Anime Astral Simulator has at least eleven upgrade and passive-gacha systems, almost none of them explained in-game, and they all want tokens. This guide ranks them by what actually accelerates a new account — the same priority scores you’ll see on our upgrades database, with the reasoning attached. The usual disclaimer applies twice over here: the game publishes no numbers, so everything below is community-reported — verify in-game.
The priority list at a glance
| Priority | System | Why |
|---|---|---|
| 5/5 | Races | Saiyan reported at 2x Power — the biggest single roll in the game |
| 4/5 | Trial Upgrades | Cheap permanent stats from hourly Trials |
| 4/5 | Player Passives | 28 permanent account lines (Damage, Lucky…) |
| 4/5 | Doujutsu | First system you can afford — 10 tokens a roll in World 1 |
| 4/5 | Haki | Reported 2.5x tap-power at the top roll |
| 4/5 | Hunter Class | Solo City’s multiplier gacha, visible pity — late-game core |
| 3/5 | Range | Max 13 unlocks AFK raids; a convenience before that |
| 3/5 | Ninja Progression | Update 1.5 line, chance-based rolls |
| 3/5 | Family | Exists on the Trello; bonuses undocumented |
| 2/5 | Ki | +0.10 steps, can fail — auto-toggle and forget |
| 2/5 | Fruit | Can fail; matters mainly for World 3 crafting |
Priority is our editorial judgment about early-game impact, not a stat from the game — where a system’s numbers are unknown (Family, Trial stat lines, Hunter Class rates) we say so on its page instead of inventing them.
The reasoning, world by world
World 1, hour one: you have two real options — Doujutsu rolls at 10 tokens each (best result shows 1.2% in the gacha UI) and Trial Upgrades whenever you bank Trial Shards from the hourly Trials window. Run both continuously; they’re cheap and permanent. This slots straight into the beginner guide routine: Trials at XX:30, quest chain in between.
The Namek City spike: the single most important upgrade event in your account is the Races Gacha. A reported 2x Power from Saiyan beats anything else on this page, and it’s a big reason community progression guides say to over-stay in Namek City. Roll it until you hit a race you’re happy with before pushing on.
Worlds 3–4: Haki’s reported 2.5x tap buff is the Wano priority; Fruit can wait — its rolls fail by design (a 0.10% step that doesn’t apply is not a bug), and its main value is feeding World 3’s crafted unit anyway. Family in Titan Wall is confirmed to exist and nothing more — roll spare tokens, expect no documentation.
World 5 and endgame: Hunter Class becomes your main multiplier sink, fed exclusively by Gates (Trials don’t drop World 5 tokens). And this is where Range flips from convenience to mandatory: at max level 13 the Timeless Raid runs itself while you’re away. If your endgame plan is AFK farming, Range is the last upgrade wall.
Two systems to automate and ignore
Ki (+0.10 steps, failure chance, auto-upgrade toggle) and Fruit are background systems. Toggle Ki’s auto-upgrade on and stop thinking about it — the worst upgrade habit in this game is hand-feeding tokens into low-impact rolls while your Star sits idle. Token income for everything above ultimately traces back to Trials and your world’s mobs, and ticket income funds the gamepasses that speed all of it up — that loop is covered in the F2P Tickets guide.
One last calibration note: upgrade systems multiply your output, but your fighters multiply harder — a Mythic at guaranteed pity (1,000 rolls) outweighs most upgrade lines on this page, so balance tokens against Yen for the Star (see how summoning works). Upgrades are the between-pity progress bar, not the main event.