> For the complete documentation index, see [llms.txt](https://wiki.bigtime.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.bigtime.gg/big-time-economy/seasons.md).

# Seasons

Big Time will follow a seasonal content release cadence, where each **Season** consists of **90 to 180 days** and will include the following content lines:

* New [**Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles.md)**.**
* New [**Non-Craftable Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/non-craftable-cosmetic-collectibles.md)**.**
* New Seasonal [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards.md) & [**Refined Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards/refined-cosmetic-shards.md).
* New Special Events.
* New Gameplay Content.

## Race To The Unique

A season from a crafter’s standpoint is a race, where all the crafters are rushing towards crafting that unique rarity [**Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles.md).

<figure><img src="/files/rDGakrADmq3NCN07I7oh" alt=""><figcaption><p>Race to the unique rarity Cosmetic Collectible.</p></figcaption></figure>

In the diagram below, on the left, you can see the max issuance numbers for [**Craftable** **Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles.md) depending on their rarity, and for any given line of [**Craftable** **Cosmetic Collectibles**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles.md), there could only be only **1 unique**, and that's why it would be a race to see who would be able to craft this unique first.

<figure><img src="/files/dhoUc3ufBdpLyOPdAx58" alt=""><figcaption><p>Only 1 unique rarity can exist for each line of cosmetic collectible.</p></figcaption></figure>

Keep in mind that to craft a [**Craftable Cosmetic Collectible**](/big-time-economy/economy-components/cosmetic-collectibles/craftable-cosmetic-collectibles.md), you would require 3 of the previous rarity, and in this example, we can see that **to craft a rare** which is the 3rd tier of rarity, we would **require** **9 commons** to be crafted.

Now if we take this and fast forward it to a **unique** which is our 10th rarity tier, then we would need almost **20k commons** to craft that unique.

This might look like a large number, but keep in mind that we look at this as being a **collaborative effort** between all the players of Big Time during a season, where each player has a role in the economy, whether that be providing [**Cosmetic Shards**](/big-time-economy/economy-components/resources/cosmetic-shards.md), [**$BIGTIME tokens**](/big-time-economy/economy-components/resources/usdbigtime-tokens.md) or crafting the low rarity cosmetics. Every player will have a role during a season and crafting a unique is the crown jewel of that collaborative effort.

<figure><img src="/files/XFT9WaHjg9fIDn1HDl4u" alt=""><figcaption><p>Crafted Cosmetic quantities during a Season.</p></figcaption></figure>

To touch on this a bit more, as the season goes by, the entire community would gradually climb through the rarity tiers to the unique which should happen towards the end of the season.
