Skip to content

Ranked Fee Distribution

Every ranked match takes a small fee from the total stake. That fee is then split between:

  • The player who secures the kill.
  • World power holders (Yonk0s and Allies).
  • Terrain/NFT land owners.
  • Leaderboard and bounty pools.

Numbers below are current design targets and may change during beta.

For each eligible kill in a ranked match, protocol fees are distributed approximately as:

  • 60% to the killer by default.
    • Can scale up to 80% with certain modifier paths (e.g. rank brackets, items, or future perks).
  • Remaining 40% is split into four 10% slices:
    • 10%Yonk0s and Allies (world power holders).
    • 10%Terrain owners (see NFT terrain docs).
    • 10%WANTED leaderboard pool.
    • 10%Bounty treasury.

This makes every match contribute to:

  • Individual players (direct kill rewards).
  • Long-term world power systems.
  • Public bounty and leaderboard incentives.

Assume a 32-player ranked Battle Royale with:

  • Entry stake per player: 0.1 SOL.
  • Total stake (reward pool basis): 0.1 SOL × 32 = 3.2 SOL.

From the portion of that pool reserved as protocol fees, the split might work as follows (simplified example):

  1. Protocol fee bucket for a given decisive kill: 1.0 SOL (example number for illustration).
  2. Distribution:
    • 0.60 SOL → killer (or up to 0.80 SOL with modifiers).
    • 0.10 SOL → Yonk0s & Allies.
    • 0.10 SOL → terrain owners.
    • 0.10 SOL → WANTED leaderboard pool.
    • 0.10 SOL → bounty treasury.

Exact base amounts per kill and per match can vary by:

  • Mode / ruleset.
  • Active events.
  • Balance patches.

Temporary Routing While Features Are in Development

Section titled “Temporary Routing While Features Are in Development”

Some of the destinations above depend on systems that may not be fully live yet (for example, specific Yonk0 mechanics or full terrain ownership rollout).

Until those systems are active:

  • The intended share for an unimplemented destination may temporarily route to the dev / operations pool.
  • Once a system is live, routing is updated so that flow goes where originally planned.

This allows the game to keep progressing and shipping features while preserving the long-term economic design.

Nothing here should be treated as a hard legal commitment. Expect:

  • Tuning of percentages (e.g. 60% vs 65% killer share).
  • Additional sinks/sources as new features arrive.
  • Seasonal or event-based modifiers.

The core philosophy remains:

  • Killers should feel well-compensated.
  • World builders and power holders should get ongoing yield.
  • Public-facing systems like the WANTED leaderboard and bounty treasury should grow as the game grows.