Rocket League devs reveal more about the blueprint system

Rocket League

Psyonix developers have taken to the official site to reveal the first details about the upcoming Rocket League Blueprint system. The new way of obtaining items will be making its debut in December and is designed to replace loot crates in the game.

Players will receive Blueprints after playing in Online Matches. Each Blueprint allows players to create specific in-game items by spending Credits, the game’s premium real-world cash currency. Blueprints can be traded to other players or it can be stashed in inventory for use/trade at a later point.

Players who might have current loot box “Crates” in inventory will find them converted to “unrevealed” Blueprints. These function the same as the Blueprints that will come after online matches. However, these unrevealed Blueprints cannot be traded to other players. The item the Blueprint offers can be revealed for free, however, but can only be made using premium Credits.

Psyonix made a handy list of items that can and cannot be traded once the update goes live.

Tradeable

  • Revealed Blueprints
  • Items that have been built from Blueprints
  • Credits
  • Free Drops
  • Tradeable legacy content acquired prior to the Blueprint system
  • Rocket Pass items from Pro Tiers
  • In-game event items

Non-tradeable

  • Credits when traded for Credits
  • Credits when traded for nothing
  • Unrevealed Blueprints
  • Items purchased from the Item Shop
  • Bonus Gifts and Items received from Bonus Gifts
  • Esports Shop Items

Want to know more? Head to the Rocket League official site to check out the blog post.

Written by
Suzie is an avid gamer and has been since 1995. She lives in the desert with her own personal minion while dreaming of pixel worlds beyond Earth.

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