Competition
The collecting game you play with Fame: opening cases, rarity and item level, restoring and upgrading gear in the Workshop, the Trader, and your Rig Level.
The Arsenal is the part of riff.quest that has nothing to do with your fingers. You spend Fame, never points, on cases full of virtual guitars and pedals, keep the ones you like, and equip them to build a rig. None of it makes you a better guitarist. That's rather the point: it's the reward for the work you did elsewhere.
Seven tabs, in the order you use them: Cases, Collection, Rig, Workshop, Trader, Market and Dex.
Everything you own hangs on one stash board: a socket per item, tinted by its rarity, with the item level in the corner and a star on anything that dropped since you last looked. Salvaged parts stack in the first sockets with the amount stamped on each pile, mods rescued from scrapped gear sit next to them, guitars stand in slots two rows tall, and pedals take a single square.

Point at a socket to read the full card without leaving the board, and click it to equip, list, scrap or sell. If you'd rather see the big cards again, the view switch sits next to the sort buttons.
On a phone you get the cards instead. A wall of sockets that small is neither readable nor draggable, so the collection is a plain list there: one card each, with your parts and rescued mods listed above them and sellable from the same place. Everything else works the same: the filters, the search and the sorting are all still there.
You can rearrange the whole thing. Drag a piece anywhere there's room and it stays there for good, on every device you log in from. Drop it onto something the same size and the two swap places; drop it somewhere it doesn't fit and it goes back where it was. The first time you drag anything the board switches to Manual order and stops re-sorting itself; pick Equipped, Rarity, Level, Newest or Type to lay it out for you again, and Manual to get your own arrangement back. While it's arranged by hand, searching and filtering dim what doesn't match instead of moving it, so nothing you placed ever wanders off. The board is a desktop thing. An arrangement you make there is kept, and it's waiting for you the next time you open the Arsenal on a bigger screen.
Made a mess of it? Tidy up at the top of the board lays the whole stash out again in one go: what you're playing first, or guitars before pedals, or rarest first, whichever you pick. What comes out is still your own arrangement: it stays put, and you can carry on dragging pieces around from there.
150 Fame
Standard Case (anything can drop)
200 Fame
Featured Case (a rotating pool of 10 items)
300 Fame
Premium Case (guitars or effects, better odds)
400 Fame
Elite Case (guitars or effects, Rare or better guaranteed)
The Featured pool rotates on a fixed schedule every few days, and everyone sees the same rotation.
Every item has a rarity, which sets what it's worth and how far it can be pushed.
Rarity isn't the whole story: condition, vintage and where the instrument was made all feed into its Item Level, so two Rares are rarely equal.
Scrapping gear you don't want breaks it down into parts, and parts are what the Workshop runs on. There are three jobs on the bench.
The gear you're actually playing comes first in the rack and is marked wherever it shows up: an amber dot for the guitar on your profile, a cyan one for a rig slot or a pedal on your board. Worth a glance before you spend anything: only work on equipped gear moves your Rig Level.
Raises an item's condition one grade at a time, up to Museum. It costs more the better the condition and the rarer the item, and it adds Item Level, but it never raises what the game will buy the item back for. Restoring is for keeps, not for flipping
Fits one more upgrade. There's no ceiling on build levels, but every level asks for more than the last
Bolts a named upgrade onto the instrument, such as hand-wound pickups, a bone nut or a charge pump. Each mod has its own price in parts, the same on every instrument, and how many an item can carry depends on its rarity
Higher builds also get pickier: they want more different kinds of parts, they refuse anything below a minimum rarity, they ask for rare Unique parts near the top, and they require the item to be in good condition first, and eventually Museum condition. Each build level adds a flat amount of Item Level depending on rarity, and the cost is the same whatever the rarity, so parts poured into a Mythic go a lot further than the same parts spent on a Common.
Before you scrap anything, check the Rig tab. Parts are easy to come by; a specific instrument rolled with the condition and features you like isn't.
When you scrap something that carries mods, one of them comes off whole and lands in your stash as a thing you can hold, including the mods an instrument arrived with straight out of a case.
You don't get to pick which one. Every instrument has its salvageable mod, fixed from the moment it exists, and the scrap dialog names it before you commit. So a Mythic covered in twelve mods gives up exactly as much as a Common with one: a single mod.
It comes off slightly worn: a point off what it was worth, never below that mod's own floor. Putting it back on costs nothing: you paid a whole instrument for it, and you didn't even get to choose which mod that was. It goes on at the value it was rescued with, and nothing is re-rolled.
The quickest way to use one is to drag it. Pick a rescued mod up off the stash board and every instrument that could take it lights up, while everything else steps back. Drop it onto one of the lit ones and it's on. It's also waiting on the Workshop bench, in a list of its own, if you'd rather work from there.
Whichever way you fit it, the same three rules apply: it has to physically fit that instrument, the instrument needs a free mod slot, and it can't already carry that mod. On a phone there's no board to drag from, so fit it at the Workshop bench instead, which does exactly the same thing.
The Trader is the game's own shop, and the only place parts can be bought at all. It restocks once a day and everyone sees the same stock. Listings from other players are next door, in the Market tab.
Parts are sold by the piece, each with its own daily limit, so a single day's Fame is always enough to buy something, and one part offer each day is discounted by 30%. The parts the drops are stingy with turn up here more often, and cost more.
2 Fame
a screw
12 Fame
a standard part
35 Fame
an epic part
450 Fame
a legendary part
Legendary parts are priced to rescue a build the drops have stalled, not to supply one. Unique parts are never sold.
There's also one mod a day, one to a customer. It's a loose component, the same thing a teardown hands you, so it isn't fitted to anything when you buy it: it lands in your stash with its value already on it, and waits there until you drag it onto something that can take it. You can see which pool it belongs to and how good the roll is before you pay. The price follows the parts the job would have needed, so a mod built from Legendary parts costs like one; what you're buying is not having to own them, or an instrument to put them in yet. The bench still rolls the higher numbers; the Trader never sells a perfect one.
The Trader also stocks two guitars and two pedals a day, each a specific instrument whose condition and features you can see before you pay. They're expensive on purpose: buying one and selling it straight back always loses Fame, and a Legendary is a month of saving. The top rarities only appear every week or two.
Your Rig Level is the sum of the Item Level of everything currently equipped in your Rig, guitars plus pedalboard effects. It's the number the gear board ranks you on. Only equipped gear counts, so swapping in something stronger moves it immediately, and Workshop work only pays off if it went into something you actually use.
Can I buy Fame with real money?
No. Every route to it is in the app: practice itself, quests, milestones, challenges, seasons and the community
I opened a case and got a duplicate
Scrap it. Duplicates become parts, and parts are what upgrade the copy you kept
Does gear affect my points or level?
Not at all. It's a separate game with its own board
Restore or build first?
Restore. Building past the early levels needs good condition anyway
Can I choose which mod I salvage?
No, each instrument has its own, decided when it was made and shown to you before you scrap it
If I sell instead of scrapping, do I still get the mod?
No. Selling pays Fame and the instrument leaves intact. The mod only comes off on the bench