League Guide
Everything you need to know about how the league works.
Each player is assigned one archetype at creation. Archetypes determine your attribute and badge caps, shaping what kind of player you can become.
Spaces the floor · Catch-and-shoot threes
A pure shooter. Elite from deep and the mid-range, but slow, light and a liability guarding quick players.
Elite: Free Throw, Mid-Range Shot, Shot IQ, Three-Point Shot
Full caps and badges
Creates their own shot · Pull-up mid-range jumpers
Wins one-on-one with handles and the mid-range. Crafty rather than fast, looks for their own shot over the pass, and gives up size on defense.
Elite: Ball Control, Mid-Range Shot, Offensive Consistency
Full caps and badges
Downhill finisher · Drives and dunks
Explosive and quick to the rim, with the best finishing in the league. Can't shoot from distance or the free throw line.
Elite: Draw Foul, Driving Dunk, Driving Layup
Full caps and badges
Runs the offense · Passing that creates open shots
Sees every pass and handles the ball under pressure. Not a threat from deep, and gets beat and pushed around on defense.
Elite: Ball Control, Passing Accuracy, Passing IQ, Passing Vision
Full caps and badges
Perimeter defender who spaces · Spot-up threes
Locks down the perimeter and hits open threes, but doesn't create off the dribble.
Elite: Perimeter Defense, Reaction Time, Steal
Full caps and badges
Playmaking forward · Passing out of the post and on the move
A big body who runs the offense from the wing and post. Slow on defense and not a shooter.
Elite: Passing Accuracy, Passing IQ, Passing Vision
Full caps and badges
Low-post scorer · Back-to-the-basket moves
Dominates down low with footwork and strength. Very slow and can't guard the perimeter.
Elite: Close Shot, Post Fade, Post Hook, Post Moves
Full caps and badges
Rim protector · Putbacks and dunks
Owns the paint on defense and the glass on both ends. Can't shoot and doesn't handle the ball.
Elite: Block, Defensive Consistency, Defensive Rebound, Interior Defense, Offensive Rebound
Full caps and badges
Athletic finisher and rebounder · Lobs, dunks and putbacks
An athletic big who runs the floor, finishes above the rim and crashes the glass. Can't shoot from outside or the free throw line, and an average defender.
Elite: Driving Dunk, Offensive Rebound, Standing Dunk
Full caps and badges
Shooting big · Pick-and-pop threes
A big who spaces the floor from deep. The slowest build in the league, and weak inside on defense.
Elite: Free Throw, Mid-Range Shot, Offensive Consistency, Shot IQ, Three-Point Shot
Full caps and badges
Players start with 2 randomly selected traits. Traits shape your player's starting values, attribute caps, and play style.
Pop Star
Description
When involved in a pick-and-roll action, this player predominantly opts to pop out and fade rather than roll to the basket.
Cornerback
Description
This player is highly aggressive in the passing lanes, frequently taking risks in an effort to intercept errant passes.
Fastbreak Flamethrower
Description
In transition, this player consistently sprints to the three-point line, demonstrating strong floor spacing discipline during fast breaks.
Social Distancer
Description
When creating space off the dribble, this player frequently relies on a stepback jumper to generate separation from defenders.
Relentless Rampager
Description
This player attacks the basket with relentless force, driving aggressively with a full head of steam, regardless of the defender in front of him.
Prison Guard
Description
This player brings a physical, no-nonsense approach to defense, taking the court with a clear mindset: no easy buckets. Opponents are routinely met with hard, assertive defense that sets the tone and sends a clear message.
Whistle Warrior
Description
This player displays a high basketball IQ, skillfully manipulating defenses, drawing contact, and consistently influencing officials to earn trips to the free-throw line.
Fancy Facilitator
Description
This player is a natural showman, delivering assists with flair and creativity, consistently finding teammates in dynamic and eye-catching ways.
Expeditious Initiator
Description
Following a missed shot or a steal, this player is committed to pushing the tempo, advancing the ball up the floor quickly to ignite transition opportunities.
Old Soul
Description
This player is a throwback to a bygone era, consistently favoring mid-range jumpers and long twos over three-point attempts, showing little interest in adapting to the modern perimeter-focused game.
Hustle & Muscle
Description
This player is a physical powerhouse, combining exceptional strength and relentless energy to dominate both ends of the court.
