Dungeon Rush · docs

You don't play your fighters. You brief them.

Mint fighters, pick a squad, write a brief, send them down. The dungeon plays itself out from one seed, and the deeper your squad gets, the bigger your share of the pool. Every number on this page is read straight from the game's rules file, so when a rule changes, the page changes with it.

Placeholder pricing. Every dollar and token figure here is a stand-in until launch pricing is set. Mints and fees are priced in dollars, and the token count floats with the market.

In one minute

5 runsa full bar every 6 hours
5 fightersin a squad, up to 10 with slots
3 → 30lives, from common to mythic, and they never refill
60%of every mint goes to the pool you are paid from
no capon earnings. The pool is shared by depth
7 daysfor earnings to reach full value. Claim early and the tax runs 80% down to 20%
3%of every mint an invited friend ever makes, forever
10,000minted epics, legendaries and mythics, ever
You never fight. You choose who goes, how deep and what to focus, then the run plays out from one seed drawn at lock. Nobody can tune a squad to tonight's monsters, because nobody has seen them yet, and anyone can replay your run and check the result.

Your first run

  1. MintOne mint is $4.00 (1,439 $RUSH). It rolls a class, an element, stats and a rarity. Five mints make a squad.
  2. AssembleTap fighters into the squad. Put a tank in front and damage behind, and cover a few elements.
  3. BriefPick a stop floor, or ask me at each camp, and who to focus fire on.
  4. Send themThe run resolves on its own. Switch tabs if you like, it keeps going.
  5. Get paidThe report shows the floor, the points, your share and what walked out. Earnings vest over 7 days, and the earlier you claim, the more is taxed back into the pot.
A run in progress: the squad on the left, the wave on the right, the log underneath. Floor 4 of a floor-15 brief.
A run in progress: the squad on the left, the wave on the right, the log underneath. Floor 4 of a floor-15 brief.
The moment a run resolves: what it earned, into the vault.
The moment a run resolves: what it earned, into the vault.
The full report: floor, points, rank in tonight's field, and how the pay was worked out.
The full report: floor, points, rank in tonight's field, and how the pay was worked out.

Fighters & tiers

A fighter is a number. One 32-bit seed draws the sprite and rolls hp, attack, defence, speed, crit, element and rarity. Nothing about the fighter is stored anywhere else, which is why it can be checked on chain from the seed alone.

The inventory: every fighter with its tier, element, role, stats, life pips and condition. Gold pips are a minted bar.
The inventory: every fighter with its tier, element, role, stats, life pips and condition. Gold pips are a minted bar.
common: 69.0%uncommon: 23.5%rare: 6.9%epic: 0.5%legendary: 0.1%mythic: 0.0%
What a mint rolls
  • common69%
  • uncommon24%
  • rare7%
  • epic0.50%
  • legendary0.09%
  • mythic0.01%

Six tiers

Common, uncommon and rare are stock: unlimited, never tradable, the bench you build with. Epic, legendary and mythic are the collection. There will only ever be 10,000 of them, and they become tradable once you claim them onto the chain. Rarer fighters have better stats (×1.00 to ×1.68), a bigger weight in the squad's pay multiplier (×1.00 to ×7.00), more lives and a faster heal.

Lanes and elements

A vanguard holds the front and shields the ranks behind it. Casters, archers and menders stand in the back, and blades and beasts hold the mid. Elements chase each other in a ring (fire → ice → lightning → poison → arcane → shadow → holy → fire). Beating the matchup is worth ×1.25, losing it costs ×0.82.

Show the full tier table
tieroddslivessupplytradablehealstatspaytrains to
common69.00% 3 unlimitedno 24h×1.00×1.00+3
uncommon23.50% 5 unlimitedno 20h×1.04×1.40+5
rare6.90% 7 unlimitedno 16h×1.08×2.00+6
epic0.50% 15 · forged: 9 8,750 everyes, once claimed 12h×1.22×3.00+10
legendary0.09% 20 · forged: 12 1,125 everyes, once claimed 9h×1.42×4.50+10
mythic0.01% 30 · forged: 20 125 everyes, once claimed 6h×1.68×7.00+10

"Heal" is hours from zero to whole. "Stats" multiplies the base roll and "pay" is the tier's weight in the squad multiplier. The "forged" life count only applies to a fighter the forge made.

