This session
5
whole runs fit in 1 h 0 min — about 200 Keys
A savings planner for the Keys economy: pick the shop purchase you want, apply your own measured payout, and get the exact runs, minutes, and sessions it costs.
The Locust of MM2's reported economy is one currency deep: Keys, collected in the nest and spent in a shop on monster skins, abilities, and equipment (community-documented, September 7, 2026). Because the developer publishes no prices and no payout table, a resource plan has exactly two real inputs — the goal you are saving toward and the Keys your own result screens pay per run — and one honest operation: division. Set the goal below, apply your measured rate, and the planner prices the purchase in runs, minutes, and sessions.
Enter four numbers from your own play — minutes per run, Keys your result screen shows per run, the minutes you can give the session, and the Key total you are saving toward. The planner turns them into whole runs, session output, and time-to-goal. It never assumes a rate for you: change a number and the plan moves.
Queue time plus the run itself. Measure one typical run, not your fastest.
Your observed payout per completed run. Use the average of a few runs.
How long you can actually play tonight — the planner plans around real time.
The price of the skin, ability, or equipment upgrade you are saving for.
5
whole runs fit in 1 h 0 min — about 200 Keys
13
2 h 36 min of play
3
3 h 0 min total at this pace
The math is deliberately simple: runs = minutes ÷ minutes-per-run, Keys = runs × Keys-per-run, goal sessions = goal ÷ Keys-per-session. Because the developer publishes no payout table, the planner only multiplies numbers you measured — a fast lobby that doubles your Keys per run halves every output.
The whole method, stated so you can do it in your head next time.
Open the shop and read the price of the skin, ability, or equipment tier you want. That number is the whole budget. If the shop shows a price you cannot yet afford to see, set the goal a tier lower — the plan still works, and the expensive tier becomes next month's plan.
Keys per run comes from your result screens, averaged over a few runs — not from any published table, because none exists. Goal ÷ rate = runs; runs × minutes = time; time ÷ your session length = evenings. Three divisions and the purchase is scheduled.
The numbers below are illustrative; the division chain is the real content.
| Input | Example value | Meaning |
|---|---|---|
| Key goal (shop price) | 500 | the ability tier you are saving toward |
| Keys per run (your average) | 40 | from three measured result screens |
| Minutes per run (your average) | 12 | queue plus escape, not your best case |
| Projection | 500 ÷ 40 = 13 runs | 13 × 12 min ≈ 2.6 h → three one-hour evenings |
The plan is arithmetic; these are the judgments around it.
Community reporting describes progress as profile-tied with no trading, so Keys have no second-hand value and no interest rate — a hoarded Key earns nothing. The reported shop pays out through upgrades that make later runs safer, which means the optimal plan usually spends at every tier rather than saving for the ceiling.
The storefront's updated stamp (last verified September 6, 2026) is the trigger to re-measure: an update can move prices, payouts, or the counter-windows your rate depends on. Re-run one measurement session after each change and the plan stays true — the updates page lists what to recheck.
Your Keys per run is not only about you. A lobby with a competent hunter pays less than a fresh one; public footage of the 1-vs-All format shows payouts swinging with lobby skill. When the plan slips, re-measure before blaming your route.
Economy talk online often belongs to the reversed-title look-alike game (place 113385977463481). Before adopting any rate or price from a video or guide, confirm which experience it covers — this site's numbers bind to place 113447904853223 only.
Every gameplay claim on this page, with the outlet and date that reported it (checked 2026-10-03).
| Claim | Source | Reported |
|---|---|---|
| Keys are the collectible currency | RoHorizon guide (refreshed September 7, 2026)The outlet prints no place ID and uses both title orders for the game it covers. | 2026-09-07 |
| The camera flash counters the Locust | RoHorizon guide (refreshed September 7, 2026)Same outlet caveat; the 10-second figure is a single-source report. | 2026-09-07 |
| One player hunts, the rest survive | September 2026 playthroughs (e.g. “MM2 HORROR MODE.. (The locust of MM2)”)Video evidence shows the loop but not exact timers. | 2026-09-01 |
| Progress is profile-tied, with no trading | RoHorizon guide (refreshed September 7, 2026) | 2026-09-07 |
| Key runs reward patience and route memory | RoHorizon guide (refreshed September 7, 2026) | 2026-09-07 |
The session view of the same math — plan tonight, not just the goal.
Session structure that raises Keys per run.
What the Keys are reported to buy.
Check the current code answer before grinding for a reward that may be free.
The storefront watch that triggers a re-measure.
The full source register with checked dates.