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Kickshatter Locker Cash Refills V1: Diamond Cards and Direct Refills
2026-08-26
The approved Locker Cash Refills V1 reference is now available in the Kickshatter Level Designer. It keeps the StoreKit purchase surface compact: two top tabs and seven direct refill rows, rather than a separate large card for every item.
What changed
- Coin Training and Cash Refills are separate paths. Coin Training is the local Coin route; Cash Refills is the platform purchase route.
- Cash role refills are Diamond cards. Eagle Eye shows its endpoint pulse, Divine Touch uses a compact Diamond Blast-QTE cue, and Iron Wall shows the repeated clean-return shield echo. These treatments distinguish the paid Diamond tier from the Gold Coin Training path.
- The page does not invent a price. The reference shows a disabled
Price Unavailablestate until the platform provides a localised StoreKit price. - Skill balls retain their approved identities. Scatter remains violet, Blast remains red-orange, and Through remains teal/ivory. The All-Star bundle communicates role matches ×10 each and skill uses ×6 each.
This flattened screen is an approved visual reference, not a runtime implementation. Unity will render copy, unlock state, price metadata, purchase availability, and quantities at runtime.
Browse the Locker Cash Refills V1 original PNG or the complete Kickshatter asset library.
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