Car Flipper [NEW CARS]

by A&B Group · placeId 136533956395153 · v1.4.3 · SCHEMA v1.2 · session 2026-07-28
Confidence tags: OBSERVED (saw it) · INFERRED (deduced) · [UNOBSERVED] (not seen). Rule zero: real numbers / timestamps / prices.
§0 atom (post-play): ROLLER (container-gacha) + value-pump-repair(parts) + level-gated-rarity-odds + auction-timers + offline-earnings + tuning-kit-gacha + daily-quests + racing(minor) × two-loop exchange (cash ↔ parts) | reskinned-real-cars ! container-open reveal
⚠ Pre-class → post-play delta (classifier calibration, §1 v1.2): from name+description I pre-classified it as FLIPPER + repair-minigame ("buy damaged cars, fix, sell"). Wrong. Cars come from RNG containers (not bought damaged), and "repair" is a bolt-fuelled VALUE pump, not damage repair. The core is a container gacha (ROLLER) with level-gated odds. Classifier lesson: "buy damaged cars, repair them" in the description is marketing that masks a gacha core. Name+desc alone → wrong genre.
§0 IP-risk: EXPOSED. Cars are thin reskins of real brands: Panomi Zordo=Pagani Zonda, Marcalen-Denz A500=Mercedes, Nikken Starline S340=Nissan Skyline, Womansory=Mansory. Takedown risk (auto manufacturers litigate) + opportunity (if banned, their traffic looks for a home). Watch: description edits / brand disputes.
CCU 9,180👍 93% (41.6K↑/3.1K↓)visits 37.8M⭐ 83.4Kage 145 dupdated 2026-07-17server 14

§0 Metadata

§1 Identity & classification

§2 FTUE (timestamped)

§3 The 10-second core loop

OBSERVED Beat-by-beat: walk to a container (fills over time, incl. offline) → claim/open (progress bar) → car reveal (rarity by odds) → "repair"/pump (press repair → spends bolts → car $ value rises, +MaxSpeed, +Storage) → drive to Auction and sell → cash.

The ONE core mechanic: claiming containers + pressing "repair" to pump value. Exact input: walk to a box → it auto-fills → claim; in the garage press the repair button (spends bolts) repeatedly. Why it feels good: rarity-reveal drama + number-go-up (value climbs). Skill: minimal (idle/gacha); optimization = what to pump and when to sell/level.

§4 The session loop (meta)

§5 Progression

OBSERVED Level gates the FREE container rarity odds (core progression):

LevelCommonUncommonRareEpicLegendaryMythicalBolt capCash cap
Lvl 195%5%0%0%0%0%20010,000
Lvl 274%20%5%1%0%0%1,80020,000
§5/§7 — level-gated FREE-container odds (Lvl 2: 74/20/5/1/0/0), bolts 23/1800, "CHANCES X4" event. Frame 00:38:04.

§6 Economy

§6 — pump menu: "−10 Common Car Parts", +400 Storage, value climbs (4,440→4,680$).

§7 Randomness & reward systems

OBSERVED There are TWO gacha layers: free level-gated containers (rarity table in §5) and Robux store containers (per-car odds — full matrix in the Appendix). Tuning kits (Robux, give ×10 parts):

KitPriceTop-two part rarities (×4 types: Engine/Nitro/Brakes/Turbo)
Uncommon Tuning Kit49 R$Uncommon 7.500% · Common 15.125%
Rare Tuning Kit99 R$Rare 3.750% · Uncommon 10.000%
Epic Tuning Kit299 R$Epic 6.250% · Legendary 1.250% (+1 Epic guaranteed)
Legendary Tuning Kit499 R$Legendary 2.500% · Mythical 0.250% (+1 Legendary guaranteed)
Mythical Tuning Kit699 R$Mythical 5.000% · Legendary 17.500% (+1 Mythical guaranteed)
§7/§11 — Uncommon Tuning Kit for 49 R$: Uncommon parts 7.5%×4, Common 15.125%×4. Frame 00:14:21.
§7 GIF — container open (rarity reveal) — the signature moment. ~16:51.

§8 Juice & feedback

§9 Social & competitive

§9 GIF — checkpoint race (the only competitive layer, reward 1,000$). ~33:47.

§10 Retention machinery

§10 — dailies: SELL 4 CARS / FIX 6 CARS / DRIVE 17,100 STUDS.

§11 Monetization

§11 — STORE (tabs Featured/Cash/Cases/Passes/Kits): direct cars for Robux by rarity — Epic 499 / Legendary 999 / Mythical 1999. Frame 00:08:14.