Lives & health

Every fighter has a fixed number of lives, set by its tier. Going down costs one. Lives never refill. At zero the fighter is gone, and what is left goes to the forge as remains, or to the altar if it was a minted epic or above. A minted fighter keeps its bar for life. Only a fighter the forge made carries the shorter one.
Lives, by tier
common
3
uncommon
5
rare
7
epic
15
9 if the forge made it
legendary
20
12 if the forge made it
mythic
30
20 if the forge made it
Hours from zero to whole
common
24h
uncommon
20h
rare
16h
epic
12h
legendary
9h
mythic
6h

Health heals on the clock. A survivor walks out with the health they had on the last floor. A fighter who went down walks out at 0%. Both mend in real time, and there is no button or potion that speeds it up. Send a squad back down hurt and they go down faster, which costs lives, so the game asks before sending anyone under 50%. A camp heals only when the brief pushes on past it. If you want to go deep every day you either spend lives, wait out the hours, or keep a bench big enough to rotate.

Energy

5 runs for the whole account, and the bar comes back full every 6 hours. One fighter or 10 costs the same single run, charged the moment they walk in. When the bar is empty, you wait for the clock.

The descent

Floors run on forever and each is harder than the last. Monsters start at 0.58× your power and gain 3.5% a floor, which puts them level with you around floor 15 and half again your strength by floor 27. A floor is cleared only when every monster is dead, and your score is simply the floor you reached.

every 5th floora warden with 2.2× health and 1.25× damage, and a camp behind it
3 of 10boons dealt at each camp: heal, or trade healing for attack or pay
½ the bankis what a wipe costs. A bank at a camp keeps everything
3 freerelief runs before the bar refills, to pick up where a squad fell (floor 5+)
A camp: the odds for the next five floors, the boons on offer, and the choice to push on or bank.
A camp: the odds for the next five floors, the boons on offer, and the choice to push on or bank.

Set the brief to ask me at each camp and you decide at every camp with the real odds in front of you. Retreat under the health line in the brief and you keep only what the last camp banked. A wipe at floor 5 or deeper leaves a foothold for 15 minutes, and a relief squad can drop straight back in through it.

Show the boons, relief fees and drops
boonheal at campmend per floorattackfloor value
Bind wounds100%30%×1.04×0.72
Whet blades60%10%×1.34×0.74
Take the ledger55%0%×1.00×2.30
Keep the vigil80%32%×0.86×1.22
Break the relic35%0%×1.58×1.12
Split the rations86%44%×1.02×0.66
Pay the tithe100%10%×0.96×1.66
Swear the oath94%18%×1.18×0.62
Light the candle76%14%×1.06×1.08
Cut the cards30%0%×1.40×1.60

Relief, past the free runs (the fee splits like a mint)

relief atfee ($RUSH)
floor 5337
floor 10578
floor 15794
floor 20993
floor 301,363

Drops, paid by weight out of the loot share

dropweightchance at floor 1per floor
nightmark2500.2%+0.06% a floor, up to 1%
relic201.0%+0.60% a floor, up to 10%
cache48.0%+1.50% a floor, up to 28%
scrap130.0%+2.00% a floor, up to 55%

Wardens can add a seal (25%, weight 60).

