Rocket League Says Farewell to Esports Tokens

Rocket League, the crazy car soccer game from Psyonix, is changing up its in-game economy and structure again. For years, players have been unlocking goal explosions, unique decals and celebrating competitive events with special currencies like Esports Tokens. But Psyonix has announced that starting April 22, all Esports Tokens will be removed and converted into Credits with a 10% bonus for any remaining balances. This big change is to simplify the purchasing process and unite the community under one currency so players can buy new Rocket League cosmetics and engage more directly with the RLCS (Rocket League Championship Series).
Why Rocket League Is Removing Esports Tokens
Why Rocket League is removing Esports Tokens is a hot topic in the game’s growing community. When Esports Tokens were first introduced in 2019 (after Patch 1.61), they gave fans a easy way to support RLCS teams by buying branded decals, wheels and banners. Over time the dual currency system (one for regular Rocket League Credits and one for Esports items) caused confusion for players who wanted a unified and streamlined approach. Consolidating the currency is expected to improve the overall player experience, reduce complexity and potentially boost visibility of professional Rocket League events. Psyonix believes merging all premium purchases into one currency will encourage more engagement with the competitive scene.
Before we get into it, let’s take a look at some Esports Tokens usage stats since their inception. Here’s a simple table showing how players have used Esports Tokens in the game:
Esports Token Usage (2019–2022) | Approx. Percentage |
---|---|
Purchasing Team Decals | 60% |
Acquiring Wheels & Banners | 25% |
Misc. Items (Avatars, Stickers) | 10% |
Unused / Stockpiled | 5% |
Each figure in the table is the estimated percentage of how Esports Tokens were spent in official in-game events and the Esports Shop. While numbers vary by region, it’s clear a single currency would simplify these transactions.
Let’s also look at how many Rocket League players had a dual balance of Credits and Esports Tokens. This second table shows the percentage of players who had two separate currency balances at any given time:
Player Currency Usage | Percentage of Community |
---|---|
Held Both Tokens & Credits | 45% |
Held Only Credits | 50% |
Held Only Esports Tokens | 5% |
Looking at this data, you can see almost half the community had two currency balances. By removing Esports Tokens, Psyonix expects a more cohesive user experience and easier purchasing process which benefits casual fans and RLCS supporters alike.
We can further explain Why Rocket League Is Removing Esports Tokens with a list:
- Simplification: One currency (Credits) reduces confusion for new and returning players.
- Increased Engagement: Merging purchases may encourage more in-game transactions and support for esports teams.
- Future-Proofing: A streamlined currency system sets the stage for new Rocket Pass and RLCS integrations.
By focusing on one premium currency, Psyonix wants to make sure Rocket League remains accessible while continuing to support competitive events in a transparent way for players.
In summary, Why Rocket League Is Removing Esports Tokens is about a cleaner ecosystem. Having multiple currencies caused friction in an otherwise great game, especially for new players learning the game’s mechanics like aerials and quick chat commands. By consolidating into Credits, Psyonix is setting the stage for a more unified approach to purchasing, earning and showcasing all Rocket League items. This change will reinforce the competitive scene while making life simpler for everyone from casual players to Supersonic Legend rank holders. As April 22 approaches, fans can rest assured this is a step forward for Rocket League.
How Esports Tokens Will Convert Into Rocket League Credits
Now that you know How Esports Tokens Will Convert Into Rocket League Credits, you can preserve your in-game purchasing power. From Patch 1.61 onwards, Esports Tokens were the primary way to buy team-themed items in the Esports Shop and many fans have stockpiled tokens for new RLCS items. With the deadline approaching, Psyonix has assured the community that every single Esports Token will be automatically converted into Credits with a 10% bonus, rounded up to the nearest 50 credits. This fair conversion ensures no fan loses out on an item they had planned to buy in the soon-to-be rebranded RLCS Shop.
To illustrate this currency conversion more clearly, here is a table showing some common Esports Token amounts and their post-conversion Credit equivalents under the 10% bonus system:
Esports Tokens | Conversion Rate | Estimated Credits Received |
---|---|---|
100 | 1 Token = ~0.9881 Cr | ~110 Credits |
250 | 1 Token = ~0.9881 Cr | ~275 Credits |
500 | 1 Token = ~0.9881 Cr | ~550 Credits |
1000 | 1 Token = ~0.9881 Cr | ~1100 Credits |
These are US-based estimates and may vary slightly by region due to local currency differences. The extra 10% is Psyonix’s guarantee of a smooth transition.
