Agefield High: Rock the School Guides

How the Class Attendance and Rebellion System Works in Agefield High

This isn't a repeat of the Overview page -- it's a closer look at the core class-versus-rebellion tension the game is built around, drawn from official trailers and press coverage ahead of the August 12 launch.

Two Paths to Cash, Not One Correct Choice

The game's central tension is choosing between good grades and skipping class -- both earn you money, just through different means. Attending your 5 subjects (English, Math, Geography, German, Music) as minigames earns pocket money passively. Skipping class instead opens up side missions with their own payouts. Neither approach is objectively better; they're simply different sources of income tied to different playstyles.

Consequences Are Real

Skipping class and generally causing trouble around Agefield draws attention from teachers and local police -- this isn't a risk-free shortcut, so treat rule-breaking as a real decision with real stakes rather than a free lane to more side content.

The Rock the School Plan

The overarching plan Sam, Kale, and Axel pursue breaks into three concrete beats: standing up to the school's jocks, throwing a massive party, and winning the girl in time for prom. With only 32 main missions total and two different endings, how you approach these three beats -- and the relationships you build along the way -- likely shapes which ending you land on.

Spending What You Earn

Whichever income path you lean on, Agefield's shops -- including a tattoo parlor and bike shop -- let you put that money toward customizing Sam's look and getting around the compact open world faster.

See the full data: Agefield High: Rock the School Getting Started