How you are paid

Everyone in the dungeon splits one pool. Depth points decide your share, then your squad's multiplier scales it. That multiplier is an average of the tiers' pay weights, so one common in a squad of epics drags it down. There is no daily cap. On a night with fewer players each share is bigger, and whatever nobody earns stays in the pool.
wages: 55.0%loot: 28.0%bounty: 12.0%stays in the pool: 5.0%
How a run's budget is split
  • wages55%shared by depth (points to the power 0.75)
  • loot28%shared by drop weight
  • bounty12%the five deepest runs
  • stays in the pool5%
The wallet: spendable, still vesting, what it is worth now, and the tax for claiming early. (The prototype clock runs 40× fast, so the seven days read as hours here.)
The wallet: spendable, still vesting, what it is worth now, and the tax for claiming early. (The prototype clock runs 40× fast, so the seven days read as hours here.)
80% → 20%the early-claim tax from day 1 to day 7. Ten points less every day, nothing after 7 full days
floor 3a run has to be worth at least this to enter the split
first paid mintunlocks the vault on an invited account. The free mint plays, then you buy in
< 10 crewson a quiet night the release shrinks too, so the pool pays out less
Tax for claiming early, by the day it was earned
day 1
80%
day 2
70%
day 3
60%
day 4
50%
day 5
40%
day 6
30%
day 7
20%
after 7 days
0%

Earnings land in the vault and climb to face value over 7 days. Claim on the day you earned them and 80% is taxed. Each day the tax drops ten points, down to 20% on day 7, and after 7 full days there is none. The tax rolls back into the pot instead of being burned, so the players who wait are paid partly by the players who didn't.

Every run's pay is its own parcel on its own clock. Run every day and you will always hold some parcels that are whole and some still on the ladder, so the wallet has two buttons. Claim what is vested is free and you can press it as often as you like. Claim everything now also takes the young parcels at today's value, and shows you the tax before you confirm. Claiming last week's pay never taxes today's.

Wages are shared by points to the power 0.75, weighted by the squad multiplier, so a run twice as deep earns about 1.7× as much and a floor-10 run earns about 10× a floor-3 run. Going deeper always pays more, but one huge run can't swallow the pool. Loot is shared by drop weight, and the five deepest runs split a bounty (34 / 25 / 18 / 13 / 10).

Show squad slot prices

5 slots are free and up to 10 can be bought. The price follows the mint price and splits like one.

slotprice ($RUSH)
slot 63,598
slot 77,735
slot 816,629
slot 935,753
slot 1076,870

The forge

The forge: two rangers of the same tier on the anvil, the odds of a promotion, and the fee that is spent either way.
The forge: two rangers of the same tier on the anvil, the odds of a promotion, and the fee that is spent either way.
Two fighters of the same tier go in and one comes out. If the forge succeeds it is one of the tier above. If it fails it is one of the same tier. Either way the other fighter is consumed. Everything the forge makes is bound. It fights and counts for pay, but it can never be traded and it carries the shorter life bar.
nevera minted fighter. The forge consumes, and minted fighters can be traded
nevera mythic. Nothing sits above it, so a pair could only come out as one
×0.5on the odds for every corpse in the pair
spentthe fee, win or lose, split like a mint. The roll cannot be previewed
5%for a mythic from two legendaries. The ward costs ×3 there, and the omen adds a quarter of the odds, capped at 6%
Show the forge odds and fees
pairpromoteson successfee ($RUSH)
common + common30%uncommon · bound · 5 lives72
uncommon + uncommon25%rare · bound · 7 lives216
rare + rare18%epic · bound · 9 lives720
epic + epic10%legendary · bound · 12 lives1,439
legendary + legendary5%mythic · bound · 20 lives2,878

The bone forge: two remains of the same tier

Four outcomes: both burn, one corpse comes back, one walks out alive at the same tier (1–7 lives), or one walks out a tier up. Remains that can still be revived (a minted epic or above) go to the altar and are never accepted as fuel here.

pairboth burncorpse backwalks outa tier upfee
common + common46%38%13%3%0
uncommon + uncommon50%36%11%3%72
rare + rare55%33%10%2%216
epic + epic60%30%9%2%720
legendary + legendary65%27%7%1%1,439
mythic + mythic70%26%4%0%2,878

Training

The dojo: a legendary mage on the mat, one common offered up, and the odds it buys.
The dojo: a legendary mage on the mat, one common offered up, and the odds it buys.
A fighter trains one level at a time, up to a ceiling set by its tier (common +3 · uncommon +5 · rare +6 · epic +10 · legendary +10 · mythic +10). Every attempt costs a fee, split like a mint. Up to +4 a failure costs only the fee. From +5 it also costs a level, though never below +4.