In addition to this direct exchange, note how this conversion will affect new Rocket League items, including goal explosions, decals and wheels. Here is another table showing Rocket Pass items and their typical Credit cost to give you an idea of what you can afford post-conversion:
Typical Item | Average Credit Cost |
---|---|
Universal Decals | 300 – 500 |
Premium Goal Explosions | 500 – 700 |
Team-Themed Wheels | 400 – 600 |
Rocket Pass Upgrades | ~1000 |
By consolidating everything into Credits, you won’t have to switch between Esports Tokens and the main store currency.
If you want to know more about How Esports Tokens Will Convert Into Rocket League Credits, check out these four points:
- Automatic: The conversion happens on April 22 and requires no player input.
- 10% Bonus: Each existing Esports Token gets you slightly more than a 1:1 trade, to offset any fractional losses.
- Rounded Up: The final total of Credits is rounded up to the nearest 50, so if you have an odd number of tokens, you’ll get the benefit.
- Region Variances: Players in different parts of the world might see small differences in the ratio due to currency values.
In summary, How Esports Tokens Will Convert Into Rocket League Credits shows Psyonix’s care for the player. Every precaution has been taken to make sure nobody loses out on their earned currency and the built-in bonus is a sign of Rocket League’s fairness. As the game continues to attract over 80 million players worldwide, a unified currency system not only simplifies the esports purchasing process but might also drive more engagement with new limited-time events and special collaborations. From Black Market decals to Dominus body skins, your converted Esports Tokens have never been more accessible. This big change proves Psyonix’s commitment to making Rocket League as welcoming as possible for both old timers and new blood.
The New RLCS Shop and Rocket League’s Future
The New RLCS Shop and Rocket League’s Future are two sides of the same coin, as the esports scene continues to shape the game’s global popularity. The Esports Shop will be rebranded as the RLCS Shop to match the broader focus on official competitive play. This rename coincides with the removal of Esports Tokens, so you’ll be able to buy pro-team decals, Takeover Goal Explosions and other high-end cosmetics directly with Credits. With Rocket League celebrating its 7 year anniversary since launch in 2015 and going free-to-play in 2020, the shop change is a good sign for fans, pro players and new players alike.
To give a sense of what changes might appear in the RLCS Shop, here’s a table outlining some rumored or historically popular RLCS-themed items:
Item Type | Historical Popularity | Likely Credit Range |
---|---|---|
Team Universal Decals | Very High | 300 – 500 Credits |
Team-Specific Wheels | Moderate to High | 400 – 600 Credits |
Player Banners | Moderate | 200 – 300 Credits |
Takeover Goal Explosions | High | 500 – 700 Credits |
Many RLCS fans are looking forward to universal decals as these can be applied to any Battle-Car (except for branded vehicles like the 89 Batmobile).
Also important to note is how Psyonix will distribute revenue from RLCS Shop items to teams. Historically a portion of each Esports Token sale went to the respective organization. While exact figures may vary, the revenue share is expected to remain the same, just with Credits. Here’s an example of how in-game purchases might be split:
Potential Revenue Breakdown | Approx. Percentage |
---|---|
RLCS Team / Organization | 30% – 40% |
Psyonix / Epic Games | 40% – 50% |
Event / Prize Pool Funding | 10% – 20% |
When considering The New RLCS Shop and Rocket League’s Future remember:
- Regular Updates: New decals, wheels and other cosmetic items every season or during major RLCS events.
- Cross-Platform Visibility: Unified shop makes it easier for players on PC, PS, Xbox or Switch to find and buy team gear.
- Pro Scene Growth: More direct support for teams means healthier prize pools, better events and global reach.
In summary, The New RLCS Shop and Rocket League’s Future are connected and will make the experience more community focused. By putting all purchases under Credits Psyonix has removed the barriers that previously stopped some players from supporting their favorite teams directly. The addition of universal team decals and Takeover Goal Explosions shows the developer is committed to innovation and that each item will resonate with the passion fans have for the competitive scene. As Rocket League goes from Supersonic Acrobatic Rocket-Powered Battle-Cars to a global esports powerhouse this streamlined shop means the future is bright for both casual and competitive players. Whether you’re going for the next Grand Champion rank or just watching RLCS streams the new RLCS Shop will make every match more exciting.