Crafty Contortionist
Description
This player is an elusive finisher with a crafty touch around the rim, showcasing a deep arsenal of layup variations and an exceptional ability to manipulate defenders in traffic.
Coach's Pet
Description
When initiating the offense, this player rarely strays from the playbook and consistently executes the coach's instructions with precision.
Doubled-Edged Sword
Description
The epitome of inconsistency, this player is capable of taking over games offensively, or derailing them with inefficient shooting. Their impact is unpredictable, making them as likely to be a game-changer as a liability on any given night.
Jacked Up
Description
This player is always ready to shoot, with a tendency to take high-risk shots.
Screen Architect
Description
This player is a master of setting screens, consistently creating open looks for teammates through well-timed and strategically placed picks.
Parsonified
Description
This trait was created by the S2 All-Star giveaway winner, Raymond Parsons. It represents a player with exceptional passing skills, consistently delivering precise and creative assists that elevate the performance of their teammates.
Risky Business
Description
This player loves to take the risk. A post fade specialist who operates out of the post and lives for the fadeaway.
Dollar Hooker
Description
This player has a hook shot that pierces the sky. A dominant post presence who lives and dies by the hook.
Showman
Description
This player is always looking for the highlight reel play. Every possession is an opportunity to entertain the crowd.
Ghost Runner
Description
An off-ball menace who constantly slips into open lanes and finishes before defenses react. By the time defenders locate this player, the damage is already done.
Sniper by Design
Description
This player lives off preparation, footwork, and spacing - not dribble flair. A methodical catch-and-shoot specialist who makes defenses pay for every lapse in attention.
Gambler
Description
Always hunting steals and deflections, sometimes at the cost of team defense. This player has elite instincts in the passing lanes but struggles to maintain consistent positioning.
Flash First
Description
Always looking for the highlight instead of the simple play. This player's handles and creativity are elite, but they rarely make the disciplined read.
Every badge in the game, grouped by category. There are 53 badges in total. Each one runs from Bronze up to Legend, and how high you can take a badge is set by your archetype's cap for that badge.
Finishing
8 badgesScoring at the rim, off drives, cuts, and putbacks.
Aerial Wizard
AWZImproves your ability to finish alley-oop dunks from a teammate, and putback dunks off an offensive rebound.
Float Game
FLGImproves your ability to finish floaters.
Ghost Stepper
GHSTImproves step-through layups and other close-range shots taken after a shot fake.
Layup Mixmaster
LMXImproves your ability to finish fancy and acrobatic layups.
Paint Prodigy
PPGImproves your ability to score quickly and efficiently when going to work in the paint.
Physical Finisher
PFNImproves your ability to fight through contact and convert contact layups.
Posterizer
POSImproves your chances of dunking on a defender while driving to the hoop.
Rise Up
RIUImproves your chances of dunking on a defender while standing in the paint.
Post
5 badgesWorking with your back to the basket, plus the physical tools that go with it.
Bruiser
BRUIDrains an opponent's energy when you make physical contact with them.
Hook Specialist
HKSImproves your ability to make post hooks.
Post Fade Phenom
PFPImproves your ability to make post fades and hop shots.
Post Powerhouse
PPHImproves your ability to back defenders down and move them with drop steps.
Post Spin Catalyst
PSCTMakes post spins and post drives more effective, and less likely to get stripped.
Shooting
9 badgesJump shooting from mid-range and beyond the arc, set or on the move.
Arc Cadence
ARCCImproves three-point shots taken on the move, including pull-ups, hop-steps, and spin shots.
Deadeye
DEYReduces the penalty from a shot contest when a defender closes out on your jump shot.
Limitless Range
LMRExtends the range from which you can shoot three-pointers effectively.
Mini Marksman
MMNMakes shorter shooters less bothered by lengthy defenders.
Quick Trigger
QTRGImproves your ability to make no-dip jump shots.
Set and Fire
SAFBoosts three-point shots taken with your feet completely set.
Slippery Off-Ball
SOBHelps you navigate through traffic more effectively when working to get open off screens.
Smooth Operator
SMOPImproves mid-range shots taken on the move, including pull-ups, hop-steps, and spin shots.
Static Middy
STMDBoosts stand-still mid-range shots.
Handling
5 badgesKeeping and controlling the ball off the dribble.
