Active Matter has no marketplace and no trade window, so nothing in it can be handed to you: not Credits, not Crystallised Active Matter, not a level. Every boost we sell is play time on a raid, and since launch there are three shapes of it.

The three boosts, side by side

BoostWhat you buySold inWhat's guaranteedSomeone logs into your account
Squad CarryHours with a pro in your squad; you keep what you extractThe hour, from one hourThe hours, not a resultNo
Raid clearOne raid on a named map or variation, run through and extracted aliveThe raid, one to ten per orderThe clearSelf-play no. Piloted yes
Account Level BoostYour operative taken from its current level to a target levelThe level, up to level 20The target levelYes. No self-play version exists

Read the last column first. It is the only one that changes what you're risking. Prices are on the product pages: Squad Carry, raid clears (one listing per map and variation) and the Account Level Boost.

The risk, stated once

Gaijin’s EULA bans this two ways. Section 3.2.6 bans paid boosting and carry services outright, full stop, which covers every product on this page, Squad Carry and self-play included. Section 3.5 separately bans account sharing: an account “may not be shared with or used by any other person.”

A piloted raid clear and an Account Level Boost break both sections at once: paid boosting and account sharing together. There is a ban risk on every product here, and piloted orders carry the extra account-sharing risk on top. It sits with the account holder, and we can reduce it but not remove it. We tell you this before you pay, not after.

What we do to limit the account-sharing risk on piloted orders:

  • A single named pro, on a region-matched connection
  • No purchases, no chat, no friend-list activity
  • Credentials deleted when the ticket closes

Squad Carry and a self-play raid clear are you, on your own account, in a normal squad, so neither one is account sharing. They’re still paid boosting under section 3.2.6, the same as every product on this page. The risk is narrower, not absent.

Every piloted product here has a no-login alternative: self-play for a raid, Squad Carry hours instead of a level boost. Most people should start there.

Which one you actually want

If this is your problemBuy thisWhy
You want to learn a map, or you want the loot and the practiceSquad CarryYou play, the pro knows where the extraction is, everything you bring out is yours
One extraction stands between you and the next Monolith tierRaid clear, self-playThe run counts as yours in every sense, and no one logs in
You want the raid done and you don't want to be thereRaid clear, pilotedOne to ten of the same raid per order. Read the risk section first
Your operative is under 20 and the number is what's in your wayAccount Level BoostThe only one of the three with no self-play version. Think hardest about this one
You want Credits, CAM or Monolith TokensNothing, see the questions belowNone of them can enter a raid to be handed over

On console? Our pros play on PC. Isolated raids are cross-play; Open raids need both sides to opt in. Say you're on console in the ticket.

Squad Carry

Squad Carry is the day-one product and the only one with no login of any kind. One of our pros joins your squad on their own account for the hours you book, from one hour up. You play your own operative, the pro runs the map with you, Isolated or Open, your call, and everything you extract is yours.

What an hour buys. Time in the zone with someone who already knows where the extraction is. Loot, kills and extractions depend on how the session goes; it's the hours that are guaranteed, not a result. If you want a specific raid done, that's a raid clear, below.

Who you get. Name the map and mode in your ticket and we match you with a pro who knows it.

How the hours are scheduled. After checkout, open a Delivery ticket on our Discord to agree a start time. The clock starts once you're grouped up, not when you pay, and hours can be split across sessions.

The third seat. Squads are three: you, our pro, and one seat spare. Bring a friend, or add a second pro at checkout. Either way, set Auto-fill squad off on the Missions Terminal so matchmaking doesn't fill the seat with a stranger.

Raid clear

A raid in Active Matter has no boss to kill and no "cleared" screen. You deploy, you do what the raid has for you, and you reach an extraction point before the timer runs out or you die. A raid clear is exactly that, on your account: the loot lands in your stash, the active objectives pay out, and the extraction is recorded against your operative.

That last part is why people buy one. The Monolith's access gates are requirements, not prices. Beta asks for a successful raid as an operative on each of Shegolskoe, Factory and Airport, and "successful" means you extracted. Nothing in the Shop or the CAM exchange skips it.

Self-play or piloted

Self-play ("Team up")Piloted
Who playsYou, with our pro in your squadOur pro, on your account
You need to beOnline for the sessionLogged out until we message you
Before you startSet Auto-fill squad off. Tell us Isolated or Open in the ticket; it's set before deploySend your login through a private ticket, plus a 2FA code if you have one enabled
TimingAgreed with you in the Delivery ticketRoughly 15 to 30 minutes per raid, run back to back
Account riskNoneSee the risk section

An order is one to ten raids of the same map and variation. Three different maps is three orders, each with its own ticket.

