Solana · PvP extraction · devnet demo

Get big
and get out.

Pick a name → Get big → Get out alive

Portfolio demo: matches run in your browser against bots, with play money only. No wallet needed, and no real funds move.

Read the full game rules →
Players per match16 / 50
SOL price—
Biggest win today—

Enter the arena

Arena 01 · 8 min match

Demo credits
Stake
Starting mass1,000
Your cell

Connect your wallet to pick a color and draw your cell.

Saved to your wallet and shown to other players
You carry (at risk)$6.65—Funds SOL orbs on the map$2.85—Protocol fee$0.50—

Demo credits — play money with no cash value. SOL shown for reference at the live price.

Live arena

Bots playing right now

LIVE

How it works

Bank it or risk it

  1. 1
    Grow

    Everyone in a match stakes the same. Eat orbs and rivals to grow — the more you carry, the juicier a target you become.

  2. 2
    Hunt

    Eat smaller players to take most of what they carry, and grab orbs funded by everyone's entries.

  3. 3
    Survive

    Bigger means slower, and decay grows with you. Apex players are revealed to everyone.

  4. 4
    Extract

    After 30 seconds, hold a live zone for 25s to bank what you carry — everyone nearby is alerted.

Mouse moveSpace splitW ejectShift dash

Leaderboard

Top wallets by verified net profit

Loading leaderboard…

Every ranked run is re-simulated on the server from its seed and inputs — scores can't be edited in the browser. Periods reset in UTC.

My runs

Every run you've finished in this browser, newest first

No runs yet. Play a match and it'll show up here.

Stored only in this browser. Demo credits — play money with no cash value.

Quickstart

Six steps from picking a room to getting paid.

  1. NormalHardHigh
    1

    Pick a tier & search

    Three tiers, one fixed stake each, paid in SOL at the live price: Normal 1, Hard 10, High Roller 50. Everyone in a match puts in the same amount. Hit Find match and you can see who else is searching.

  2. 3
    2

    Accept the match

    A match forms once 5+ players are searching (up to 20; a quiet queue starts with fewer after 45s). Everyone gets 15s to accept — that's when your stake is locked in. It starts the moment every seat has accepted.

  3. 3

    Eat to grow

    Move with the mouse (drag on a phone). Pellets give +14 mass. SOL orbs give mass and money — they show on your minimap, so everyone can see where the money is.

  4. RUNYOU
    4

    Eat players, dodge the big ones

    You can swallow anyone you're 1.25× the mass of — and you take a cut of the money they were carrying. Anything 1.25× your size can do the same to you. Space splits to catch prey.

  5. 5

    Extract before you die

    Money in your cell isn't yours yet. After 30s, sit in a live extraction zone for 25s without getting eaten. Everyone nearby is told you're doing it, so expect company.

  6. +PROFIT
    6

    Get paid

    Extract and you keep 100% of what you carried. Die and you keep only your protected share. Results show the run 15s later, and your profit is tracked against your wallet on the leaderboards.

Rules

Every number below is read straight from the live game config.

Stakes

  • Each tier has one stake, paid in SOL at the live price: Normal 1, Hard 10, High Roller 50. Everyone in a match stakes the same, so everyone starts the same size.
  • 5% goes to the protocol. Of the rest, 70% is your carried value (what you can extract or lose), and 30% funds the SOL orbs spawned for everyone.
  • Higher tiers play faster: Normal 1.00×, Hard 1.10×, High Roller 1.20× movement speed. It applies to everyone in the match equally, so it changes the pace, never who has the advantage.
  • You get 2s of spawn protection — you can't eat or be eaten.

Matchmaking

  • One queue per tier. A match forms when 5+ players have waited 8s, instantly at 20, or with as few as 2 once the longest wait passes 45s.
  • When a match is found everyone has 15s to accept. If someone declines or runs out the clock, everyone else goes straight back to the front of the queue — and the dodger sits out 30s, longer for repeat dodges.
  • Matches are locked once they start: no late joins, so everyone in a match started together with the same stake. After your run ends you can watch the rest, or queue straight into the next one.
  • Disconnecting doesn't save you. Your cell stays in the world and can be eaten while you're gone; reconnect and you take back control where you left off.

Growing

  • Move with the mouse. Small cells are fast; the bigger you get, the slower you move.
  • Pellets give +14 mass each and respawn constantly.
  • SOL orbs give mass and money: small +50, large +200, rare +750 mass. Their value is drawn from the orb pool funded by everyone's wagers.
  • Orbs spread across the whole map and expire after 75s — go get them.

