# The Activity Bar

A bar sits in the **top left** of your screen and fills as you play. When it completes, it pays you [horse shit](/gluebook/gluniverse-horse-shit).

It is the only way to earn that material without owning land, and for a new soul it is the whole supply. It is compact by default: **click it** and it opens into the detail below. On a phone it lives as a round button beside the quest launcher.

## Four things fill it

A full cycle is **100 points**. Each of the four ways to earn them is **capped** at how much of one cycle it may supply.

| What you do | Fills the bar by | Cap per cycle |
|---|---|---|
| **Gather** | 0.6 a unit pulled | **50** |
| **Fight** | 0.1 an XP earned from a kill | **50** |
| **Walk** | 0.0075 a tile moved | **35** |
| **Chat** | 3 a message | **15** |

The caps add up to 150, not 100, and that is deliberate. Read them and you can see the whole design:

- **No single thing can ever complete a cycle.** The biggest cap is 50 out of 100.
- **Gathering and fighting together do it exactly**, 50 and 50.
- **Walking plus one other thing is not enough.** 35 and 50 is 85.
- **Any three of the four gets you there.**

So a cycle wants either the two hard jobs or any three of the four. That is the honest answer to macros: a script that only walks stalls at 35 out of 100 and **never pays out at all, ever**. Not rarely. Never. Fighting counts **XP from the kill**, not the kill, so farming trivial creatures pays trivially.

The bar tells you when an axis is done. It reads **still pays** with the ones you have left, and **all four full · nothing more this cycle** when there is nothing more to add.

## What a finished cycle pays

| Form | Per completed cycle |
|---|---|
| Human, on foot | **2** |
| Human, mounted | **3** |
| Horse, on foot | **4** |
| Horse, mounted | **8** |

A mounted horse earns **four times** what a human on foot does for the same work. Mounting needs a [stable](/gluebook/gluniverse-build-a-stable) or a [tent](/gluebook/gluniverse-tent) and a saddle, so both riding rows already sit behind real work.

## The chat axis has three gates

Chat pays the least and is the hardest to farm, on purpose. A reward on chat creates spam, and chat is the one thing you cannot un-damage. A message only counts if all three are true:

- it is at least **5 minutes** after the last message that counted,
- it is **not a repeat** of the last one that counted,
- and **somebody else is in the zone** to read it.

The bar shows the countdown when your chat is cooling: **chat: 240s**.

## The daily cap

**20 units a day per wallet**, turning at midnight UTC. When you hit it the bar says so plainly: **no more today · resets at utc midnight**.

That number is the real bound on a script. Somebody playing hard for a few hours and a bot running around the clock arrive at exactly the same total.

It is deliberately a slow road. Twenty a day is about seven [bricks](/gluebook/gluniverse-the-brick-economy), and a from scratch 6x6 stable is 240 bricks. Nobody is meant to build a stable out of the bar alone: the bar is what you sell, and the [Exchange](/gluebook/gluniverse-economy) is the shortcut.

## If you stop playing

Leave the bar alone for **2 hours** and it starts to drain, **5 points an hour**. The clock resets every time you contribute anything, so an active session never decays and a short one is never punished. It only stops somebody trickling one activity for a month and cashing out.

The drain is applied on the server and arrives with your next contribution, so a bar you walked away from can read a few points high until you do something.

## Two other things can stop a payout

- **The world is full.** At the 35,000 ceiling nothing produces, and the bar says **horse shit: world limit reached**. That is nobody's day being used up, and waiting for midnight does not fix it. It clears when players spend some.
- **The count is unavailable.** Rare, and it says so rather than showing you a confident zero.
