Quick answer

Loop bonuses are DRAPLINE’s between-run upgrades. After a run ends, the game opens a bonus menu where you spend CP earned in that run to switch on effects for the next one — damage or healing boosts, starting gold, item packs, higher ingredient or skill rarity, and similar bonuses.

Bonuses can be toggled on and off freely, and removing one refunds its CP, so CP is not consumed permanently. The Japanese wikis price the full list at 875 CP, but that figure and the individual prices come from July 2025 and may not match the 1.0 build.

When the bonus menu appears

The wikis agree that the menu opens after a completed run and disagree slightly on what that means. One says a finished run of any ending adds it; the other says training only needs to end — losing to a boss mid-run still counts, so the threshold is lower than “finish the story”. After the same point, the game also unlocks scenario selection and the ability to rename the player.

The CP you can spend is decided by how much the previous run accomplished, not by a fixed payout. That is why a strong run funds a much larger set of bonuses than a run that ends early.

DRAPLINE raising screen showing the monthly calendar and the dragon girl’s stats panel
A raising screen from the official store screenshots. Loop bonuses change how much this year can accomplish before it starts.Steam store screenshot

The recorded bonus list and prices

This is the list the Japanese wiki recorded in July 2025. Two entries disagree between the two wikis that publish it; the conflicting readings are noted in the table rather than averaged.

Loop bonuses as recorded by community wikis (July 2025, Early Access)
BonusCP
Physical damage +20%75
Magic damage +20%75
Healing effect +20%100
All stats +10%100
One skill inspiration at the start of week 125 / 50, depending on the source
+10,000G25 / 50, depending on the source
Commercial catalogue ×525
Mysterious paper fan ×525
Gift box ×325 or 50 — the two wikis disagree
Dragon plush75
★2 ingredient rarity +8%40
★3 ingredient rarity +6%60
★2 skill rarity40 — +5% or +8% depending on the source
★3 skill rarity60 — +3% or +6% depending on the source

The wiki that totals the list puts full purchase at 875 CP. Because stat bonuses have no documented cap, that number cannot be checked against the CP income formula — it is a planning figure, not a verified ceiling.

DRAPLINE exchange menu listing items with gold prices beside a shopkeeper
The exchange menu from the official store screenshots. Bonus entries such as item packs and catalogues feed into these purchases.Steam store screenshot

What the community recommends first

  • All stats +10% — 100 CP, the most expensive single entry, and the one the same page calls exceptional value.
  • Gift box ×3 — recorded as cancelling up to three bills from eating off the books, which turns a random penalty into a free upgrade.
  • Rarity bonuses — the ★2 and ★3 entries cost 40 to 60 CP each and change what appears in shops and drops rather than adding a flat number.

Version limits

Three limits matter here. The entire price table is Early Access material with no 1.0 re-check. The 1.0.0 notes never mention loop bonuses, so nothing confirms whether the list changed with the new scenario. And English material calls this system “New Game+” or “CP bonus” rather than loop bonus, which is why English search results for the term are sparse.

The CP page covers where the currency comes from and how much a typical run pays out. The two pages are meant to be read together.

Sources

No official page documents loop bonus prices. The CP mechanics are corroborated by an official patch note; the price list is community material from July 2025.

Page added 29 September 2026. Source check performed 29 September 2026.