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The Control Update: dungeons, trinkets, and the rework that did not move a price
Update {xfvalue_updver} · released 23 December 2025
What this update touched
What happened to the values
Two days before Christmas 2025 the game got its biggest systems update in a long while. Control was reworked. Dungeon mode arrived, with waves of enemies, scaling difficulty, bosses, and rewards tied to how well you did. Trinkets came with it: equippable gear, mostly from dungeons, that boosts damage, defence, energy regeneration, movement speed and cooldowns, with extra stat points unlocking at higher rarities. Sea 2's Hot and Cold island was rebuilt, a winter map went in, and the inventory finally got a build tab that shows what you have equipped.
Control got better and stayed the same price
A rework is the one thing players expect to move a value. It did not. Control held its level through the weeks around the update and has drifted gently since, which you can see in the chart above against Kitsune as a reference line.
The reason is the same one that explains the summer PvP patch: Control sits in the dealer's rotation. Reworking it changed how it plays, not how hard it is to get, and the market only prices the second one.
Dungeons changed the economy instead
The real market effect of this update came from trinkets. A new kind of gear that drops from a repeatable mode gives players something to grind for that is not a fruit, and that pulls attention away from trading for a while. It also raises the ceiling on what a well-built account can do, which matters for the expensive Mythicals: the more your stats can carry, the more sense it makes to own one.
What we would do
Run dungeons for the trinkets, not for the drops you can trade. The gear is where the value of this update sits, and it is value you keep rather than value you flip.
On Control itself: it is worth owning if you fight players, and it is worth skipping if you grind. The permanent version is the one that holds value, and that has been true since long before the rework.
And treat the next rework announcement the same way. If a fruit is in stock, a buff is news for players, not for traders.
What trinkets changed about accounts
Trinkets are the first gear in this game that stacks with everything else you own. Damage, defence, energy regeneration, movement speed and cooldown reduction, with rare ones unlocking extra fruit, sword, gun or melee points and life leech against NPCs. A maxed account after this update is simply stronger than a maxed account before it, with the same fruit in hand.
For trading that matters in a roundabout way. The expensive Mythicals are only worth their price if your stats can use them. Raising the ceiling on what a built account can do makes the top of the value list more attractive, which is one reason the heavy fruits have held up since.
Dungeon mode as a money source
Wave-based fights with scaling difficulty and bosses, solo or in a team, with rewards tied to performance. It is the most reliable Beli and gear source added in years, and it changed what a new player should do with their first week: run dungeons, buy the fruit you want from the dealer, skip the trade entirely.
That is a slightly awkward thing for a value site to say, but it is true. Many of the fruits people trade for are cheaper to buy outright now, and the stock page will tell you when the one you want is actually sitting in the dealer's rotation.



