How the game works
Everything behind the arcade cabinet: how a sentence becomes a coin, how fees become a fighter, what we refuse to build, and why every viewer sees the same fight.
The loop
How it works
Insert coin
Describe a fighter in up to about 280 characters, optionally with a reference image. Moderation runs first. An AI then drafts a name, ticker, bio, archetype, palette and element, and a portrait in the house art style. You can reroll the portrait a limited number of times and edit the name, ticker and bio.
Launch from your wallet
You connect your own wallet and sign the launch transaction yourself; you are the payer. The coin appears on the roster straight away as a silhouette in training with a milestone meter.
Trade, fill the meter
Every trade generates creator fees. When a coin's lifetime creator fees cross the first milestone ($25), the fighter is built for real: a blocky 3D toy fighter with its own head, accessories and outfit, a moveset and balanced stats.
Enter the Arena
The new fighter gets a reveal, joins the roster and fights around the clock in the Arena. Holders can play their own fighter in arcade mode. Higher milestones unlock more.
Matches are best of three rounds with a 99-second timer. You can use classic fighting-game inputs or a simple mode (a direction plus Special), so you do not need to know fighting games to pull off a special move.
Money
Fee split
Creator fees are split 50% to the launcher and 50% to the treasury.
- The launcher share goes to the wallet that launched the coin.
- The treasury share pays for builds, upgrades and running the game.
- The split is configurable and is the one shown here; it can differ for future launches.
- Every treasury claim and the real API cost of every build are public on the transparency page.
There is no real-money wagering. Arena predictions use free points only. Read the risks before you trade.
Progression
Milestone ladder
Milestones are measured on the lifetime creator fees a coin has generated (all shareholders combined), read from on-chain trades. They do not depend on price, or on how much has been claimed.
| Milestone | Lifetime fees | Name | Unlock |
|---|---|---|---|
| M1 | $25 | FIGHTER BUILT | Toy fighter, moveset, balance sim and reveal. Enters the Arena. |
| M2 | $150 | ALT COSTUME | Alternate costume plus a 5th special move. |
| M3 | $600 | SUPER MOVE | Super move with a cinematic camera sequence. |
| M4 | $1.5k | PERSONAL STAGE | A stage of its own plus generated theme music. |
| M5 | $5k | BOSS STATUS | Arcade-mode boss with a title and an aura effect. |
Thresholds are configurable by the team, and the table above always shows the values currently in use.
Rules
Moderation rules
CHALLENGER only launches original characters. Every concept is checked before anything is generated.
We refuse
- Real people: celebrities, politicians and private individuals.
- Existing copyrighted or trademarked characters, brands and mascots from games, anime, cartoons and film.
- Hate symbols and hateful or extremist content.
- Sexual content.
- Anything involving minors.
How it is checked
- A blocklist and a classifier look at the concept text before generation.
- Ambiguous concepts are held in a human review queue instead of being guessed at.
- Generated portraits and builds are checked again before they go live.
- Fighters are retired, never deleted; see the Hall of Fame.
If your concept is refused, try describing an original character instead of a likeness or a reference.
Trust
Fair play & determinism
Arena fights are not video. Every viewer runs the same simulation, so everyone sees the same fight.
One fight, many screens
The server schedules each match as a small record: match id, the two fighters, a random seed, a start time and the engine version. Your browser runs the game engine from that seed and stays synced to server time. If you arrive mid-fight, your simulation fast-forwards to the current frame.
Why it is deterministic
The engine ticks at a fixed 60 times a second and uses whole-number math only: no floating point, no Math.random, and no loops over unordered data. Randomness comes from a seeded generator, so the same seed and the same inputs always give the same result.
How it is checked
The match scheduler simulates every match ahead of time with this same engine, so it knows the winner and a final state hash before anyone watches, and stores both with the schedule. Free-point predictions resolve from that stored result. When a match ends in your browser, your client hashes its own final state and compares it with the stored hash; a mismatch is logged and reported, so a modified or out-of-date client shows up. The check is skipped if your browser runs a different engine version than the match was scheduled with.
Nothing is rigged by price
Fighter stats come from the fighter's build and balance simulations, not from a coin's price or trading volume. A rising chart does not make a fighter hit harder.