Ankle Assassin
AASImproves your ability to break a defender down and cross them up.
Handles for Days
HFDYReduces the energy you lose when stringing together dribble moves.
Lightning Launch
LNCSpeeds up your launches when attacking from the perimeter.
Strong Handle
STHMakes defenders less likely to bother you while you are dribbling.
Unpluckable
UPKMakes it harder for defenders to poke the ball free on steal attempts.
Playmaking
6 badgesCreating for teammates, plus speed with the ball and off it.
Bail Out
BLOReduces errant passes when passing out of a jump shot or layup, and helps you pass out of double teams.
Break Starter
BRSMakes deep outlet passes up the court more accurate after a defensive rebound. The pass has to come quickly after the board.
Dimer
DMRBoosts the shot percentage of open teammates after they catch your pass.
Flash
FLSHSpeeds up your movement without the ball in transition, on either offense or defense.
Pace
PACERaises your top speed as the ball handler when sprinting.
Versatile Visionary
VVSImproves your ability to thread tight passes quickly and on time, including alley-oops.
Perimeter Defense
7 badgesGuarding on the ball out on the floor, and jumping passing lanes.
Ankle Braces
ANKBReduces your chances of getting ankle-broken by an opponent's dribble moves.
Challenger
CHGImproves the effectiveness of well-timed contests against perimeter shooters.
Glove
GLVImproves your ability to steal from ball handlers and strip layup attempts.
Interceptor
INTGreatly increases how often you tip or intercept passes.
Off-Ball Pest
OBPMakes you harder to get past when defending off-ball, letting you grab and hold your matchup.
Pick Dodger
PDGImproves your ability to navigate through and around screens on defense.
Seatbelt
SEATImproves body-up defense, making it easier to clamp opponents and cut off their drive path.
Interior Defense
6 badgesProtecting the rim, defending the post, and setting screens.
Brick Wall
BRWImproves the effectiveness of your screens.
High-Flying Denier
HFDNBoosts your speed and leaping ability when you go for a chase-down block.
Immovable Enforcer
IEFImproves your strength when defending ball handlers and finishers coming straight at you.
Paint Patroller
PPRImproves your ability to block and contest shots at the rim.
Post Lockdown
PLKImproves your ability to defend moves in the post, with a better chance of stripping the opponent.
Wall Up
WALLImproves shot contests during hands-up defense when guarding the paint.
Rebounding
7 badgesWinning the glass on both ends, plus hustle for loose balls.
Boxout Boss
BOBImproves the effectiveness of your boxouts.
Breaker
BRKRImproves your chances of breaking through an opponent's boxout.
Crasher
CRSHRImproves your ability to track down and grab offensive rebounds.
Pogo Stick
PGSLets you go back up for another jump quickly after landing, whether from a rebound, a block attempt, or a jump shot.
Possession Closer
POSCImproves your ability to grab defensive rebounds.
Sync Snatcher
SYNCGives an extra Vertical and Rebounding boost when you perfectly time your jump.
Work Horse
WKHSImproves your speed and your ability to beat opponents to loose balls.
Prestige lets you reset and rebuild your player with a stronger starting point. Each prestige level raises your personal attribute ceilings based on how strong that attribute is for your archetype.
Prestige Levels
| Level | Attributes Reset To | Max Attribute | Max Badge | Longevity Bonus |
|---|---|---|---|---|
| Base | 60 | 90 | Gold | - |
| Prestige 1 | 70 | 99 | HOF | +5 |
| Prestige 2 | 80 | 110 | Legend | +5 |
Attribute Cap Bonuses Per Prestige Level
Each prestige level adds to your personal cap for each attribute based on your archetype's tier. This stacks - Prestige 2 doubles the bonus.
| Archetype Tier | Cap Bonus (per prestige) |
|---|---|
| Elite | +5 |
| Above Average | +3 |
| Average | +2 |
| Below Average | +1 |
| Weak | - |
Example: An elite attribute with an archetype cap of 90 becomes 95 at Prestige 1 and 100 at Prestige 2.
When you create a player, many properties are determined randomly. Here's how each piece is generated.