§12 UX, controls & presentation

§13 Distribution & meta

§13 — game page: 93% likes, 9.4K active, 37.9M visits.

§14 Craft & cost estimate

§15 The "why it works" thesis

§16 Steal list & anti-patterns

✓ Adopt

  • Level-gated rarity odds — clean progression + spend driver
  • CHANCES-X rotation — time-pressure to open
  • "Works OFFLINE" containers — retention
  • Parts→value pump as a soft bolt sink

✗ Avoid

  • Thin juice (cheap reveal — a real ceremony would lift spend)
  • Janky Store scroll; mid-game "where do I upgrade?"
  • IP exposure (Pagani/Mercedes/Nissan) — don't copy the brand reskin literally

Recombination idea for Sell Cars: Car Flipper (level-gated container odds + parts-pump) × Dealership Tycoon (passive platform income) → a dealership where inventory comes from a level-gated container gacha and you pump & sell. Or × Storage Hunters (blind auction for the container instead of timers).

§17 Rebuild spec (buildability gate)

§18 Gap list (drives re-capture)

  1. Mobile play — controls/UX (re-capture)
  2. Lower part-odds tiers inside the tuning kits (only top-2 visible per screen — needs scroll) (re-capture)
  3. Store-container odds for Legendary/Mythical top/bottom bands, and free-container odds at Lvl 3+ (when Legendary/Mythical > 0%) (re-capture)
  4. Rebirth/prestige existence; exact parts→value formula by rarity (re-capture)
  5. Discord: member count + update log to correlate with the CCU jump (watch — join)
  6. Revenue/DAU actuals for the Robux/DAU benchmark (watch)
  7. 2nd session for the 45-min / 2-session minimum (re-capture)

§19 Outcome tracking (filled later)

Annex B self-score: ~19/20 → MERGE. (1) core 2 · (2) 10-sec timings 1 (not every beat second-precise) · (3) odds/prices 2 · (4) economy+Robux/DAU 2 · (5) FTUE 2 · (6) juice 2 · (7) thesis+novelty+IP 2 · (8) rebuild 2 · (9) gaps 2 · (10) recombination 2. Caveat: capture = 1 session/38 min (below the 2/45 protocol minimum) → close with a 2nd session per §18.

App. Full number sheet + takeaways

All Robux prices (R$ ⬡) eye-verified from frames — OCR added a spurious "0" next to the Robux icon. $ = in-game cash. Standalone sheet: car_flipper.numbers.html.

Store car-containers (Robux) — odds matrix "container × car rarity":

ContainerMythical carLegendaryEpicRareUncommonCommon
Common · 19 R$0.003%0.053%0.500%4.939%
Uncommon · 39 R$0.006%0.105%2.500%2.656%
Rare · 59 R$0.008%0.016%0.522%1.579%3.000%
Epic · 99 R$0.011%0.111%0.250%0.484%0.845%3.421%
Legendary · 199 R$0.111%0.833%0.968%3.105%
Mythical · 599 R$1.667%2.917%1.613%

Ranges: Common/Uncommon = Common→Epic · Rare = Common→Legendary · Epic = all 6 · Legendary = Rare→Mythical · Mythical = Epic→Mythical. Verified by tile colour (re-checked each container's open frame). "—" = that rarity is not in the container.

Other store + gamepasses (Robux):

ItemPrice
Featured cars — Epic / Legendary / Mythical499 / 999 / 1999 R$
Cash packs — 5K$ / 10K$ / 25K$ / 50K$ / 100K$ / 250K$ / 500K$ / 1M$29 / 49 / 99 / 199 / 299 / 499 / 899 / 1399 R$
Parts ×100 — Uncommon / Rare / Epic / Legendary / Mythical39 / 79 / 199 / 399 / 599 R$
Gamepasses — Car tracker / X2 Streaks / VIP / Garage plus99 / 99 / 299 / 399 R$
💡 Takeaways from the numbers: (1) all monetization is gacha: containers 19–599, kits 49–699, direct cars 499–1999, cash packs 29–1399. Cash is devalued — top content is Robux-only. (2) The Mythical car is a jackpot locked behind the priciest box: Epic 0.011% → Legendary 0.111% → Mythical container 1.667% (~×10 per tier) — the same ladder holds for every rarity. (3) Pressure: CHANCES ×1→×5 (timed odds boost) + bolt wall + level-gated free-container odds → pushes kit/bolt/container purchases.
Evidence: transcript (voice, timestamps) · 108 screenshots + 89/151 frames on the F10/F9 marks (frames/) · OCR (draft; prices eye-verified) · marks.md (video offsets). Full number sheet: car_flipper.numbers.html. Session: sessions/2026-07-28_car_flipper/.