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Ranked Matchmaking

  • Ranked uses real stake ($SOL or $SOLZ).
  • Casual is free-to-play and onboarding-focused.

Read casual details: Casual & Objective Modes.

In ranked, the amount you stake is your HP pool. Same as to everyone, and you will find matchmaking to similar stake only.

  • Example tiers: 0.1 SOL, 0.5 SOL, 10 SOL.
  • Matchmaking groups players by the same stake tier.
  • Bigger tier means bigger risk and reward.

Weapon rarity affects damage, but tier limits prevent low-stake abuse.

  • Low-tier rooms cannot equip extreme high-tier weapons.
  • A weapon that can one-shot low-stake lobbies is blocked from that tier.
  • This keeps early tiers skill-based instead of wallet-based.

Related: NFT Assets.

  • Default: killer receives 60% of victim remaining HP.
  • Can scale to 80% through subscription logic that replaces part of dev share. (TBA)
  • You can evacuate with current HP through some spots.
  • Channel window: around 3-5s (balance-tunable).
  • During channel: vulnerable and cannot fight back.

Result: the final winner is not always the most profitable player.

  • If a player disconnects, their character remains in-world.
  • They can still be killed and lose stake.

Ranked performance feeds CP (Contribution Points / Bounty power).

  • Higher CP pushes you up the WANTED leaderboard.
  • Top positions can receive live fee share from match flows.
  • Top players also receive a small power bonus (currently around +3%, tunable).

Technical behavior: Real-time WANTED System.

From kill/match value flow:

  • 60% to killer by default (up to 80% with modifier path).
  • Remaining 40% split:
    • 20% dev share (planned to be replaced over time by Yonk0s and terrain owners).
    • 20% leaderboard + bounty treasury.

Early phase note:

  • Dev share will be effectively as default (around 40%) until all replacement systems are live.

Economy details: Tokens & Economy.