Eating players

  • You can eat a cell once you're 1.25× its mass and cover most of it.
  • Eating takes that player's value in proportion to the mass you ate: you get 65%, they keep 25% (paid to them when their run ends), 7% goes back into the orb pool, 3% is a fee.
  • Eating their last cell eliminates them. Every kill shows in the kill feed.

Split, eject & mines

  • Space splits every cell over 2,000 mass in half and launches one half at the cursor — great for catching prey, risky if it misses. Up to 16 cells; they re-merge after 6s+.
  • W ejects a blob of mass (costs 90). Feed 6 into a mine to fire a new one at a target.
  • Shift dashes a short burst toward your cursor, once every 5s. It costs 1.5% of your mass, and the distance shrinks as you grow — a small cell gets a real escape, an apex barely moves. It's a getaway tool, not a way to run prey down.
  • Fracture mines (spiky red): small cells are safe. Anything over 4,320 mass that touches one shatters into up to 10 pieces and sheds 14% as shards anyone can eat. They drift around the map, so there is no safe lane to memorise.
  • Vortices tear open without warning for 10s at a time — you get 2s of notice while the funnel forms. They drag everything nearby toward the eye and cost you nothing directly; the danger is where you end up. Small cells can swim out, big ones mostly can't.

Decay & Apex

  • Above 1,500 mass you slowly lose mass — faster the bigger you are, and faster late in the match.
  • At 28,000 mass you become Apex: your position shows on everyone's map, decay is 1.6× and speed 90%. Whoever eats you takes 78% of your value — a bounty.

Extraction — cashing out

  • Your money only counts if you get out. After 30s in the match, hold a live zone for 25s to extract everything you carry.
  • Zones rotate: one opens, stays live for about a minute, then closes and the next one is announced 12s ahead.
  • Leaving the zone doesn't reset progress — it drains at 1.5s per second. Extraction starts on its own whenever you're in a live zone.
  • While you extract, players nearby see "name is trying to extract at zone X". Near the end of each zone's window, high-value orbs spawn around it — stay for more, or leave safe.
  • Loitering at a closed zone gets you flagged after 6s, located after 12s and pinged after 18s.

Match flow & endings

  • Each match lasts 8 minutes through 5 phases — growth, competition, pressure, endgame, final extraction — with more orbs and faster decay as it goes.
  • From endgame, the arena edges collapse (red): staying outside drains your mass fast. In final extraction only one zone is open at a time.
  • Eliminated: you keep only your protected share. Still inside at the buzzer: you keep 85% of what you carry. Extracted: you keep 100%.
  • Extract or die, the run is scored against your wallet — daily, weekly, monthly and yearly boards.

Fair play & refunds

  • The match runs on our server, not in your browser — positions, eats and payouts are all decided server-side, so a modified client can't award itself mass or money.
  • Every run is re-simulated from its seed and inputs before it counts on a leaderboard.
  • Suspicious play — scripted input, a wallet farming its own matches — can hold a payout for review during the claim window before it is released.
  • Refunds only for our failures. If a match can't be resolved because of a server fault, it's voided and every wager is returned minus network fees. Your own connection, crashes or rage-quits are not refundable — your cell stays in play.
  • Demo credits only while we're on devnet. No real funds are at risk until the audit and legal review are done.

Smart contract logic

How the escrow contract holds and pays out every stake.

  1. ESCROW
    1

    Your stake goes into escrow

    When you accept a match, your stake is deposited into that match's escrow account, held by the program. Not by us, and not by any other player.

  2. 5% fee66.5% you carry28.5% SOL orbs
    2

    It splits three ways

    5% is the protocol fee. 66.5% is what you carry into the match, yours to extract or lose. 28.5% funds the SOL orbs spawned on the map for anyone to grab.

  3. 65%
    3

    Get eaten, lose your carry

    When someone eats you, 65% of what you carried goes to them. You keep 25% as your protected share, 7% goes back into orbs and 3% is fee.

  4. PAYOUTS + FEE=DEPOSITS
    4

    Settlement has to balance

    After the match the server posts everyone's payout. The program rejects it unless payouts + fee = total deposits exactly, and the fee can never be set above 10%.

  5. CLAIM
    5

    Get paid automatically

    Extract and you keep 100% of what you carried. If time runs out first, 85% is paid out. It lands in your wallet on its own — you sign once to join, and never again.

  6. FULL REFUND
    6

    Refunds if anything breaks

    If a match is voided, or the server never settles it in time, your full stake comes back automatically. And because anyone can release it, your money isn't stuck even if we disappear entirely.