Community:Massive Medal Pusher
Massive Medal Pusher (クソでっけぇプッシャーゲーム) is a cross-platform game world created by りくち_. It left Community Labs on April 12, 2025.[1] Players insert medals into a coin pusher, drop them for a saved total, and spend that total on perks, skills, and totems.
Layout
The world is a set of wooden rooms around a large pusher table. A golden dispenser box floats in the play area. Picking it up (or pressing 2 on desktop) inserts medals; the medals drop from a tower at the back of the table. A payout rail sits on the right. Balls come from a red rail in front of the table.
A roulette wheel sits above the pusher. A Sherbi Chance board sits with the physical lottery machine. Paletta and Ferretta lottery machines stand to the right of the pusher. Roomkeeper Sherbi figures spawn around the rooms.
The second floor holds a shrine with altars for totems, an in-world guide (SherPedia), achievement and statistics boards, and avatar pedestals. Cloud save and global leaderboards are on wall panels.
A keypad labels a management room. The in-world text tells players not to enter; doing so destroys save data.
The world is graphically heavy, so enabling avatar culling is recommended; mobile headsets drain battery quickly.[2]
Gameplay
Inserted medals pile on the moving pusher shelf. Drops from the front pay the saved total. The payout counter, filled by roulette wins and ball drops, shoots extra medals from the right rail. Higher counters pay faster. When the counter is very large, compressed medals and golden medals replace ordinary payouts.
Manual insertion speeds up while the trigger is held. That extra speed lasts a short time on auto-insert after the player stops. Manual insertion also adds five times as much to the Sherbi jackpot progressive counter as auto-insert. Some perks that spawn SP medals or balls during insertion apply only to manual insertion unless a totem extends them.
Progress is stored with Persistence. A cloud-save panel can back up that data and feeds the global leaderboard.
Medals
Sherbi medals on the table can upgrade into higher-value medals as they spawn. Dropping a medal pays the saved total and may add payout counts, skill points, walls, or roulette spins.
Compressed pink and purple medals pay 100 and 200. Larger golden medals scale by ten times plus 7 (7,777 then 77,777, and so on). Rare medals play a sound when they appear.
Green Win pays green medals (5 each) instead of ordinary medals. Rare medals still roll as usual during that payout.
Sherbi Balls
Roulette BALL results and several other effects spawn Sherbi Balls. About half are Normal. The rest are Special or Rare. When a ball's effect spawns another ball, the new ball carries a chain number. Effects are about twice as strong at 10 chains, then rise more slowly.
A ball that continues shows a Continue popup and the chain count on its face.
Normal and special
Rare
Rare balls play a sound when they spawn.
Roulette
Each dropped Roulette Medal spins the wheel once. 5–100 WIN adds that many payout counts. BALL spawns a Sherbi Ball. LOSE pays nothing.
Fever spends one stored Fever spin per roulette. During Fever there is no LOSE, the minimum WIN is 10, the maximum WIN is 500, and high WIN and BALL are more common.
Landing 70 WIN or more lights one bonus-step lamp. Seven lamps fire one of: +100 payout, one 10-chain Lottery Ball, +15 Fever, or three random balls.
Sherbi Chance
Sherbi Chance unlocks at 1,000 total. A Lottery Ball that finishes the physical lottery moves Sherbi 1–8 squares.
- Blue or yellow: payout by the square
- Green: payout in green medals or higher (5×)
- BALL: that many Sherbi Balls
- JACKPOT: Sherbi Jackpot
Multipliers rise with laps that skip JACKPOT and with Lottery Ball chains. Extra balls from a multiplier do not keep the chain.
The Sherbi progressive counter in the center of the board is the jackpot payout. It is shared in the instance. It rises from medal drops, Navy balls, Sherbi Chance rewards, and Roomkeeper Sherbi, and falls when anyone in the instance hits jackpot. The drop has a 3-second cooldown per player and is smaller when more players are present. A local hard cap depends on progress.
Sherbi Jackpot pays the progressive counter times the Sherbi Chance multipliers, launches medals from above, and launches balls from the count. Ordinary payout during the jackpot is added to the jackpot counter.
ULTIMATE MODE can start from a Roomkeeper Sherbi or, rarely, from roulette. Every square becomes a red 100 WIN. Each advance raises the Sherbi Chance multiplier, then that square becomes END. Landing on END ends the mode. Yellow or JACKPOT clears END squares back to red.
