs to refresh the contract board at the Pioneers Guild. Some apartment leases are billed in gold plus raw ore rather than gold alone.
Commission Credits and Medals
Commissions are the game's rolling live-event track. They are small jobs pinned to skills you already use, they run more or less constantly, and completing them pays Commission Credits and Commission Medals. The studio is explicit that these two cannot be bought for money and are earned only by showing up. Both redeem at the Pioneers Guild.
The split is by challenge length. One-day challenges pay Credits, which buy the weekly cosmetic set from the Weekly Vendor. Weekly challenges pay Medals, which buy the larger monthly set from the Monthly Vendor. Limited-time events can pay either, depending on where you finish.
Set | Cadence | Contents | Price |
|---|---|---|---|
Plague Doctor | Weekly | Seven pieces: hat, robe top, robe bottom, and axe, greatsword, staff and sword skins | 100 Commission Credits for the lot |
Cactus | Monthly | Eight pieces: helmet, bodysuit, legs, four weapon skins and the Wiggling Cactus Follower | 100 Commission Medals for the lot |
Individual pieces are priced separately, so you can buy a helmet without committing to the whole set. The weekly set rotates, and the patch of 20 August 2026 swapped in a new one, so a set you skip is gone when the week turns.
Two Contributor Currencies
Two currencies are paid for work done outside the dungeon.
Bug Credits come from taking part in the studio's bug bounty programme. They are spent with the Bug Vendor, a cosmetic merchant standing near Teshimi in Arcadia, who stocks the Bug Finder Head, Chest and Pants along with sword, greatsword and hammer skins.
Librarian Credits are awarded once a month by the development team for documentation work that survives the month. They cannot be found in the world, dropped, crafted or traded, and reverted or blanked edits earn nothing. They are spent with the Librarian, a vendor beside the fishmonger's crafting station in Neo-Tilus, on the Librarian hat, chest and boots and a Divine Scroll.
Trading with Other Players
There is no in-game marketplace in Early Access. Player-to-player trade is arranged directly between the two of you, and no tax is taken off the top, so a trade moves the full agreed amount. A player-driven Auction House, where you would list and browse items across the whole server, sits on the studio's roadmap for after Early Access rather than in the live build. The same patch that landed on 20 August 2026 removed the Trade and Neighborhood channels from the default chat layout.
Gold exists only inside the game. It cannot be cashed out, converted, or exchanged for anything outside your account.
Currencies That No Longer Exist
Four currencies from earlier builds still turn up in old guides and in some long-standing players' currency tabs. None of them can be earned now, and none of them belongs in a current list.
Currency | What It Was | Status |
|---|---|---|
Gold Bond | Paid out by a resource-deposit trading system that has since been removed from the game | No longer earnable |
Seed Bond | The seed-deposit equivalent from the same removed system | No longer earnable |
Disk Orb | An old event currency with no surviving use | No longer earnable |
Pioneer Credits | Once used to pay apartment rent, which is now billed in gold | No longer in use |
Bonds already sitting in a bag remain tradable between players, which is why they still surface occasionally, but nothing pays them out any more.
No Premium Currency in Early Access
The Early Access build ships without a paid currency of any kind. A cosmetic store carrying rotating cosmetics, furniture, emotes and pets is on the studio's list for after Early Access, and the studio has said it is exploring a premium subscription without deciding anything, adding that nothing it sells will be pay-to-win. Until that lands, cosmetics come from commissions, achievements, events and crafting, and every one of them is earned in game.
Notes
Currency names, vendor locations and prices describe the live Early Access build as of 26 August 2026. Payouts, sell values and rent are all subject to balance passes. For where the earning actually happens, see Live Events and Commissions, Life Skills and Dungeons.