Sacrifice. Up to 3 fighters of a lower tier can be given up to improve an attempt. They are destroyed whether it takes or not. The odds are capped at 95%, the panel shows what each sacrifice would actually add, and one that would add nothing is refused. Minted fighters are never ingredients. The roll is taken the moment you press the button. The animation just reports what already happened.

Show the training odds and fees
attemptbase oddsstats at this levela failure costsfee ($RUSH)
+185%×1.08 only the fee173
+275%×1.16 only the fee224
+364%×1.23 only the fee292
+454%×1.30 only the fee379
+544%×1.50 one level, never below +4493
+635%×1.80 one level, never below +4641
+727%×2.00 one level, never below +4833
+820%×2.30 one level, never below +41,084
+914%×3.00 one level, never below +41,409
+109%×5.00 one level, never below +41,831
sacrificeadds
common+5%
uncommon+9%
rare+15%
epic+24%
legendary+34%

The altar

The altar: a fallen mythic cleric on the stone, the asking price, and the offerings that lower it.
The altar: a fallen mythic cleric on the stone, the asking price, and the offerings that lower it.
A fallen epic, legendary or mythic can be bought back, minted or forged. For a minted one this is the guarantee that a tradable fighter is never lost for good. A forged one pays ×1.5 the minted price. Either comes back with a third of its own life bar, at 25% health. The price climbs ×1.5 with every revive of the same fighter. The fee is spent, split like a mint.

Lesser remains can be offered to lower the price. A body of the same tier is worth 34% of the asking price and each tier below is worth a third of that, up to 60% off in total, and the offerings burn.

3 / 6 / 12 mintsepic / legendary / mythic, minted: $12.00 / $24.00 / $48.01
×1.5for a forged fighter: $18.00 / $36.00 / $72.01
×1.5each time the same fighter comes back
5 / 7 / 10 livesback for a minted fighter, 3 / 4 / 7 for a forged one
Show the altar prices
tierfirst revivesecondthirdlives back
epic · minted4,3176,4769,7135 of 15
epic · forged6,4769,71314,5703 of 9
legendary · minted8,63412,95119,4277 of 20
legendary · forged12,95119,42729,1404 of 12
mythic · minted17,26825,90238,85310 of 30
mythic · forged25,90238,85358,2807 of 20

$RUSH

reward pool: 60.0%burned: 15.0%treasury: 12.0%the inviter, if you were invited: 3.0%events: 10.0%
Where every mint and every fee goes
  • reward pool60%what players are paid from
  • burned15%leaves the supply for good
  • treasury12%development, partnerships, marketing
  • the inviter, if you were invited3%out of the treasury's slice
  • events10%leaderboards, tournaments, giveaways
In the game: where the minting fee goes.
In the game: where the minting fee goes.
$4.00one mint, 1,439 $RUSH at the reference rate
15%of every mint burned, and of every fee, since fees split the same way
50Mreserve bought by the devs at launch, held in a published wallet
1,000 mintsthe weekly prize pool is worth at least this. The reserve pays only the shortfall

The prize pool is guaranteed

The pool is filled by 60% of every mint and every fee. Forge, training, revive, slots and relief all split the way a mint does, so the biggest spenders fund everyone's pay. That is the engine. The devs' reserve of 50,000,000 $RUSH, bought at launch, has one job: the weekly prize pool is guaranteed to be worth 1,000 mints (1,439,000 $RUSH at the reference rate). When the crowd's fees fall short of that, the team sends the difference from the reserve wallet into the pool, one transaction a week that anyone can check on the explorer. When they reach it, the reserve sends nothing. The top-up is never more than the reserve divided by the weeks left in the 8-week season, so it cannot run dry early. Nothing is promised beyond the guarantee, and nobody is paid for holding tokens.

