SyncroWorksReference for build-craft games

The vocabulary of build-craft games, defined once and cross-referenced

SyncroWorks is a reference for players in Australia who keep running into the same unexplained words — power score, tiered crafting, soft currency, frame pacing — and want a definition that holds up rather than a forum reply that contradicts the next one.

  • Fifty-seven terms defined in the glossary, each one written to stand alone.
  • Six topic pages that take a cluster of related terms and show them working together.
  • Worked examples drawn from a small, named set of titles, listed on Titles covered.
  • Australian regulators and services described in their real roles, with links, on Player protections.

How this site is paid for

SyncroWorks carries paid links. When a reader follows our link to Crossout and creates an account there, the game's advertising partner pays ENTIMARIN s.r.o. a commission. The reader pays nothing extra, and the amount is the same regardless of what we write. Commission does not buy a place in the glossary, an ordering, or a favourable description — what a paid arrangement does buy is coverage at all, which is why the titles covered page names every commercial relationship we have. The full arrangement is set out on the affiliate disclosure page.

Twelve terms that unlock most of the rest

Almost every other definition on this site leans on one of these. The full entries, with edge cases, are in the glossary.

Power score

A single number a game assigns to a vehicle build, used to decide who it meets in matchmaking.

Cabin

The chassis part that sets a build's base mass limit, top speed and energy budget.

Energy

The budget that limits how many weapons and modules a cabin can carry at once.

Tonnage

How much weight a build's wheels or tracks can carry before handling degrades.

Blueprint

A saved layout of parts that can be rebuilt later, shared, or priced up part by part.

Soft currency

Currency earned by playing, as distinct from currency bought with money.

Premium currency

Currency bought with real money, usually in bundles that do not divide evenly into prices.

Rarity tier

A colour-coded grade attached to a part, governing where and how it can be crafted.

Workbench

The crafting station where a recipe is executed, often gated behind reputation.

Reputation

A per-faction progress track that unlocks recipes and parts as it rises.

Player market

An in-game exchange where players sell parts to each other at listed prices.

Frame pacing

How evenly frames arrive, which affects perceived smoothness independently of frame rate.

How the reference is arranged

The glossary is the spine. Every term lives there in one canonical entry, alphabetically, with cross-references to the terms it depends on. The six topic pages exist because some words only make sense in company: explaining energy without cabin and tonnage produces a definition that is technically correct and practically useless.

Each topic page takes one cluster and walks it through — parts and their constraints, progression from resource to finished item, the words games use for money, specification tables, sign-up and account security, and the Australian bodies a player here can contact. All six are listed at the foot of this page.

Where a term means different things in different games, the entry says so rather than picking a winner. Durability alone covers three unrelated mechanics across the titles we draw on.

Worked example

Reading a build description you did not write

A player posts: “Heavy cab, 4 wheels + 2 struts, 2x autocannon, 8 energy, PS 6.4k, tonnage is tight so don't add plating.” Decoded term by term:

  • Heavy cab — a cabin class with a high mass limit and a low top speed.
  • 4 wheels + 2 struts — four powered wheels plus two unpowered supports, added for load capacity rather than drive.
  • 8 energy — the build spends eight points of its cabin's energy budget on weapons and modules.
  • PS 6.4k — a power score of 6,400, which is what decides the bracket it is matched into.
  • Tonnage is tight — the build is close to the mass its movement parts can carry, so extra armour would cost handling.

Every one of those five terms has a full entry in the glossary, and the constraint relationship between the last three is the subject of vehicle-building basics.

Where the examples come from

Worked examples need a real game behind them, so this reference draws on a small named set. Crossout supplies most of the vehicle-construction examples: a post-apocalyptic online game built around vehicles players assemble themselves, with modifications covering shape, armour, armament and support systems as well as cosmetic parts. The vendor describes it as free to play, and it runs on Windows and Linux — there is no macOS build. Our notes on it sit on the titles covered page.

Visit the Crossout website

What this reference deliberately leaves out

No scores, no rankings, no verdicts on which game is better: a glossary that also tells you what to play is doing two jobs badly. There are no download links or installers either — software comes from the people who make it.

There are no user reviews or quoted players either. Where a claim needs a source, the source is linked in place.

Australian context worth knowing

Computer games sold or distributed in Australia sit within the national classification scheme, administered by the Australian Classification Board; the board's site explains the classifications and lets you search decisions for individual titles at classification.gov.au. Games with purchasable randomised items raise questions parents reasonably ask, and we do not present any title carrying them as suitable for children.

On consumer questions, the Australian Competition and Consumer Commission publishes guidance on consumer guarantees for digital products at accc.gov.au. Account theft and fraudulent “free currency” offers can be reported to the National Anti-Scam Centre through Scamwatch, and the eSafety Commissioner at esafety.gov.au handles online abuse and image-based abuse reports. Each of these is described in more detail, with what it does and does not cover, on the player protections page.

Questions readers arrive with

Is this the official site for any of the games mentioned?

No. SyncroWorks is published by ENTIMARIN s.r.o. and has no connection to any game publisher or developer. Product names are used only to identify the games the examples come from. Anything official — terms, pricing, system requirements, support — comes from the vendor's own site.

Why does the glossary cover so few games?

Because examples are only useful if someone has actually checked them. A glossary that claimed to cover forty titles would be quoting most of them second-hand. The titles covered page lists the set and the reason each one is in it, including where a commercial relationship exists.

Does a paid link change how a game is described here?

It changes whether a game is covered, not how. A commercial arrangement is what makes coverage of a title possible in the first place, and we say so rather than claiming an independence we do not have. Definitions, cautions and the ordering of the glossary are unaffected, and every paid link is labelled where it appears.

Can I read this site without being tracked?

Yes. SyncroWorks sets no cookies, runs no analytics, loads no third-party scripts and uses no browser storage. There is no consent banner because there is nothing to consent to. The cookie policy sets out exactly what does happen, which is an ordinary server log at the hosting provider.

Where to start