Paletta Chance
Paletta unlocks at 1,000,000 total. A Paletta Ball appears after enough insertions, or on a very rare insertion roll. Dropping it starts the disk lottery on the right.
- Number: payout
- BALL: many Sherbi Balls
- NEXT: a higher-multiplier Paletta stage
- JACKPOT: Paletta Jackpot
The Paletta progressive counter is local and stored in temporary save data, one value per jackpot tier. It rises from non-JACKPOT pockets, rare medals and balls, Lavender balls, and Roomkeepers. Winning a Paletta Jackpot cuts that tier and lower tiers.
Paletta Jackpot pays the stored counter, launches medals from above, and launches balls (Special or better; every 10th ball is Rare or better). Payout during this jackpot is multiplied by 10 before it is added to the jackpot counter.
A Golden Paletta Ball doubles the lottery reward. Meadow balls add Golden Power, which raises the Paletta multiplier and Golden Paletta chance and decays after each Paletta lottery.
Ferretta Chance
Ferretta unlocks at 10,000,000 total. Every three Paletta Balls spawn one Ferretta Ball. The disk lottery marks numbers on a bingo card. Completing a line pays Ferretta Jackpot. Several lines at once raise the jackpot tier, up to five. Those numbers then deactivate.
The card starts with at least ten active squares and at least one square that can complete a line. If not, random numbers activate until both are true.
The Ferretta progressive counter is local on the bingo card. It rises from non-jackpot pockets (more with a Ferretta item), Lavender balls, and Roomkeepers, and drops on a Ferretta Jackpot. Golden Power also multiplies Ferretta Jackpot and is spent only on a win.
Ferretta items come from item pockets and from Black Boxes. Common, rare, and legendary items can open extra bingo hits.
Roomkeeper Sherbi
Roomkeeper Sherbi unlocks at 100 total. Figures spawn over time. Interacting pays a random reward. Spawn rate is higher when none are in the room and falls off after four. Rainbow Roomkeepers are stronger and rarer.
Non-rainbow Roomkeepers have a small chance to start ULTIMATE MODE instead of the usual reward. That chance rises with skill use, Roomkeeper interacts, and a weak previous ULTIMATE MODE, then resets when ULTIMATE MODE occurs.
Skills
SP medals pay skill points. Points also come from some balls, manual insertion, and Roomkeeper interacts. The skill shop spends them. Each skill also gives a smaller effect to other players in the instance. Holding a shop button repeats the skill. Skill points save with the rest of progress.
Visible skills include 50 Win, Special Ball, Fever Roulette, 20 Fever, and Rainbow Ball. Rainbow Ball costs 50 skill points and also spawns three extra balls; players who only receive the skill get ten random balls instead. A third skill slot unlocks at 2,000,000 total.
A credit shop sells timed auto-insert and faster roulette. Auto-insert does not trigger some perks that require manual insertion. Manual insertion while auto-insert is running pauses that timer.
A local setting can refuse other players' skills. Another local setting reduces 20× skill receive when an instance is heavy.
Tasks
Tasks unlock at 5,000 total. Repeatable tasks pay skill points when the objective is met. Daily tasks are three objectives that reset at 12:00 AM UTC. Claiming all three daily tasks pays one Black Box. Completing any task also has a low chance of a Black Box: 3% plus the skill-point reward divided by 1,000. A Black Box also spawns one random gem Sherbi Ball.
Perks
The perk shop unlocks at 10,000 total. Each perk has levels 0–10. A respec refunds the spent total. Individual perks also have their own unlock conditions (insertions, roulette wins, jackpots, and similar).
