BeanZ and Meta Upgrades — Permanent Progression in AVS03
Antivirus Survivors 2003 Professional has 18 meta upgrades fed by BeanZ, the game's between-run progression currency. Confirmed systems, honest gaps.
What BeanZ are
BeanZ are the meta-progression currency of Antivirus Survivors 2003 Professional — the part of the game that persists between runs. The officially named meta systems around them:
- Safe Folder — an official mechanic tied to keeping your haul safe between runs.
- Keygen — an official mechanic in the progression economy.
How BeanZ are earned is now officially on record per protocol: each Protocol difficulty pays a fixed amount per Safe Folder opened (plus cleared enemies) — 16 BeanZ at Protocol I up to 64 at Protocol V, straight from the demo build’s own strings.
The 18 meta upgrades
The launch build ships with 18 meta upgrades, per the official Steam page. What we can confirm: they exist, there are 18, and they are the backbone of long-term progression alongside the 5 protocol difficulty folders covered in protocols and policies.
One official naming note (Warmfix update, May 2, 2026): “Meta upgrades are now considered ‘Ranks’ instead of ‘Levels’ to reduce confusion with player levels.” So if you see Ranks in-game, that’s this system — the wiki uses both terms until the community settles on one.
What we can now publish is the full 18-Rank table with each Rank’s official per-Rank effect, extracted from the demo build’s own localization data. What stays pending: the BeanZ cost per rank (it exists in the game’s compiled data, not in its text) and any priority verdicts — those need measured runs, not strings.
| # | Rank | Official per-Rank effect | Cost | Verdict |
|---|---|---|---|---|
| 1 | Armo(u)r | “Adds +1 Armo(u)r per Rank.” | pending | pending |
| 2 | Coin Gain | “Multiply Coin Gain by an extra +1% per Rank.” | pending | pending |
| 3 | Crit Chance | “Increases Crit Chance +1% per Rank.” | pending | pending |
| 4 | Crit Damage | “Multiply Crit Damage by an extra +2% per Rank.” | pending | pending |
| 5 | Cursor Speed | “Multiply Cursor Speed by an extra +1% per Rank.” | pending | pending |
| 6 | EXP Gain | “Multiply EXP Gain by an extra +2% per Rank.” | pending | pending |
| 7 | Health Regen | “Adds +1 HP Health Regen per Rank.” | pending | pending |
| 8 | Luck | “Multiply Luck by an extra +1% per Rank.” | pending | pending |
| 9 | Magnetism | “Multiply Magnetism by an extra +2% per Rank.” | pending | pending |
| 10 | Max Health | “Adds +10 HP Max Health per Rank.” | pending | pending |
| 11 | Packet Loss | “Adds +1 Packet Loss per Rank.” | pending | pending |
| 12 | Processing Speed | “Multiply Processing Speed by an extra +1% per Rank.” | pending | pending |
| 13 | Weapon Amount | “Increases Weapon Amount chance +3% per Rank.” | pending | pending |
| 14 | Weapon Damage | “Multiply Weapon Damage by an extra +2% per Rank.” | pending | pending |
| 15 | Weapon Refresh | “Multiply Weapon Refresh by an extra +1% per Rank.” | pending | pending |
| 16 | Weapon Power | “Multiply Weapon Repel by an extra +1% per Rank.” | pending | pending |
| 17 | Weapon Size | “Multiply Weapon Size by an extra +1% per Rank.” | pending | pending |
| 18 | Weapon Speed | “Multiply Weapon Speed by an extra +1% per Rank.” | pending | pending |
One provenance note the data settles neatly: Rank 16’s internal id is weap_repel but its
display name is Weapon Power — matching Demo Update 1.2’s line that “Weapon Power
replaces Repel”. The rename is real, right down to the data. (“Packet Loss”, meanwhile, is
the game’s name for its dodge stat — the retro theming runs deep.)

Official screenshot: the wallpaper collection lives in a Display Properties-style window — 81 wallpapers ship at launch, alongside 8 themes. Source: the official Steam store page.
From here the table fills from direct play: Costs per rank, then the tested priority order — each row tagged with the game version it was verified in.
A sane default order (genre-general, clearly labeled)
Until tested data exists, the universal survivor-like heuristic applies: early meta upgrades that raise survivability and currency gain beat narrow damage bumps, because they compound across every future run. That’s genre logic, not AVS03 evidence — treat it as a starting instinct, not a build guide. Tested priorities replace this section after launch.
FAQ
Do meta upgrades reset when I change protocol difficulty? Unknown — no official statement covers meta progression versus the 5 protocols. Tested at launch.
Where do I see my BeanZ total? In-game UI details are pending verification. The demo shows the meta systems in reduced form.
- Verification
- Official
- Last verified
- 9/29/2026
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