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.

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.
| Bonus | CP |
|---|---|
| Physical damage +20% | 75 |
| Magic damage +20% | 75 |
| Healing effect +20% | 100 |
| All stats +10% | 100 |
| One skill inspiration at the start of week 1 | 25 / 50, depending on the source |
| +10,000G | 25 / 50, depending on the source |
| Commercial catalogue ×5 | 25 |
| Mysterious paper fan ×5 | 25 |
| Gift box ×3 | 25 or 50 — the two wikis disagree |
| Dragon plush | 75 |
| ★2 ingredient rarity +8% | 40 |
| ★3 ingredient rarity +6% | 60 |
| ★2 skill rarity | 40 — +5% or +8% depending on the source |
| ★3 skill rarity | 60 — +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.

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.
- h1g DRAPLINE wiki — loop bonusescommunity wiki, bonus list and CP prices, July 2025
- Gamerch — loop bonus list and recommendationscommunity wiki, 875 CP total, refund behaviour, July 2025
- h1g DRAPLINE wiki — post-clear contentcommunity wiki, where the bonus menu sits among post-clear features
- SteamDB — patch note Ver.0.7.2official note: fix for displayed versus actual CP in save data
- Steam news — 1.0.0 update noteschecked 29 September 2026; no loop bonus changes listed
Page added 29 September 2026. Source check performed 29 September 2026.