We can't unlock a raid you don't have

Raid access comes from the Monolith (Alpha hands you Shegolskoe, later tiers open the rest) and we play or log into what's already on your Missions Terminal. If a map isn't there yet, a clear of it isn't something we can sell you.

The rotation matters too. The raid list is a rotation of base locations with modifiers attached; two or three are always benched under "Temporarily unavailable", and the whole list turns over on the countdown at the top. If the variation you booked is benched when your slot comes up, the run waits for it to come back around.

Every raid we clear

Fourteen maps, twenty-three raids once the named variations are counted. A variation is not a cosmetic tag: Distortion, Darkness, Unstable Zone and the rest change what the raid is, which is why each is its own listing on the raid clears page. The price is the same flat rate per raid whichever you pick.

MapVariationsRegionNote
ShegolskoeStandard, Distortion, OvergrowthDalniy IslandAlpha's starter map. Beta gate
FactoryStandard, HiveDalniy IslandBeta gate. Lowest extraction rate we've measured
AirportStandardAnguka Anga QuarantineBeta gate
Cargo PortStandard, DarknessDalniy Island
Military BaseStandard, Unstable ZoneDalniy Island
ParkStandardDalniy IslandHome of the story case "Park: Where It All Began"
OzernoeStandard, OvergrowthDalniy Island
DogorskStandardDalniy IslandThe bolt-action Distorted case runs here
ScrapyardStandardDalniy Island"Collect Active Matter" wants five units before the extraction opens
GigastructureStandardDalniy Island
DowntownStandard, Collapse, Unstable ZoneSaltriver CityCollapse is the overtime raid that punishes staying late
HeadquartersStandard, Unstable ZoneAnguka Anga Quarantine
DamStandard
EpicenterStandard

Map facts from launch build 0.4.0.93, 15 September 2026; a blank region means our launch-day notes didn't record it. Factory read 37% server-wide extraction on launch day, the lowest we saw; Military Base's Silent Observers variant read 90%. Those figures move constantly, and Silent Observers isn't a listing, so ask in Discord if it's up. If the rotation is showing a variation that isn't in this table, ask before ordering rather than picking the nearest one.

Account Level Boost

Active Matter has two ladders, and it's worth being clear which one this is.

  • The Monolith's twelve access levels, Alpha through Mu, are paid in Monolith Tokens and gated by extractions. Nothing we sell moves you up it directly, though a raid clear can satisfy one of its gates.
  • Your operative's level is experience earned in raids: one number, capped at 28 on the launch build. This is the one the Account Level Boost moves.

You pick your current level and your target, and you pay per level gained at a flat rate: 10 to 15 is five levels, 1 to 20 is nineteen.

Why it stops at 20. Past 20, the experience you earn per raid depends on your build and your Perks Tree choices, and the climb is slow enough that the honest options were to charge a lot more or not offer it. We chose not to offer it. If you're already past 20, there's nothing here for you.

Piloted only. A pro in your squad doesn't earn your XP for you; that's what Squad Carry is. So this one works the piloted way, with the protections and the risk described above.

How an order runs

  1. Checkout. Squad Carry asks for hours; a raid clear asks for the number of raids; a level boost asks for your current and target level.
  2. Open a Delivery ticket on our Discord. Self-play and Squad Carry: agree a start time and give us the game ID to invite. Piloted: send your login and, when we're ready, a 2FA code if you use one.
  3. The run. Squad Carry and self-play start when you're grouped up. Piloted starts when the pro logs in; stay logged out until we message you, because logging in interrupts the raid.
  4. Done. Squad Carry ends when the hours are up, self-play when you extract, piloted with a message that the raids are through or that you're at the target level.

Questions

Is any of this a currency delivery? No. If a site is listing "500,000 Credits", it's selling one of the things on this page under a different name. A raid clear moves your wallet because the raid happened: harvested Active Matter converts to Credits on extraction, objectives pay Credits and Tokens, and the loot refines.

Does a piloted extraction count for the Monolith? It's your account, your operative and a real extraction, so it's recorded like any other.

Can you unlock a raid I don't have yet? No. We clear what's already on your Missions Terminal.

Isolated or Open? Your call, set before deploy, so say which in the ticket. Isolated is you, the anomalies and the creatures; Open adds other squads and the objective tiers Isolated locks out.

What if I die on a self-play run? The run isn't over until you're out, so we regroup and go again. What wasn't in your safe container stays in the zone, the same as any death: bring kit you can afford to lose, and put the good find in the container the moment you pick it up.

What if the pro dies on a piloted run? The clear is what you bought, so the pro goes again. Your gear is under the same death rules as ever, so if there's kit in your stash you'd rather wasn't taken in, say so in the ticket.

Will you level past 20? No, for the reason above.