Nothing is hidden
Your transaction appears in the mempool the instant you submit it: sender, action, target, fee. There is no fog of war. There is only the four seconds before it lands.
You do not act. You broadcast. Every command you issue sits in a public queue for four seconds — visible to every opponent, name attached — before it executes. What happens next is not decided by reflexes. It is decided by who paid more to go first.
01 / Premise
Most competitive games hide your intent and reward the faster hand. This one shows everyone exactly what you are about to do — then makes them fight over the order it happens in.
Your transaction appears in the mempool the instant you submit it: sender, action, target, fee. There is no fog of war. There is only the four seconds before it lands.
Inside a block, transactions execute strictly by priority fee, highest first. Seeing an opponent’s move is worthless unless you can afford to jump in front of it.
You pay on submission, whether or not the transaction succeeds. Every bluff, every outbid, every reverted strike burns fuel you needed for the next forty seconds.
02 / The block
You may broadcast exactly one transaction, cancel it, and broadcast a different one. Everything you do is immediately visible to everyone else — and everything they do is visible to you. This is where you commit, and where you read the room.
Submissions close. The board is frozen and the whole queue is on the table. All that remains is the auction: raise your fee to climb the ordering, or withdraw and eat the loss. The ceiling is 45 — beyond that, no amount of money saves a bad read.
03 / Instruction set
One per block. Choosing what to broadcast is half the game; choosing what to let everyone see you broadcast is the other half.
Pull FLUX from the vault you occupy. Reverts if the vault is already dry.
Relocate your node to any vault. Never reverts — the only reliable dodge.
Damage every rival standing on a vault at execution time. Reverts on an empty vault.
Absorb incoming damage for the rest of the block and reflect a quarter of it.
A decoy. Appears in the mempool disguised as a real transaction. Does nothing.
Drop a pending transaction — but only if you outbid it. Its sender loses everything.
04 / Ordering plays
These are not scripted abilities. They are consequences of one rule — highest fee executes first — and they emerge in the first match you play.
They announced a harvest. You are standing on the same vault and you paid one more unit of gas. Your extraction empties it; theirs reverts into an empty hole and burns half its base.
A strike hits whoever is standing on the vault at the moment it executes — not whoever was standing there when it was broadcast. Move first and the strike lands on nothing.
Outbid a specific transaction and it never executes at all. Its sender loses the full cost — base and fee. Expensive, absolute, and useless if they bump past you in the last second.
A spoof enters the mempool wearing another transaction's face. They spent 24 base plus 13 fee to censor six gas worth of nothing — and the whole table watched them do it.
05 / The board
FLUX is the only thing that decides the winner, and it does not appear evenly. Each block the sequencer charges a seam of three vaults and lets the rest bleed out. The board shows you the next seam a full block early — so does everyone else.
Take enough damage and your node liquidates: nearly half of everything you have banked spills into the vault beneath you, in public, for anyone to harvest. The leader is never safe, and the last-place player always has a target worth hitting.
06 / Opposition
When the ladder is quiet, the seats fill with sequencer agents. They read the same public mempool you do — and they cannot see through a spoof either.
| Agent | Doctrine | Behaviour |
|---|---|---|
| RAVEN | AGGRO | Hunts the leader. Bids hard, dodges late. |
| MISER | ECON | Farms the richest vault. Spends nothing it does not have to. |
| WARDEN | CONTROL | Censors the most expensive transaction on the board. |
| GHOST | DECOY | Half of what it broadcasts is a lie. |
| ORACLE | ADAPTIVE | Reads the mempool and picks the counter. |
07 / Season & vault
Ranked matches move your rating and write Season Points to an append-only ledger tied to your account. Practice against agents pays nothing — the ladder is the only thing that counts.
Awarded on every ranked result — placement, FLUX banked, and lifetime extraction. Each award is written as its own ledger row with the match it came from, so the balance is reconstructable line by line.
Open your vaultPEND has not launched. Season Points accrue now and are held against your account; bind a wallet in your vault so the snapshot has an address to point at.
Season Points are a game score. They carry no cash value and no redemption right.
Token status08 / Questions
No. The bid window is deliberately long enough that a considered decision beats a fast one, and the server timestamps everything, so latency does not change ordering. What decides a block is whether you correctly guessed what your opponents would pay.
Yes — sender, action, target and current fee, updated continuously. The only exception is SPOOF, which enters the mempool disguised as a different transaction. Nobody but its sender can tell the difference until it executes.
No. Pick a callsign and you are in. A wallet is only relevant when you want your Season Point balance associated with an address — and binding one is a signature, never a transaction: it moves nothing and approves nothing.
Ranked results write Season Points to your ledger. Private lobbies pay a reduced rate. Matches against agents pay nothing at all, so grinding bots is not a strategy.
Your Season Point balance and bound wallet form the snapshot. Conversion is published before it runs, and every ledger row that produced your balance stays visible in your vault. Until then $PEND does not exist and nothing here promises that it will be worth anything.
No. There is no buy-in, no wager, no stake at risk, and no purchase of any kind. Outcomes come from decisions made against a fully public board.