Progression

Levels, XP, coins, quests and cosmetics — how it all fits together

Strategy Guide Arenas Game Modes Power-Ups Progression FAQ

Magnet Blast has two separate currencies doing two different jobs. XP raises your level, which unlocks arenas. Coins buy cosmetics. Neither one can be bought with real money, and neither one makes you hit harder — progression in this game unlocks places to play and ways to look, not power.

Levels and the XP curve

The first five levels are a deliberately gentle ramp: the XP needed for each new level starts at 70 and climbs by 35 each time, so levels 1 through 5 cost 70, 105, 140, 175 and 210 respectively. You'll clear those in a handful of matches.

From level 6 onward the curve turns exponential, compounding at 1.45× per level from that 210 baseline. That escalates quickly:

LevelXP required for that level
5210
6~305
8~640
10~1,350
15~8,600
20~55,300

This is intentional. Everything that gates content is unlocked by level 8, so the steep part of the curve past that point is a long-term prestige climb rather than something standing between you and the game's actual content.

What unlocks when

Levels unlock arenas, and only arenas:

Mega Yard is available from your very first match. All three game modes are available at every level — nothing about Turbo or Big Ball Mayhem is gated. See the arena guide for what each map actually plays like.

Earning XP and coins

Both are awarded at the end of a match, scaled to how you did. Score comes from collecting balls, landing hits, and eliminating opponents, and your end-of-match score drives both payouts.

XP orbs

There's a second XP source during the match itself. When a player is eliminated, they drop a burst of glowing XP orbs a moment after their death animation — and anyone can collect them, not just whoever got the kill. Each orb is worth 20 points, they gently home toward the nearest living player within about 240 units, and they expire after roughly 12 seconds.

The number dropped scales with how well the eliminated player was doing: five orbs at minimum, climbing with their score, up to a cap of 30. Killing the match leader is therefore worth substantially more than killing someone who just spawned — and equally, a big fight between two other players is worth sprinting toward, because the orbs from it are free to whoever arrives first.

This is one of the highest-value habits in the game: when you see a fight happening elsewhere, the winner is at low health and there's a pile of orbs on the ground. Third-partying a finished fight is often better rewarded than starting your own.

Quests

There are daily and weekly quests, tracked separately, each with its own claimable rewards. Daily quests reroll every day; weekly quests run on a longer cycle and pay out more. The QUESTS button on the main menu shows a numeric badge with how many rewards are waiting to be claimed, split by category, so you can tell at a glance whether it's worth opening.

Quest objectives cover the things you'd do anyway — landing hits, collecting gold, getting eliminations, playing matches, landing big multi-ball blasts — so they mostly complete themselves as you play rather than asking you to play differently.

Where rewards count (and where they don't)

Coins, XP and quest progress are awarded in public matches only. Private rooms award nothing.

This is deliberate and worth understanding rather than being surprised by. A private room lets you set the player cap, choose the number of bots (including zero), and play with only people you invite — which would make it trivially easy to farm rewards against opponents who aren't trying, or against no opponents at all. Gating progression to public matchmaking keeps the numbers meaningful. Private rooms are for playing with friends; they're just not a progression route.

Cosmetics

Coins buy cosmetics from the in-game shop, across four categories:

Each category starts with a free default and climbs through progressively more expensive tiers, with the top-end items priced as a genuine long-term grind. Every item is purely visual — there is no cosmetic anywhere in the shop that changes your speed, damage, health or anything else that affects a match. A player in the most expensive skin in the game has exactly the same stats as someone who's never spent a coin.

Buying cosmetics and changing your display name both require a free account. Playing does not — you can jump into matches as a guest indefinitely.

Where your progress is stored

Progress is saved locally in your browser by default, so a guest keeps their level, coins and unlocks between sessions on the same device. Creating a free account additionally syncs that progress to the server, so it follows you across devices and survives clearing your browser data.

If you play through a game portal that provides its own account system, the game will use that instead of asking you to create a separate one.

Next: the FAQ for common questions, or the strategy guide if you'd rather work on actually winning matches.

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