The rules, with live numbers
How Deathmatch pays.
A hero arena shooter in the browser: four heroes with two abilities each, nine guns, small arenas with a point that lights up every thirty seconds. Four minutes a match; the best score takes 1st and the top three split the match's prize from the coin's creator fees, sent in SOL to the address they pasted. No wallet to connect, no deposit.
The game
- A matchRooms of eight, 4:00 on the clock, everyone for themselves. You land in a match the moment you press PLAY NOW; the room is filled to 6 so there is always someone to fight.
- The pointEight seconds in, a green point lights up somewhere on the arena; every thirty seconds it moves. Standing in it pays 2 a second, and 10 more to everybody in it when it moves on. Your abilities charge twice as fast while you stand in it.
- MovingWASD moves, Space jumps (hold it to hop again the moment you land), jump pads throw you onto the terraces. No sprint, no crouch: it is all in the jumps and the strafes.
- ShootingClick fires, right-click aims down the sights, Shift sprints (a shot or the sights end it), R reloads; ammo never runs out. A headshot does double, a leg hit three quarters; most guns lose a little over distance.
- AbilitiesEach hero has two: F throws or plants the main one, E is the melee one. Both run on a cooldown and start ready.
- Health100 for every hero. It comes back after six seconds out of fire. Dropped: back in three seconds at a spawn away from everyone, with the hero and gun you pick.
- PlacesWhen the clock runs out the best score takes 1st, then 2nd and 3rd. Ties: more kills, then fewer deaths, then who got there first. A place needs at least three kills.
Score
| For | Points | When |
|---|
Heroes
| Hero | Their gun | F · main ability | E · melee ability |
|---|
Guns
Any hero can carry any of the nine. Pick in the loadout; change it for your next life.
| Gun | Damage | Rate | Clip | Reload | Over distance |
|---|
Arenas
Dunes
A sandstone arena under a violet dusk: a market under awnings, a gate house with a roof perch, a centre square ringed by terraces, jump pads up to them, pyramids on the skyline.
Permafrost
A snowbound arena: a cabin square in each corner, a plateau in the middle with frozen tunnels through it and a hall on top, watchtowers, ice blocks for cover.
Ziggurat
A jungle temple at night: a stepped pyramid at each end with an altar on top, a plaza with pillars and a pool between them, raised walkways along the walls.
The money
- Where it comes fromEvery trade of $DM pays a creator fee. Those fees fill the pool; 2% of them buys $DM back on the market and burns it.
- The potEvery fee report puts 30% straight into the pot; the rest waits in the reserve and flows in at 25% an hour.
- A match's prizeWhen a point match starts, 12% of the pot is set aside for it, all of it with 4 or more players in the room, less with fewer.
- The split1st, 2nd and 3rd take 60, 25, 15% of it, sent in SOL to the address each pasted. What nobody takes goes back to the pot. Team matches and private rooms are free play.
- Small prizesA prize under 0.0007 SOL is kept for you and goes out with your next one (an empty wallet cannot receive less).
| Place | Share | One player in the match | A full match pays now |
|---|
Last matches
Top earners
Ledger
Every fee report, prize, transfer and burn, newest first. Transfers link to Solscan.