Height & Weight by Position
Heights follow a bell curve - most players land near the middle of the range, with outliers rare. Weight is uniform within the range.
| Position | Height Range | Weight Range |
|---|---|---|
| G Guard | 6'0" – 6'7" | 160 – 210 lbs |
| G-F Guard/Forward | 6'2" – 6'9" | 160 – 250 lbs |
| F Forward | 6'5" – 6'10" | 200 – 250 lbs |
| F-C Forward/Center | 6'5" – 7'2" | 200 – 290 lbs |
| C Center | 6'9" – 7'4" | 240 – 290 lbs |
Ultra-Rare Heights
A small chance exists to roll a height outside the normal range.
Extra height is harder on the body: an ultra-rare height holds every Durability rating at 45. Prestige and cap breakers can't raise it.
| Position | Heights | Chance |
|---|---|---|
| G | 6'8" / 6'9" | 0.2% |
| G-F | 6'10" / 6'11" | 0.4% |
| F | 6'11" / 7'0" | 0.4% |
| F-C | 7'2" / 7'3" | 0.5% |
| C | 7'5" / 7'6" | 0.6% |
Super-Rare Heights
An even smaller chance exists to roll a height beyond the ultra-rare ones.
Bodies that big wear down: a super-rare height of 7'7" or taller caps Stamina at 50 and holds every Durability rating at 25. Prestige and cap breakers can't raise either. Shorter super-rare heights get the ultra-rare limits instead.
| Position | Heights | Chance |
|---|---|---|
| G | 6'10" / 6'11" | 0.05% |
| G-F | 7'0" / 7'1" | 0.1% |
| F | 7'1" / 7'2" | 0.1% |
| F-C | 7'4" / 7'5" | 0.1% |
| C | 7'7" / 7'8" / 7'9" / 7'10" / 7'11" | 0.15% |
Starting Credits
Random position bonus applies when you don't specify a position and one is assigned for you.
Archetype Selection
Chance per roll, averaged over positions. A roll only draws from archetypes eligible for your position. Odds by position
Traits
Each new player receives 2 traits drawn randomly from the pool. Conflicting traits are excluded from the draw after the first pick.
Wingspan
Wingspan is drawn from a normal distribution centered 3 inches above your height, with a standard deviation of 1.5 inches. It is always at least equal to your height.
Each roll costs 150 credits. You can roll as many times as you can afford. Outcomes range from credits and selectable rolls to cap breakers, hotzones, and animations, or painful losses across the board. The house wins more often than not.
Positive
| Scenario | Effects | Chance | |
|---|---|---|---|
| Training Camp Emergence | Hotzone +1 · Stamina cap +1 | 1 in 76 | |
| Style Icon Contract | Animation +1 | 1 in 76 | |
| Shard Bonus Hustle | Tendency Tokens +1 · Hustle cap +1 | 1 in 17 | |
| Gem Investment Payoff | Reward +150 credits | 1 in 38 | |
| Endorsement Surge | Credits +120 | 1 in 19 | |
| Film Room Discovery | Hotzone +1 · Shot IQ cap +1 | 1 in 76 | |
| Signature Brand Deal | Credits +50 · Animation +1 | 1 in 95 | |
| Overseas Circuit Bonus | Credits +80 · Tendency Tokens +1 · Passing IQ cap +1 | 1 in 25 | |
| Market Opportunity | Tendency Tokens +1 · Reward +100 credits | 1 in 38 | |
| Limit Breaker Moment | Cap Breaker +1 · Ball Control cap +1 | 1 in 51 | |
| Elite Trainer Camp | Stamina cap +1 | 1 in 64 | |
| Ceiling Shattered | Credits +100 · Ball Control cap +1 · Shot IQ cap +1 | 1 in 254 | |
| Growth Spurt | Height +1 in | 1 in 760 |
Neutral / Mixed
| Scenario | Effects | Chance | |
|---|---|---|---|
| Hotzone At A Cost | Stamina -3 · Hotzone +1 | 1 in 51 | |
| Animation Distraction | Shot IQ -3 · Animation +1 | 1 in 64 | |
| Shard Market Swing | Credits -60 · Tendency Tokens +2 | 1 in 17 | |
| Viral Moment Mixed | Ball Control -2 · Credits +80 | 1 in 15 | |
| Underground Gem Deal | Credits -50 · Reward +100 credits | 1 in 22 | |
| Fame Tax | Hustle -3 · Stamina -2 · Credits +100 | 1 in 19 | |