| Perk | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Faster Insertion | 5K 4.4/s |
10K 4.8/s |
20K 6.0/s |
50K 7.0/s |
100K 8.0/s |
200K 9.2/s |
500K 10.4/s |
1M 12.0/s |
2M 14.0/s |
5M 16.0/s |
| SP Medal Insertion | 20K 1/100 |
50K 1/90 |
100K 1/80 |
500K 1/70 |
2M 1/60 |
10M 1/50 |
50M 1/40 |
200M 1/30 |
1B 1/20 |
5B 1/10 |
| Ball Insertion | 50K 1/250 |
100K 1/225 |
200K 1/200 |
500K 1/175 |
2M 1/150 |
10M 1/125 |
50M 1/100 |
200M 1/75 |
1B 1/50 |
5B 1/25 |
| Fevered Roulette Medal | 100K 1% |
500K 2% |
2M 3% |
10M 5% |
20M 7.5% |
50M 10% |
100M 15% |
200M 20% |
500M 30% |
1B 50% |
| Refined Ball | 10K 34% |
20K 38% |
50K 42% |
100K 46% |
200K 50% |
1M 52% |
5M 54% |
20M 56% |
100M 58% |
500M 60% |
| Sherbi Chance Multiplier | 500K 1.05× |
1M 1.1× |
2M 1.15× |
5M 1.2× |
20M 1.3× |
100M 1.4× |
500M 1.5× |
2B 1.65× |
10B 1.8× |
50B 2× |
| Sherbi Progressive Multiplier | 50K 1.05× |
100K 1.1× |
200K 1.15× |
500K 1.2× |
1M 1.3× |
2M 1.4× |
5M 1.5× |
10M 1.65× |
20M 1.8× |
50M 2× |
| More Roomkeeper Sherbi | 10K 1.1× |
20K 1.2× |
100K 1.5× |
500K 1.8× |
2M 2× |
10M 2.3× |
50M 2.7× |
200M 3× |
2B 3.5× |
20B 4× |
| More Rainbow Roomkeeper | 200K 1.3% |
500K 1.8% |
2M 2.4% |
10M 3.3% |
50M 4.5% |
200M 6% |
1B 8% |
5B 10% |
20B 15% |
100B 20% |
| Sustained Insertion Speed | 5K 20 s |
10K 1 min |
20K 3 min |
50K 5 min |
100K 10 min |
200K 30 min |
500K 1 h |
1M 90 min |
2M 2 h |
5M 6 h |
| Refined Roulette | 5K 55% |
10K 60% |
20K 65% |
50K 70% |
100K 75% |
500K 78% |
2M 82% |
10M 86% |
50M 90% |
200M 100% |
| Skill Receiver | 20K 0.1% |
50K 0.3% |
200K 0.7% |
1M 1.5% |
5M 3% |
20M 6% |
100M 12.5% |
500M 25% |
2B 50% |
10B 100% |
| More Paletta Ball | 1M 9.9K or 1/23K |
2M 9.8K or 1/20K |
5M 9.7K or 1/17K |
10M 9.6K or 1/15K |
20M 9.4K or 1/13K |
100M 9.2K or 1/12K |
500M 9K or 1/11K |
2B 8.7K or 1/10K |
10B 8.5K or 1/9K |
50B 8K or 1/8K |
| Richer Roomkeeper | 50K 1.2× |
100K 1.5× |
500K 2× |
2M 2.5× |
10M 3× |
50M 4× |
200M 5× |
1B 6.5× |
5B 8× |
20B 10× |
| Refined Pal/Fer Chance | 10M 1.05× |
20M 1.1× |
100M 1.15× |
500M 1.2× |
2B 1.3× |
10B 1.4× |
50B 1.5× |
200B 1.65× |
1T 1.8× |
10T 2× |
| More Item Pockets | 10M 0.33 |
20M 0.67 |
50M 1.00 |
200M 1.33 |
1B 1.67 |
10B 2.00 |
100B 2.50 |
1T 3.00 |
10T 4.00 |
100T 5.00 |
| Refined Ferretta Item | 100M 0.33 |
500M 0.67 |
2B 1.00 |
10B 1.33 |
50B 1.67 |
200B 2.00 |
1T 2.50 |
5T 3.00 |
20T 4.00 |
200T 5.00 |
Costs are abbreviated: K for thousand, M for million, B for billion, T for trillion. Level 0 is 4.0/s insertion, no SP or ball insertion, 30% special-ball chance, 50% roulette win rate, 10,000 insertions or 1/25,000 for Paletta, and 5 seconds of leftover speed. Faster Insertion multiplies a 4.0/s base. Refined Roulette values are win rate (100% minus LOSE). More Paletta Ball lists guaranteed insertions and the instant-spawn chance. Item-pocket and Ferretta-item values are pocket/item weights at that level.
Totems
Totems unlock at 1,000,000,000 total, on the second-floor shrine. Spending the saved total at the offering box summons a totem. Summoned totems save. An effect applies only after the totem is placed on an altar. Extra altars cost 0, then 1.5 billion, 5 billion, 200 billion, and 5 trillion. Unplaced totems can be respawned from the shrine.
