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Game Mechanics

MM2's Shop, Crafting & Salvage Explained

Updated Jul 14, 2026

Between rounds, MM2's whole economy lives in the shop menu — crates, crafting and salvage. Here's what each system does and when to use it.

The shop

The shop sells crates (coin unboxing pools), gamepasses (radio, elite, cosmetic perks) and rotating featured items. Two things newcomers miss: crate pools differ meaningfully — check what's actually inside before spending — and event-season crates disappear when the event ends, taking their exclusive pool with them. Retired-crate items only exist in the trade economy afterward, which is exactly why event unboxing holds value.

Crafting

Crafting converts materials — salvaged from duplicate weapons — into specific items, including some of the most notable non-unbox weapons. The system exists to give duplicates a floor value: nothing you unbox is truly wasted. The strategy dimension: crafted items have known recipes, so their "cost" is really the trade value of the materials — sometimes buying the finished item in a trade is cheaper than crafting it, sometimes the reverse. Check both prices before burning materials.

Salvage

Salvaging destroys a weapon for crafting materials. The rule: never salvage anything tradeable above common tier without checking its value first — plenty of "junk" skins carry collector value that beats their salvage yield. Salvage is for true duplicates and bottom-tier fillers.

Radios, pets and the cosmetic layer

Radios (music in-lobby) and pets are cosmetic flexes with their own trade markets — browse them in our radios and pets databases. They follow the same economy rules as weapons: retired + recognizable = valuable.

The efficient session

Play rounds → bank coins → unbox the one crate you're targeting → salvage true dupes → craft when materials pile up → trade the surplus upward using the values list. Every system feeds the next; the players with the deep inventories aren't luckier, they're just running the whole loop.