| Risk Capital Play | Longevity -2 · Reward +100 credits | 1 in 25 | |
| Cap Break Costs | Longevity -3 · Cap Breaker +1 | 1 in 38 |
Negative
| Scenario | Effects | Chance | |
|---|---|---|---|
| Sponsorship Implosion | Credits -180 | 1 in 38 | |
| Agent Dispute | Credits -100 · Shot IQ cap -2 | 1 in 30 | |
| Shooting Zones Gone Cold | Mid-Range Shot cap -3 · Three-Point Shot cap -2 | 1 in 38 | |
| League Suspension | Longevity -3 · Credits -150 | 1 in 32 | |
| Overtraining Breakdown | Longevity -4 · Stamina cap -3 | 1 in 38 | |
| Reputation Hit | Credits -120 · Passing IQ cap -2 | 1 in 51 | |
| Bad Investment Spiral | Credits -100 | 1 in 30 | |
| Scouting Downgrade | Credits -90 · Offensive Consistency cap -2 | 1 in 38 | |
| League Scrutiny | Credits -80 · Shot IQ cap -2 | 1 in 38 | |
| Public Controversy | Credits -150 · Hustle cap -3 | 1 in 38 | |
| Gem Market Crash | Credits -120 | 1 in 38 | |
| Performance Slump | Credits -80 · Three-Point Shot cap -3 · Shot IQ cap -2 | 1 in 38 |
Volatile
Rare, but the swings are enormous - some of the best and worst outcomes in the game.
| Scenario | Severity | Effects | Chance | |
|---|---|---|---|---|
| Jackpot Windfall | Positive | Credits +600 | 1 in 191 | |
| Gem Dynasty | Positive | Reward +1 selectable roll and 50 credits | 1 in 191 | |
| Double Cap Break | Positive | Cap Breaker +2 | 1 in 191 | |
| Hotzone Revelation | Positive | Hotzone +3 | 1 in 191 | |
| Animation Icon Status | Positive | Credits +150 · Animation +2 | 1 in 254 | |
| Chosen One Arc | Positive | Credits +250 · Reward +200 credits · Cap Breaker +2 · Hotzone +2 | 1 in 381 | |
| Financial Catastrophe | Negative | Longevity -4 · Credits -600 | 1 in 191 | |
| Skill Collapse | Negative | Ball Control cap -4 · Stamina cap -4 · Shot IQ cap -4 | 1 in 191 | |
| Career Threatening Injury | Negative | Longevity -8 | 1 in 191 | |
| Total Disgrace | Negative | Credits -400 · Hustle cap -4 · Offensive Consistency cap -4 | 1 in 191 | |
| Rock Bottom | Negative | Longevity -5 · Credits -200 · Shot IQ cap -4 | 1 in 254 | |
| Body Quit | Negative | Longevity -12 · Credits -250 · Stamina cap -5 | 1 in 381 |
Astronomical
Astronomically rare. Practically a myth. If it happens, you'll know.
| Scenario | Effects | Chance | |
|---|---|---|---|
| The Lottery | Credits +1,000,000 | 1 in 1,000,000 | |
| Freak Growth | Height +6 in | 1 in 1,000,000 |
How Free Agency Works
When a player is released from their team, they enter the free agent pool. Teams can submit contract offers during the offer window. At the end of the window, the league admin presses Resolve FA Period and every player automatically signs with the team they are most interested in. After resolution, remaining unsigned players move to waivers.
Step 1
Offer Window
Teams submit contract offers to free agents. Each player's cap hit is fixed by their tier; teams choose contract length and option type. Teams cannot exceed the 450-credit team cap.
Step 2
Resolution
Each player's interest score is computed for every team that offered. The player auto-signs with the highest-scoring team. A small random element means close races can swing either way.
Step 3
Waivers
Players who didn't receive any offers, or whose offers didn't result in a signing, move to the waiver wire where any team can claim them.
Team Cap
Every team operates under a hard cap of 450 credits. Each player counts against it by their tier's cap hit, shown below. This applies to all offers, signings, and trades. A team cannot submit an offer that would push it over the cap. Cap hit isn't pay: every player earns the same game checks no matter their tier.
