In Rocket League, keys are no longer an active in-game currency. They were phased out with the December 2019 game update that transitioned the item acquisition system from a crate and key model to Blueprints and Credits. At the time of this transition, any existing keys in players' inventories were automatically converted into Credits, with the value per key varying based on the total number of keys a player possessed.
Key to Credit Conversion Rates
The value of each key in Credits during the conversion process depended on the quantity of keys a player had accumulated in their inventory. Players received more Credits per key if they had a larger number of keys. This conversion was a one-time event, and keys are no longer obtainable, tradable, or usable in the game.
Here's how the conversion worked:
Total Keys In Inventory | Credits per Key |
---|---|
1 - 9 Keys | 100 Credits |
10 - 19 Keys | 110 Credits |
20 - 49 Keys | 120 Credits |
50 or more Keys | 130 Credits |
For example:
- If a player had 5 keys, they would have received
5 keys * 100 Credits/key = 500 Credits
. - If a player had 30 keys, they would have received
30 keys * 120 Credits/key = 3600 Credits
. - If a player had 60 keys, they would have received
60 keys * 130 Credits/key = 7800 Credits
.
The Transition from Keys to Credits
Before December 2019, players would acquire "crates" through gameplay, which could then be opened using "keys" purchased with real money. This system was replaced by Blueprints, which show players exactly what item they will receive if they choose to craft it using Credits. Credits are the current premium in-game currency used to craft Blueprint items, purchase items from the Item Shop, and engage in player-to-player trading.
Therefore, while a key is not worth anything directly in Rocket League today as it no longer exists, its historical value was determined by the tiered conversion into Credits, providing players with compensation for their previously acquired keys.