Economy
Economy in Terminal Descent revolves around DATA (¤) — the universal currency of The Lattice. Players earn credits by downloading files, completing missions, selling data to FENCE, and finding hidden caches. Credits are spent on Cyberdeck upgrades, program purchases, faction donations, skill training, bribes, and intel.
Currency
DATA (¤) is the primary currency, represented by the glyph ¤. It functions as both money and a measure of information value — in the Lattice, data is currency.
Earning DATA
| Source | Typical Yield | Notes |
|---|---|---|
| Downloading files (DOWNLOAD command) | 25-3,000¤ | Based on paydata classification |
| Completing missions | 200-2,000¤ | Varies by mission complexity |
| Selling items to FENCE | Variable | Based on item rarity and signal grade |
| Hidden caches | 50-500¤ | Found via SEARCH in various nodes |
| Faction rewards | 100-1,000¤ | For faction-specific missions |
Spending DATA
| Category | Cost Range | Notes |
|---|---|---|
| Program purchases | 100-5,000¤ | From FENCE at Onyx Market |
| Cyberdeck upgrades | 500-10,000¤ | Processor, memory, firewall |
| Skill training | 200-2,000¤ | Accelerate XP gain |
| Bribes (Brokers) | 100-2,000¤ | Reduce HEAT, buy intel |
| Faction donations | 500-5,000¤ | Increase faction reputation |
| Intel/information | 50-500¤ | NPC tips, node maps, IC data |
Paydata Classification
Downloaded data is classified by sensitivity, which determines its value:
| Classification | Value Range | Frequency | Description |
|---|---|---|---|
| ROUTINE | 25-100¤ | 50% | Common network data, public records |
| RESTRICTED | 100-400¤ | 30% | Internal communications, employee records |
| CLASSIFIED | 400-1,000¤ | 15% | Corporate secrets, research data |
| BLACK-LEVEL | 1,000-3,000¤ | 5% | Kill-switch fragments, Architect data, evidence |
Signal Grades
Items and programs have a signal grade that determines their quality within their stat range:
| Grade | Symbol | Rarity | Stat Range | FENCE Value |
|---|---|---|---|---|
| Static | ░ | 45% | 40-55% of range | 50¤ |
| Tuned | ▒ | 28% | 55-70% of range | 120¤ |
| Calibrated | ▓ | 15% | 70-82% of range | 300¤ |
| Resonant | █ | 8% | 82-90% of range | 750¤ |
| Overclocked | ██ | 3.5% | 90-96% of range | 2,000¤ |
| Pristine | ███ | 0.5% | 96-100% of range | 5,000¤ |
A Pristine program is functionally identical in type to a Static version, but its stats are near the theoretical maximum. Signal grades apply to all items and programs found or purchased.
Economy Progression
Expected DATA earnings scale with the game's three acts:
| Phase | Earned | Cumulative |
|---|---|---|
| Act I (Nodes 1-6) | 1,500-2,500¤ | 1,500-2,500¤ |
| Early Act II (Nodes 7-9) | 2,000-4,000¤ | 3,500-6,500¤ |
| Mid Act II (Nodes 10-12) | 3,000-5,000¤ | 6,500-11,500¤ |
| Late Act II (Nodes 13-14) | 2,500-4,500¤ | 9,000-16,000¤ |
| Act III (Nodes 15-20) | 4,000-8,000¤ | 13,000-24,000¤ |
Average first-playthrough total: ~15,000-18,000¤
FENCE and Trading
FENCE operates the Onyx Market (Node 5) as an autonomous trading algorithm. FENCE buys and sells everything — programs, data, items, information. Prices fluctuate based on supply, demand, and FENCE's relationship with the player.
Key trading mechanics:
- FENCE's buy prices are lower than sell prices (the algorithm takes a cut)
- Relationship tier with FENCE affects pricing: higher trust = better deals
- Some items are only available after specific story events
- FENCE can be asked about items, programs, and rumors for free (ASK FENCE ABOUT...)
Economy Tips
- Early game: DOWNLOAD everything. Even ROUTINE data adds up.
- Mid game: Focus on RESTRICTED and CLASSIFIED paydata in corporate nodes.
- FENCE's prices improve as your relationship tier increases — invest in the relationship early.
- Signal grade matters more for programs you will use long-term. Do not overpay for Static gear.
- Faction donations are expensive but unlock critical content (hidden nodes, ending paths).
- Brokers sell HEAT reduction. Budget for this if you are playing aggressively.