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
Your first run
- MintOne mint is $4.00 (1,439 $RUSH). It rolls a class, an element, stats and a rarity. Five mints make a squad.
- AssembleTap fighters into the squad. Put a tank in front and damage behind, and cover a few elements.
- BriefPick a stop floor, or ask me at each camp, and who to focus fire on.
- Send themThe run resolves on its own. Switch tabs if you like, it keeps going.
- 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.
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.
- 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
| tier | odds | lives | supply | tradable | heal | stats | pay | trains to |
|---|---|---|---|---|---|---|---|---|
| common | 69.00% | 3 | unlimited | no | 24h | ×1.00 | ×1.00 | +3 |
| uncommon | 23.50% | 5 | unlimited | no | 20h | ×1.04 | ×1.40 | +5 |
| rare | 6.90% | 7 | unlimited | no | 16h | ×1.08 | ×2.00 | +6 |
| epic | 0.50% | 15 · forged: 9 | 8,750 ever | yes, once claimed | 12h | ×1.22 | ×3.00 | +10 |
| legendary | 0.09% | 20 · forged: 12 | 1,125 ever | yes, once claimed | 9h | ×1.42 | ×4.50 | +10 |
| mythic | 0.01% | 30 · forged: 20 | 125 ever | yes, 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
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.
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
| boon | heal at camp | mend per floor | attack | floor value |
|---|---|---|---|---|
| Bind wounds | 100% | 30% | ×1.04 | ×0.72 |
| Whet blades | 60% | 10% | ×1.34 | ×0.74 |
| Take the ledger | 55% | 0% | ×1.00 | ×2.30 |
| Keep the vigil | 80% | 32% | ×0.86 | ×1.22 |
| Break the relic | 35% | 0% | ×1.58 | ×1.12 |
| Split the rations | 86% | 44% | ×1.02 | ×0.66 |
| Pay the tithe | 100% | 10% | ×0.96 | ×1.66 |
| Swear the oath | 94% | 18% | ×1.18 | ×0.62 |
| Light the candle | 76% | 14% | ×1.06 | ×1.08 |
| Cut the cards | 30% | 0% | ×1.40 | ×1.60 |
Relief, past the free runs (the fee splits like a mint)
| relief at | fee ($RUSH) |
|---|---|
| floor 5 | 337 |
| floor 10 | 578 |
| floor 15 | 794 |
| floor 20 | 993 |
| floor 30 | 1,363 |
Drops, paid by weight out of the loot share
| drop | weight | chance at floor 1 | per floor |
|---|---|---|---|
| nightmark | 250 | 0.2% | +0.06% a floor, up to 1% |
| relic | 20 | 1.0% | +0.60% a floor, up to 10% |
| cache | 4 | 8.0% | +1.50% a floor, up to 28% |
| scrap | 1 | 30.0% | +2.00% a floor, up to 55% |
Wardens can add a seal (25%, weight 60).
How you are paid
- wages55%shared by depth (points to the power 0.75)
- loot28%shared by drop weight
- bounty12%the five deepest runs
- stays in the pool5%
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.
| slot | price ($RUSH) |
|---|---|
| slot 6 | 3,598 |
| slot 7 | 7,735 |
| slot 8 | 16,629 |
| slot 9 | 35,753 |
| slot 10 | 76,870 |
The forge
Show the forge odds and fees
| pair | promotes | on success | fee ($RUSH) |
|---|---|---|---|
| common + common | 30% | uncommon · bound · 5 lives | 72 |
| uncommon + uncommon | 25% | rare · bound · 7 lives | 216 |
| rare + rare | 18% | epic · bound · 9 lives | 720 |
| epic + epic | 10% | legendary · bound · 12 lives | 1,439 |
| legendary + legendary | 5% | mythic · bound · 20 lives | 2,878 |
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.
| pair | both burn | corpse back | walks out | a tier up | fee |
|---|---|---|---|---|---|
| common + common | 46% | 38% | 13% | 3% | 0 |
| uncommon + uncommon | 50% | 36% | 11% | 3% | 72 |
| rare + rare | 55% | 33% | 10% | 2% | 216 |
| epic + epic | 60% | 30% | 9% | 2% | 720 |
| legendary + legendary | 65% | 27% | 7% | 1% | 1,439 |
| mythic + mythic | 70% | 26% | 4% | 0% | 2,878 |
Training
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
| attempt | base odds | stats at this level | a failure costs | fee ($RUSH) |
|---|---|---|---|---|
| +1 | 85% | ×1.08 | only the fee | 173 |
| +2 | 75% | ×1.16 | only the fee | 224 |
| +3 | 64% | ×1.23 | only the fee | 292 |
| +4 | 54% | ×1.30 | only the fee | 379 |
| +5 | 44% | ×1.50 | one level, never below +4 | 493 |
| +6 | 35% | ×1.80 | one level, never below +4 | 641 |
| +7 | 27% | ×2.00 | one level, never below +4 | 833 |
| +8 | 20% | ×2.30 | one level, never below +4 | 1,084 |
| +9 | 14% | ×3.00 | one level, never below +4 | 1,409 |
| +10 | 9% | ×5.00 | one level, never below +4 | 1,831 |
| sacrifice | adds |
|---|---|
| common | +5% |
| uncommon | +9% |
| rare | +15% |
| epic | +24% |
| legendary | +34% |
The altar
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.
Show the altar prices
| tier | first revive | second | third | lives back |
|---|---|---|---|---|
| epic · minted | 4,317 | 6,476 | 9,713 | 5 of 15 |
| epic · forged | 6,476 | 9,713 | 14,570 | 3 of 9 |
| legendary · minted | 8,634 | 12,951 | 19,427 | 7 of 20 |
| legendary · forged | 12,951 | 19,427 | 29,140 | 4 of 12 |
| mythic · minted | 17,268 | 25,902 | 38,853 | 10 of 30 |
| mythic · forged | 25,902 | 38,853 | 58,280 | 7 of 20 |
$RUSH
- 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
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 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)
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
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
| rank | share of the events pool |
|---|---|
| #1 | 24.0% |
| #2 | 16.0% |
| #3 | 11.0% |
| #4 | 8.0% |
| #5 | 6.5% |
| #6 | 5.5% |
| #7 | 4.5% |
| #8 | 3.8% |
| #9 | 3.2% |
| #10 | 2.8% |
| #11 – #20 | 2.4% → 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
- Weeks 1–2Replay links, drops that are things, minted-only depths.
- Weeks 3–4The codex, with the three wardens named, and daily contracts.
- Weeks 5–6Lineage, naming, the first cosmetics for minted fighters.
- Weeks 7–8Three new warden rules and the boss rush.
- Weeks 9–12Elemental biomes, the first mutator, foothold raids.
- 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.