Summon cost is 1 billion, 10 billion, or 100 billion depending on the totem. Summons are random within the current cost tier, except that Orange is always the first totem; the next tier opens once a tier is complete.[3]
| Name | Effect |
|---|---|
| Orange | Every starting ball is Orange (rare balls are not replaced) |
| Green | Doubles roulette spins except from skills and rare effects |
| Pink | Adds Balls × 3 on the roulette |
| Purple | Wall, flatten, and double-insertion buffs stay on. Purple Ball gives two balls |
| White | Green Win pays compressed green medals (10×) |
| Cyan | Doubles Sherbi Chance lottery attempts |
| Pale Pink | Odd steps stop making END, and END is disabled in ULTIMATE MODE |
| Navy | |
| Red | Every starting ball gains +5 chains |
| Cream | 2.0× Sherbi Chance multiplier |
| Mint | Each Normal Ball has a 5% chance to spawn a Lottery Ball |
| Peach | SP Medal Insertion and Ball Insertion have double effect and also apply to auto-insert |
| Starry | Each non-rare ball has a 1% chance to double its effect |
| Meadow | 2.0× Paletta Chance and 2.0× Ferretta Chance |
| Black | Doubles Roomkeeper spawn rate and triples Rainbow Roomkeeper chance |
| Yellow | Doubles Paletta Ball spawn rate |
| Lavender | |
| Lime | Doubles medal insertion |
| Sprout | Roomkeepers have a 1% chance to pay a Black Box |
Navy and Lavender totem bonuses are instance-wide and shown on shrine counters. The shrine sign renames itself after the placed totems; with no totem placed it reads "Void Shrine" (虚無神社).[3]
Achievements and leaderboards
An achievement board lists bronze, silver, gold, and platinum entries. Overhead nameplates can show achievement count. Cloud save feeds a global ranking of total earned and related stats. Instance ranking panels show Paletta and Ferretta jackpot records.
Strategy
Cream and Cyan are generally considered the strongest totems: Cream keeps a permanent multiplier on Sherbi Chance, and Cyan doubles its lottery attempts. Red, Green, Lime, and Mint (paired with Cyan) also rate highly. Orange, Navy, Meadow, Lavender, and Yellow are seen as weak, useful mainly for chasing ranking records rather than raw earnings.[3]
A common five-altar loadout is Green, Red, Cream, Mint, and Cyan, swapping Green out when too many balls slow the instance down. Past that fixed set, players match totem placement, perk levels, and skill timing to the daily Sherbi, a featured ball color that changes each day.[3][4]
New players usually level Faster Insertion and Skill Receiver first, summon the Lime totem before buying a third altar, and take Cream as the first 10-billion-medal summon.[4]
Skills buff every other player in the instance, so populated instances are generally considered to progress much faster than playing alone.[4][5] During a Paletta Jackpot every payout is multiplied by 10, so raising the Sherbi jackpot progressive counter and landing Sherbi Jackpots inside that window is a favorite way to multiply earnings.[4]
Characters
Sherbi is a snow weasel used on medals, balls, Roomkeepers, and the Sherbi Chance board. The design uses a KIGURUMI MARMOT Booth asset.
Paletta is a ferret used on Paletta Balls and the Paletta lottery.
Ferretta is a ferret used on Ferretta Balls and the bingo lottery. Paletta and Ferretta use a Nebula plant Booth ferret asset.
Resources
- Massive Medal Pusher on VRChat
- Trailer
- Official website (in Japanese)
- Official VRChat group
- Discord server
- Community wiki (in Japanese)
References
- ↑ Massive Medal Pusher on vrchat.com.
- ↑ クソでっけぇプッシャーゲーム(でかプ) Wiki (in Japanese). Retrieved September 3, 2026.
- ↑ 3.0 3.1 3.2 3.3 でかプ神社&トーテム (in Japanese). クソでっけぇプッシャーゲーム Wiki. Retrieved September 3, 2026.
- ↑ 4.0 4.1 4.2 4.3 初心者ガイド (in Japanese). クソでっけぇプッシャーゲーム Wiki. Retrieved September 3, 2026.
- ↑ 【VRChatワールド攻略】Massive Medal Pusherで億万長者になる3つのコツ (in Japanese). oka-vrc旅行記, October 19, 2025.