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over the hill meteorites and pebbles: how to extract one

over the hill meteorites and pebbles explained: the confirmed winch routine, why every co-op vehicle must attach directly, and what Pebbles unlocks.

Each vehicle must attach its own winch directly to the meteorite — no chaining in co-op. That is the developer's confirmed extraction routine for over the hill, given during the demo period: park with room to drive away from the meteorite, attach one end of the winch to the rear of the vehicle, attach the other end directly to the meteorite, then hold throttle and pull the winch while driving away until it comes out. A correctly attached meteorite should come out within seconds.

Multiplayer is where most attempts fail, and the reason is specific. Every vehicle helping has to connect to the meteorite itself, so a convoy linked nose-to-tail will not extract anything.

The official five-step extraction routine

The sequence below is the developer's own, not a community approximation.

StepWhat the developer specified
1Park the vehicle where there is room to move away from the meteorite
2Attach one end of the winch to the rear of the vehicle
3Attach the other end directly to the meteorite
4Hold throttle and pull the winch, driving away at the same time
5Keep it up until the meteorite is pulled out

Two details carry most of the weight. The attachment points are named exactly — vehicle rear and the meteorite itself — which leaves no ambiguity about what the line is supposed to touch. And step four combines throttle and winch into a single simultaneous action rather than two consecutive ones. Doing the winch first and the throttle second is the most common deviation from the routine.

A correctly attached meteorite should come out within seconds. If it does not, something in the attachment or the throttle is wrong. — developer's stated expectation for extraction

Why every vehicle needs its own line

In co-op, every helping vehicle must attach directly to the meteorite. That is an explicit rule in the developer's guidance, and it is the detail that separates a working extraction from a failed one.

The reason follows from the physics of the routine. The pull comes from one vehicle's rear driving away against a line attached to the meteorite. Add a second vehicle into that line and the load path changes — the chain now depends on both vehicles holding their line, and one vehicle pulling against another is not the same motion as both vehicles pulling against the meteorite. Whether the result is a stall or a drift is not something the available material explains, because the developer stated the requirement rather than diagnosing the failure.

The practical consequence is that a four-player session extracts a meteorite with four separate lines, not one shared one. Everyone attaches, everyone applies throttle at once, and the extraction is the sum of independent pulls.

When more players are needed

The developer indicated that larger multiplayer meteorites may require more players. No specific player-count threshold has been published, so any number you see attached to a particular meteorite is not sourced. It is 待确认 whether a given size requires three players or four, or whether the requirement scales at all.

This is the point where guessing is most tempting and most wrong. The rule that is confirmed is structural — every participant attaches directly — while the question of how many is unresolved. Approach a large meteorite with your full group and an open plan rather than pre-committed numbers.

What pebbles actually are

Pebbles are the demo's unlock currency. That comes from the official demo announcement wording. They are spent on unlocking and upgrading, which places them in the progression loop rather than in the economy layer.

Liveries and cosmetics are collected separately from Pebbles. That distinction matters when reading demo coverage, because spending a Pebbles-type resource and completing a cosmetic collectible are separate activities with separate tracking. Neither substitutes for the other, and neither is described as being purchasable.

The radar and the shooting-star event

The demo included a meteorite radar tool, plus a separate shooting-star event. Between them they cover two different things: the radar is a way of locating targets, and the shooting-star event is a distinct occurrence that appears in the world.

What is not published is any detail connecting them. Whether the radar tracks the shooting-star event, whether the event is simply a rarer spawn, and whether either has a cooldown are all 待确认.

When an extraction fails

The developer gave an ordered checklist for failures, and it is worth following in order rather than jumping to the end.

OrderCheck
1Confirm the attachment point is correct
2Confirm throttle is being applied at the same time
3In multiplayer, confirm every vehicle is attached directly
4Add more players
5Record the location and submit an in-game report

Step five is a real escalation path, not a courtesy. The in-game report with a recorded location is how a problem with a specific meteorite reaches the developers, which makes it the only step on the list that can change future behaviour rather than just your next attempt.

Community observations, flagged as such

Everything in this section is community-reported, not an official rule. Steep slopes, swamp-like ground and low grip are recorded as making extraction attempts unstable. That is a report about difficulty, not a specification.

The distinction is worth preserving because the two read similarly and carry very different weight. "Attach directly to the meteorite" is a developer instruction with a mechanical reason behind it. "Slopes make it unstable" is players describing terrain that fights the routine. One is a rule; the other is a warning about where the rule will be harder to execute.

What remains unknown before release

The economy is the largest open area. A fixed payout per meteorite has not been published, nor has the full upgrade price table, and the formal release economy is entirely 待确认. How multiplayer rewards are distributed among participating players is also unknown — and given that every vehicle must attach directly, the question of whether extraction scales per vehicle or only per meteorite is a genuine gap.

Whether meteorites respawn is 待确认 as well, along with their spawn timing and locations. Two more items round out the list: whether vehicle choice or upgrade level changes how many players a meteorite needs, and whether the radar and the shooting-star event operate on the same system. None of it is guessable from the demo, so treat all of it as open.