One cohesive picture of the new reward model (see Reward Economy proposal): quests pay cash, passive play earns EXP only, and EXP advances a time-boxed Season / battle-pass track of cosmetic unlocks. Home = C2 (now-playing + quests-forward) with a reworked top bar and the EXP ring on the avatar. Playroll tokens throughout. Mockup — not shipped.
Top bar: avatar carries the EXP ring (Season progress); the three pillars Play · Quests · Rewards sit as primary nav (Quests flagged with a € as the earn surface); attention items — recording state, “2 to submit”, notifications — cluster right; Settings is a quiet gear. Body: quests are pushed to the top because cash lives there; the now-playing banner + 1-row library handle launch; Recorded/Uploaded/Validated are buttons into a pre-filtered Activity. Footer EXP bar shows Season tier only — never a € figure.
Two tracks, one page. The Cash track (lime) is your real money — a wallet fed purely by completed quests, with withdraw/manage and a quest-earnings log. The Season track (purple) is the battle pass — EXP advances T1–T5 of cosmetic/status unlocks, time-boxed with a countdown, fully re-tunable each season. The two never mix: virality (party multiplier, referral EXP) accelerates the season, never the cash.