The Duckov Daily ​

From BossRush · Qinglan Archipelago Wiki

What it is ​

The Duckov Daily is a newspaper delivered to your base automatically, one issue per game day, writing up what you did yesterday as news.

It connects things you already play: read your recap, check for a bounty that fits your next run, check in, then collect any prizes at the delivery point. Bounties track automatically and need no acceptance. Skipping one never blocks a run.

Fortunes and gossip are flavor text. They grant no hidden stats and do not unlock secret tasks.

Getting a subscription ​

  • Build a Mailbox from the base building menu. It costs 500, you can only have one, and you can put it wherever you like.
  • Walk up to it and you'll see the interact option Read today's paper.
  • That opens the full newspaper panel.

The MailboxThe Mailbox

How long is a day ​

  • One game day is roughly 24 minutes of real time (the in-game clock runs 60x).
  • It counts whenever the game is running: idling in your base advances it too. Time does not accrue while paused or sitting in the main menu.
  • Sleeping and "Continue" jumps do not burn an issue - the Daily tracks your actual play time rather than following the world clock.
  • Quitting the game never counts as a missed day: the timer only moves while you play.
  • The top of the paper shows today's progress as a percentage, so you always know how far the next issue is.

What's in an issue ​

  • Front-page headline: picked automatically from what you did yesterday. Killing a boss, wiping out dozens of enemies, dying repeatedly, or making a lot of money each get their own story. Doing nothing at all gets its own story too.
  • Yesterday's recap: kills, boss kills, deployments, extractions, deaths, money in and out, damage dealt, damage taken, and your biggest single hit. Only hostile characters killed by the player count; bosses are included in the kill total. Damage taken includes environmental damage. Black Market Duck Cup matches are excluded - the Bosses did the fighting, not you, so bounties don't progress there either.
  • Bounty column: yesterday's bounty result, plus today's new bounty, live progress, payout and settlement timing.
  • Weather & gossip: weather at this world time tomorrow (including storms; not a forecast for the entire day, with fixed map weather labeled separately), today's do's and don'ts, and word on the street.
  • Check-in wall: thirty slots per period.

Daily bounties ​

One per day, drawn from five categories, with a difficulty tier (easy / standard / hardcore) rolled alongside it. Target and payout move together:

  • Clear enemies - 30 / 60 / 120, paying 800 / 1,600 / 3,200
  • Slay bosses - 1 / 3 / 5, paying 1,200 / 3,000 / 5,000
  • Extract successfully - 1 / 2 / 4 times, paying 700 / 1,400 / 2,800
  • Earn in a day - 5,000 / 15,000 / 40,000, paying 900 / 2,000 / 4,500
  • Extract with zero deaths that day - flat 1,500

A few rules:

  • The bounty stays the same no matter how many times you restart that day - it never rerolls. If you don't like it, wait for tomorrow.
  • The paper shows live progress and status, with an estimate of remaining play minutes based on the current clock speed. Pauses and offline time do not use up that time. A reached target settles next issue; if you die during a no-death bounty, it explicitly shows failed for today.
  • Completing it is announced in the next day's paper, and the reward pays out automatically.
  • "No deaths" requires at least one successful extraction that day, with no deaths before the next issue. Deploying without returning does not count. A raid spanning two days counts on its extraction day.
  • Income uses gross earnings, without deducting spending. Daily bounty cash does not advance it.
  • Unpaid cash stays pending while later days settle normally. Opening the paper retries payment; the result changes to received only after successful delivery.

Check the paper before you head out and line the bounty up with whatever you were going to play anyway: "slay 5 bosses" points at the standard arena, "extract 4 times" points at short runs. Money you make on the way is the only free money there is.

Check-in and rewards ​

Open the paper and hit Check in once a day. One per day, 30 slots to a period.

Every check-in sends one random quality 2 gift to your delivery point. Reaching a milestone below sends its reward in addition. Both daily gifts and milestone prizes remain pending if delivery fails.

After updating, reopening the paper grants one daily gift if you already checked in that game day. Earlier ordinary check-ins with no reward record are not retroactively paid.

Period 1 is the ramp, and the rewards climb:

  • Slot 7 → a random quality 5 item
  • Slot 15 → quality 6
  • Slot 24 → quality 7
  • Slot 30 → quality 8

From period 2 onward it settles into a steady payout: slots numbered 31 through 60, with a reward at slot 7 / 14 / 21 / 28 of each period, always at quality 8. All of these days are game days, not calendar days.

  • Milestone slots are gold on the wall and marked with ★ - impossible to miss.
  • Missing a day clears the current period: skip a check-in and the period resets to zero at the day boundary. But periods you already completed are not taken back - you never drop from period 2 back to period 1, so reward quality never regresses.

Missing a game day resets this period's check-in progress. Your period number and earned prizes remain. Offline time and pauses do not advance the Daily; there is no calendar-day login requirement.

Where the rewards go ​

  • Rewards go to your delivery point's pending list by default, not straight into your bag. You'll see a "check-in reward sent to your delivery point" banner.
  • That means crossing a day mid-raid is perfectly safe - nothing is lost, collect it back at base.
  • If the delivery point can't take it (a full buffer, say), the game falls back to handing it to you directly - into your bag, your stash, or onto the ground at your feet. When that happens it is not also queued at the delivery point, so an empty pending list doesn't mean the reward was lost. Check your bag and the floor first.
  • Only if both routes fail is it counted as a failed delivery, and then it is re-sent automatically the next time you open the paper. Missed check-ins and period rollover never erase earned prizes.
  • If the promised item quality is temporarily unavailable, the reward stays pending instead of being downgraded.
  • The paper and check-in wall scroll, while the close button stays at the bottom. The check-in area shows the next reward quality or the number of pending prizes.

Do I need to enable it? ​

  • No. The Daily is on by default and there is nothing to switch on.
  • The mailbox is what decides whether you can read it: with no mailbox there is nowhere to open the paper. The days keep counting either way, so building one later is never too late.