The weekly prize pool, in mints: players' fees, topped up to the guarantee
crowd spends 200 mints
1,000
120 from players' fees, the reserve adds the rest
crowd spends 500 mints
1,000
300 from players' fees, the reserve adds the rest
crowd spends 1,000 mints
1,000
600 from players' fees, the reserve adds the rest
crowd spends 1,667 mints
1,000
1,000 all from players' fees
crowd spends 3,000 mints
1,800
1,800 all from players' fees

The price index

Every price follows the token's 24h average price. Costs follow it both ways. A mint is $4.00 whether the token doubles or halves, and so is every fee. Rewards follow it only upward. When the token rises, the pool pays out fewer tokens for the same dollars and the reserve lasts longer. When it falls, rewards stay at the table values and never rise to compensate, so a crash can't drain the pool.

Show every fee (each splits like a mint: 60% pool · 15% burned · 15% treasury · 10% events)
forge, by tier of the result72 → 2,878 altar, epic / legendary / mythic (×1.5 each revive)4,317 / 8,634 / 17,268 training, per attempt173 at +1 → 1,831 at the top, ×1.3 a level relief past the 3 free runs337 at floor 5 → 1,363 at floor 30 squad slots 6–103,598 → 76,870 the price index moves at most10% per settlement, 0.25×–20×

Where the trading tax goes

Every trade of $RUSH pays a creator tax in ETH (2%). We don't keep it. Every week it is split four ways, in public. 50% buys $RUSH on the open market and adds it to the reserve wallet, which spends on the weekly top-up and nothing else. 20% funds the weekly leaderboard prizes, a season chest and community tournaments. 20% runs the game: servers, the daily checkpoint, the security audit. 10% goes to marketing and the creators who bring players in. Every buy and every deposit is a transaction you can check on the explorer.

There is no team allocation. All 1,000M tokens go on sale at launch. The team buys 5-6% of the supply in the launch window and holds it in the reserve wallet. That wallet's address is published at launch, and its only outgoing transfers are the weekly top-ups into the pool, the contract that pays players.

Invites

Your invite code is in the wallet. Whoever you bring in gets 1 free stock mint, and you get 3% of every mint they ever make, forever, with no cap. It comes out of the treasury's share, so the pool and the burn are untouched.

A code binds at the invitee's first paid mint and can never be your own. The free mint plays like any fighter, but the invited account's earnings stay held until its first paid mint. Referral earnings vest like everything else.

The weekly event

Every week the deepest crews share the events balance, which gets 10% of every mint. The board ranks the points you piled up over the whole week, so one lucky run won't carry you. The top 20 are paid: #1 takes 24%, #2 16%, #3 11%, down to 0.8% at #20.

Show the prize ladder
rankshare of the events pool
#124.0%
#216.0%
#311.0%
#48.0%
#56.5%
#65.5%
#74.5%
#83.8%
#93.2%
#102.8%
#11 – #202.4% → 0.8%

Good to know

  • The run keeps going when you switch tabs. It resolves on the clock while the page is hidden, payout included, and the room catches up when you return. A run paused at a camp waits for your decision.
  • The forge, the altar and the dojo are shut while a run is in flight. They change the roster, and the roster is what the run was sealed with.
  • Watch at 1×, 2×, 4×, 8× or 10×. The speed changes nothing about the result, because the seed decided it before the first floor.
  • Escape closes whatever is on top. Shortcuts: i inventory · f forge · a altar · t training · l leaderboard · d dungeon.
  • Every clock in the prototype runs 40× fast so the loop can be played in a sitting. At launch it runs at 1×.

Roadmap: the first season

  1. Weeks 1–2Replay links, drops that are things, minted-only depths.
  2. Weeks 3–4The codex, with the three wardens named, and daily contracts.
  3. Weeks 5–6Lineage, naming, the first cosmetics for minted fighters.
  4. Weeks 7–8Three new warden rules and the boss rush.
  5. Weeks 9–12Elemental biomes, the first mutator, foothold raids.
  6. With the chainGuild descents and soulbound achievements.

None of this adds a second currency. $RUSH stays the only token in the game.

Nothing here is financial advice. Figures are read from the game's rules at build time and will change before launch.