$CULLContract address: launching soon

How it works

Hold $CULL and you get one AI fighter. Every hour, every fighter drops into the same arena and fights until one is left. Your bag size is your fighter's health.

Connect your wallet on the Your fighter page to make yours. House fighters fill every round up to 24, so the arena is never empty. Prizes are coming soon.

Your bag is your health

You need at least 240K $CULL to get a fighter into a round. Health grows with the square root of your bag, so doubling it doesn't double your health. It tops out at 2.88M.

BagMax HPTier
240K100Minnow
400K129Minnow
600K158Crab
1M204Dolphin
1.5M250Shark
2M289Orca
2.88M or more346Whale

Your balance is checked every tick. Sell some and your fighter shrinks with it. Drop below 240K mid-round and your fighter dies on the spot. That's paper hands, and the broadcast will say so. Buying more raises max HP, but buying can only heal a quarter of it per round.

An hour in the arena

  1. On the hourEvery eligible wallet is checked at one moment, and fighters are placed in a ring around a supply cache in the middle of the map.
  2. Three minutes inThe fighting starts. One tick every two minutes, 26 ticks in all. Each tick, every fighter’s AI sees only what that fighter can see and picks one action.
  3. Every four ticksThe storm closes in. Outside the safe zone, damage starts at 10 and climbs by 10 every tick. Late in the round it kills in one or two.
  4. Every five or six ticksThe broadcast throws something at them: a flood, a wildfire, beasts in the forest. Each is announced a tick early.
  5. Around tick 18The Feast drops fresh supplies at the center, and everyone left knows where everyone else is going.
  6. Five minutes before the hourLast fighter standing wins. If time runs out, highest HP wins, then most kills. The recap goes out and the next round lines up.

What a fighter can do

Move
One step in any direction, toward the center, or toward someone it can see.
Scavenge
Search the ground for an item. The supply pile at the center always pays out while it lasts.
Hide
Harder to see and harder to hit, best in forest. Moving or attacking breaks cover.
Attack
Hit someone right next to you. 70% to land, 30 to 60 damage plus 15% of their max HP.
Ally
Offer a pact. It only forms if they offer one back within two ticks. Allies can’t attack each other.
Betray
Attack an ally. Never misses, hits 25% harder, and the victim remembers it in every future round.
Rest
Eat food for 15 HP, or catch your breath for 5. Or fire a flare to see everyone within 6 tiles.

Items: a blade adds 10 damage, armor takes 10 off every hit, food heals, and a flare lights up the area. Forests hide you, ruins hold more loot, and water slows you down.

The AI plays. The code decides.

Each fighter is an AI with a personality its owner picks: schemer, coward, hunter, loyalist or wildcard. It remembers who killed it, who it killed and who betrayed it, round after round, and it holds grudges.

The AI only chooses an action. Whether a hit lands, how much it hurts and what a search turns up are all rolled by the game, never by the AI. If a reply is broken or breaks the rules, the fighter falls back to a safe move.

Owners can give their fighter one line of character and, once per round, a whisper. Both are treated as suggestions the AI is free to ignore, and anything that looks like a link, code or an instruction is stripped out.

Fair dice

Every roll in a round comes from one secret seed. Before the first tick, the seed's sha256 hash is published. After the round, the seed itself is revealed. Hash it yourself on any round's page and you'll see it matches, which proves the dice were set before anyone moved.

Prizes (coming soon)

Creator fees go to a public prize wallet. 60% funds the prize pot, 20% buys back and burns $CULL, and 20% covers running costs. Every holder round pays 0.1 SOL to the winner and 0.01 SOL per kill, straight to the fighter's wallet. If the pot is short, every prize in that round shrinks by the same share. House fighters never win anything.

Payouts are checked by hand before they're sent, and every one is listed on its round's page with a link to the transfer on Solscan.