Feature Guide — How Each Mode Works
Cases
Weapon cases use the official Counter-Strike drop distribution. Every opening first rolls a rarity tier, then picks a random skin from that tier, then rolls a float value and a StatTrak™ chance. The published odds are: Mil-Spec 79.92%, Restricted 15.98%, Classified 3.20%, Covert 0.64%, and Rare Special (knives and gloves) 0.26%. Opening a case costs the container price plus a $2.50 key, exactly as in the real game.
Terminals
Armory terminals do not work like cases. Instead of dropping a single random item, a terminal scans and then presents you with a sequence of offers, one at a time. For each offer you either claim it — paying its price in dollars and ending the session — or skip to the next one. Skipped offers cannot be recovered. On the final offer you can either claim it or close the terminal without buying anything — you are never forced to take an item, and running the terminal again costs nothing. Roughly 5% of sessions unlock a rare bonus slot, giving you a sixth offer to choose from.
Armory
The Armory tab spends credits (stars) rather than dollars. Credits come from the Armory Pass, which converts $16.00 into 40 credits. Here you can draw from active weapon collections, open charm capsules, or mint the guaranteed Limited Edition Item. Collection draws use the same 1-in-5 rarity ladder as cases, but applied only to the tiers a collection actually contains. Most Armory collections start at Industrial Grade, so the odds work out to roughly Industrial 80.03%, Mil-Spec 16.01%, Restricted 3.20%, Classified 0.64% and Covert 0.13%.
Souvenirs
Souvenir packages come from real tournament drops. They contain no knives and no StatTrak™ items, and their tier structure varies from package to package — some map collections only contain three tiers. Because of that the simulator reads each package’s actual contents and re-normalises the standard odds ladder across whatever tiers are genuinely present.
Stickers
Sticker capsules use a four-tier structure — High Grade 80.13%, Remarkable 16.02%, Exotic 3.21% and Extraordinary 0.64%. Stickers have no float and no pattern index, because they are flat cosmetic items rather than weapon finishes.
How the economy works
You start with a $150.00 balance. Opening containers subtracts from it and selling items adds back to it. If you would rather experiment without watching a balance, switch to Unlimited Mode from the top bar: nothing is deducted, and sales are tracked separately as "virtual" earnings so your real balance is not silently inflated. Nothing is saved — refreshing the page resets your balance, inventory and history.
Expected Value and ROI
Every container card shows an EV (expected value) and an ROI percentage. EV is the average value of a single opening, calculated by taking the mean price of each rarity tier and weighting it by that tier’s drop chance. ROI compares that expected value against what the opening costs you. An ROI below 100% means the container loses money on average — which is true of essentially every real container, and is exactly the point the simulator makes visible.