How scoring works
Play the games. How you place decides your share of the airdrop, until your wallet reaches the per-wallet cap. This page is every dial we turn — and the ones we do not.
The two layers
Once a game graduates, each season pays 25% of what its airdrop vault still holds; your rank on that game decides your share of that season’s pool, up to 0.5% per wallet. On a game with 200 wallets or fewer on its board, every wallet that is paid is paid the cap: the same amount, whatever its rank. Your play on every game with a token also adds up into one Season Score, ranked on the Arena while a season is open. It pays nothing: airdrops are paid game by game, from each game’s own board, where the game has one.
An airdrop vests rather than landing at once: 25% is claimable as soon as that game’s airdrop opens, and the remaining 75% is released daily across the 90 days that follow. Claim within 365 days of vesting ending: after that, what is still unclaimed can be recovered: Streamflow, which runs the airdrop’s claims, keeps its fee, and of the rest 30% is burned, 40% goes to the Elixir treasury and 30% back to the game’s later seasons.
The rank shown is the rank paid. One ranking serves the leaderboard and the airdrop, and a payout that would put wallets in a different order is refused rather than paid.
Who a rank is paid to
Paid to a wallet
A share is sent to an address, so a season played without a wallet is not paid at all. The rank still shows on the board — there is simply nowhere to send what it earned.
One wallet, one place
A payout names each wallet once. If a board shows the same wallet in more than one place, none of those places is paid: the scores are never added together, and neither place is picked over the other. Play a season on a wallet nobody else is playing on.
What counts in Season 1
4 hours
of play counted per day, per game
Play as long as you like — the clock stops counting for the day at this point. It is there so a tab left running overnight cannot outrank somebody who sat down and played.
+5% a day
for coming back, up to 14 days
Every consecutive day you finish a scored run raises your score, and the bonus stops growing after 14 days. Longer streaks are still counted as what they are; they stop paying more.
700 points
on the board across the default goal set
Goal points are added to your score, never multiplied into it, so they lift a rank rather than create one — at 100 points to 1 score, sweeping the whole set is worth up to 7 score. In seasons that open from October 3, 2026, goals add at most half of what your play has earned, so one goal never outweighs playing.
0.5%
of a game's season pool, per wallet
The most any single wallet can be allocated from one game in one season, however far ahead it finished. What the cap takes off a wallet goes to the ranked wallets that are not themselves at the cap. Whatever too small a field cannot carry, plus any share under the season's floor, is not paid that season: what a season does not hand out stays in the game's airdrop vault for its later seasons. The floor is counted in the game's own token rather than in the fee of collecting it, and set deliberately low — so a share can be worth less than that fee, which is shown above the Claim button before you pay anything.
What a rank is made of
These are multiplied together, with goal points added on top. Anything at zero — no finished session, or no score filed — means no rank at all. Only play inside the season counts: sessions from before it began count for nothing, and so does play after it closes — the board freezes at the close, and that is the earliest a payout for it can be prepared.
- How many play sessions you finished — an unfinished one counts for nothing.
- How long you played, counting up to 4 hours a day.
- Where your best score sits against everyone else's — last place among many still counts for 10%, never nothing.
- Your streak of days with a scored run, worth +5% a day up to 14 days.
How a run is checked
In Candlespire, Mint Street, and Shift Siege, a ranked daily run sends the moves you made along with its score. The season board plays those moves back on that day’s challenge and works out the game’s own score again. The same score counts. A different one doesn’t, and only that run is affected: you’re told why in plain words, under the game, or the next time you open it if you had already left.
When checks begin, they watch for a week first: every run counts, and only our reviewers see what a check said. After that week the check decides, and a run counts once its replay matches.
If the fault is ours, you keep the run. When the checker itself fails, your run counts and a person is told. When one browser or one version of a game trips the check for several players at once, it stops refusing until a person has looked. A run never counts or fails just for waiting on its check, and a run that doesn’t count never uses up one of the day’s scored runs.
In every game made to handle it, a run with no input for 90 seconds ends, with a warning 15 seconds before that shows in fullscreen too. A hidden tab never counts as idle, and games where a player can rightly sit still for longer — thinking over a hand, waiting on a bite — are left out. Your session goes on: start a new run whenever you’re back.
Goals in Season 1
What every game runs unless its creator sets its own list. A creator chooses what each goal asks for, never what it pays: at least half of what ours asks, a second goal of the same kind at least twice that, a third three times, and so on. A game’s list is locked while its season runs, so a change starts with the next season. A goal is worth the same to the leader and to the player in fortieth place.
- Play for 30 minutes100 pts
- Reach 10,000 in one run150 pts
- Score on 7 days in a row250 pts
- Bring 1 friend who trades200 pts
Season 2
None of the following counts towards anything today. The multipliers are built and switched off — when they arrive they move the leaderboard and the payout together. The last card names something that is not built at all.
Not live
×1.1
for still holding the game's token
Any amount counts: it asks whether you still hold the token, never how much.
Not live
×0.5
for selling while the curve is still open
Asked once of the whole curve phase: did any of it get sold before graduation.
Not live
Staking — Season 2
Not built. No mechanism for it exists in this product, and nothing here counts one.
Where the fees go
Every trade on a game’s bonding curve pays a fee. Meteora’s program, which runs the curve, takes 20% of it off the top. The creator and the platform, Elixir Games, split the rest evenly — so the creator’s share is 40% of every trading fee. The platform’s half is split as policy, announced at Season 1 open, and one of those shares is not paid to anyone yet.
50% staker rewards / 25% buyback-burn / 25% operations, of the platform's half of the trade fee. The staker share (50% of the platform's fee) accrues to the Season Rewards Vault until staking launches; stakers receive it directly from Season 2.
What we never do
- Promotion is never sold. A featured shelf or an editor’s choice is an endorsement we chose to make. No creator can buy one, and no rank can be bought.
- We never gate who may launch. Anyone can launch a game here without asking us. Curation is promotion, never admission — there is no queue at the door and there is not going to be one.
- We never change the scoring dials mid-season. The figures above are compiled into the service that ranks you, not settings a deployment can turn, and when they change this page changes with them. A game’s goal list is set per game by its creator rather than compiled in, and it is locked from the day its season opens: a change starts with the next season, so a goal you have finished never stops paying.