Platinum
100
cap hit
Gold
75
cap hit
Silver
50
cap hit
Bronze
35
cap hit
Iron
25
cap hit
Rookie Cap Discount
Teams receive a 25-credit cap discount on up to 2 rookie players. A rookie at any tier counts 25 credits less against the cap, so an Iron rookie (normally 25) costs nothing, a Gold rookie (75) costs 50. This discount exists to encourage teams to develop young players without sacrificing cap flexibility.
Personality Interests
Every player has nine personality interests assigned at creation and fixed for life. Each interest is a value between 0 and 100% representing how much that player cares about that dimension when choosing a team. Interests are visible on the player's profile page.
Four of the nine interests come in linked pairs: Big Market / Small Market and Warm Weather / Cold Weather. Each pair always sums to 100%, so a player who scores high on one automatically scores low on the other.
Loyalty
Values staying with their current team
Team factor: Prior connection
Current team = 95% · Former team = 30% · New team = 0%
Winning
Values joining high-win-percentage teams
Team factor: Win rate
Based on the team's all-time win/loss record
Teammates
Values high-quality teammates
Team factor: Roster quality
Average credits earned across the current roster
Fresh Start
Drawn to rebuilding or newly assembled teams
Team factor: Roster openness
How much open roster space the team currently has
Stardom
Wants to be the top player on their roster
Team factor: Opportunity
Share of the roster this player would rank above by credits
Big Market
Drawn to large-market teams with a national spotlight
Team factor: Market size
Large market = 100% · Mid market = 50% · Small market = 0%
Small Market
Prefers tight-knit small-market communities over the spotlight
Team factor: Market size
Small market = 100% · Mid market = 50% · Large market = 0%
Warm Weather
Wants to play somewhere warm and sunny
Team factor: Climate
Hot climate = 100% · Mild climate = 50% · Cold climate = 0%
Cold Weather
Thrives in cold-weather cities with a blue-collar edge
Team factor: Climate
Cold climate = 100% · Mild climate = 50% · Hot climate = 0%
How Fit Is Calculated
Each player has a personal drive level for each interest dimension. Each team has a corresponding factor that reflects how well they satisfy that dimension right now. The two are multiplied together and summed across all nine interests to produce a single fit score for that player and team.
The Fit % shown on offer and profile pages is that score expressed as a percentage of the theoretical best possible match. The Pick likelihood is how that team's score compares to every other team that offered, so it shifts depending on the competition.
Loyalty Tiers
Loyalty is the only interest where the team factor is not based on public stats. It is based on the relationship between the player and the team.
95%: Current or Last Team
The team the player is currently on, or the team they were on most recently before entering free agency. Signing back feels natural.
30%: Former Team
Any team the player has previously been on, but not their most recent one. There is history, but it is distant.
0%: New Team
No prior relationship. Loyalty plays no role, so only the player's personal drive for loyalty determines whether it matters at all.
Random Variance at Signing
When the FA period is resolved, a small random bonus is added to each player's score for each team before the winner is chosen. Predictions shown on profile and offer pages reflect the most likely outcome, but the variance means a projected destination can lose to a close competitor. The closer two teams are in score, the more likely an upset.
Every player has limits on how fast they can earn credits, selectable rolls, and Tendency Tokens. This exists so the economy doesn't flood. If everyone could earn as much as they wanted, whenever they wanted, credits would stop meaning anything. Here's exactly how the limits work.
The Limits
Seasonal Cap
10,000
The absolute most credits a player can earn in one season, from normal (non-streaming) sources. Once you hit this, that player is done earning for the season.
Stockpile
2,000
A holding tank for credits you earned but couldn't receive yet because your seasonal cap was full. It drains back into your balance automatically as seasonal room opens back up. Anything that doesn't fit here once it's also full is lost.
Weekly Roll Rewards
3
The most selectable rolls a player can earn from scenarios, jobs, vouchers and discussions in any rolling 7-day period.
Weekly Tendency Tokens
5
The most Tendency Tokens a player can earn in any rolling 7-day period. Each one pays for one tendency change.
Quick Answers
I hit my seasonal cap. Are those extra credits just gone?
Not right away. They go into your stockpile (up to 2,000) and drain back in automatically once seasonal room opens up. Only credits that overflow past a full stockpile are actually lost.
I earned less than I expected for something. Why?
You almost certainly hit the seasonal cap partway through. Check your messages; every capped payment sends you a breakdown of exactly where the credits went.