BETA Season 1 ends in —

Play three silly games. Climb the leaderboard.

Five free plays per game, every day. Boards reset every 14 days, so there is always a fresh run at the top. Free, no wallet connection, nothing to install.

Toilet Run
Longboi
Lily Leap
—until payout
15free plays a day
0players ranked
60ranked places per season
How it works

Three steps, no setup

Everything runs in the browser. You need a handle and a Solana address, nothing else.

1

Pick a game

Five free plays per game, every day, resetting at midnight UTC. Only your single best run of the season counts on each board.

2

Post a score

Scores submit the moment you beat your personal best. No forms, no claiming, no button to remember.

3

Top the board

Every fourteen days the boards close and reset. Top 20 in each game take the season. Prize pools are planned, not live — see Rewards.

The arcade

Pick your game

Planned

How prizes will split

Top 20 per game, on a curve that sums to exactly 100% of each game's share. Nothing pays out yet — this is the design, shown against an example pool.

Questions

Things people ask

How do you stop people faking scores?

Today we do not, and we say so plainly on your account page. Scores currently come from your own browser, which means they can be forged. That is acceptable while nothing pays out, and unacceptable the moment it does.

Before the first payout, every ranked run will submit a seed and an input log instead of a number. The server re-runs the game from that seed, derives the score itself, and only then accepts it. Runs that do not reproduce are rejected.

Do I actually get paid right now?

Not yet. Minicrypt is in beta: the games are free, the boards are real, and no prize pool is funded. Seasons run anyway so the mechanics get tested with real players before any money is attached.

Why USDC and not $MINI?

If rewards were paid in $MINI, winners would be selling into the same buyback that is bidding the price up, and the two flows would largely cancel. Splitting them means the entire buyback side can be burned permanently, and players get a reward they can hold without thinking about it.

What happens if someone is caught cheating?

The run is removed and every rank below it moves up. Repeat attempts forfeit the wallet from future seasons. Because verification happens during the freeze window rather than after payout, a rejected run costs nobody else their place.

How many times can I play?

Five free plays per game per day, resetting at midnight UTC, so fifteen free plays a day across the arcade. Unused plays do not roll over.

At launch you will also be able to buy extra attempts with $MINI, up to ten per game per day, at roughly $0.05 each. Seventy percent of every token spent is burned.

Do paid attempts let you buy a better rank?

No, and we built the cap specifically to make that true. Every player has the same limit of 60 ranked runs per game per season. Paid attempts let you use that allowance faster on a given day; they cannot raise it.

This matters because best-of scoring rewards volume on its own. More attempts means a higher expected maximum even with identical skill. A shared season cap is the only way the claim that paid plays do not buy rank is actually true rather than just stated.

Do I need to connect a wallet?

Not to play. You enter a Solana address so payouts have somewhere to go. Before real money moves, claiming will require a signature from that address, which is how we prove the wallet is actually yours rather than one you typed in.

Season 1

Leaderboards

Planned · not live

How payouts will work

This page describes the design. No prize pool is funded and nothing pays out today. Figures are shown against an example pool so the shape of the split is clear.

Splitting the pool across games

1/3Each game draws an equal third of the pool, funded by the 1% rewards share of the trading fee.
50+A game needs 50 ranked players to draw its full third. Below that it pays proportionally and the shortfall rolls into the next season, so an empty board never becomes the easy money.
20Top 20 in each game are paid. Sixty winners per season.

Prize ladder, per game

Minicrypt is in beta and nothing pays out. Every figure here is an illustration against an example pool, not a commitment. Prizes need a funded pool, verified scores across all three games, and a claim contract. None of that is done.
Design · not deployed

$MINI

No token exists yet. This is the published design: fixed supply, two independent burn mechanisms, and rewards in USDC so the two never compete.

1,000,000,000max supply
9decimals
0$MINI burned
0USDC distributed

Supply

Circulating 350,000,000 Locked / vesting 650,000,000 Burned 0
Buyback burned0 $MINI
Gameplay burned0 $MINI
Buyback spent$0

Circulating excludes every locked and vesting allocation. These figures go live on deployment.

Trading fee — 3%

1.5%Buyback, then burn every token bought
1.0%USDC player rewards
0.5%Treasury
Collected at the pool, not on the token. A transfer tax on Solana means Token-2022, which taxes wallet-to-wallet sends as well as trades and blocks most exchange listings. Taking the fee from liquidity-pool activity gives identical economics with no listing ceiling.

Paid plays — the second burn

After your five free plays, extra attempts cost about $0.05 in $MINI, repriced hourly from an oracle and clamped between $0.03 and $0.10. If the oracle is stale or unavailable, paid plays pause rather than guess a price.

70%Burned permanently
20%Treasury
10%Ecosystem
This burn does not depend on trading. It scales with how much the games are actually played, which is the only supply sink that tracks real usage rather than speculation.

Allocation

Public / LP / launch350M35%
Ecosystemscheduled release200M20%
Treasurymultisig150M15%
Team12mo cliff + 24mo linear100M10%
Marketing / partnershipsvested100M10%
Founder holdinglocked 12mo50M5%
Development / contingency50M5%
Total1B100%
65% of supply starts outside public hands. That is high, and we would rather state it than let someone discover it. Every one of those allocations is locked, vested or multisig-controlled, each has its own published wallet, and the release schedules go up at launch rather than afterwards.

On-chain addresses

NetworkSolana mainnet
Token mintNot deployed yet — published here at launch
Burn addressPublished with the mint
Buyback walletPublished with the mint
Rewards treasuryPublished with the mint
Team vestingPublished with the mint
Founder holdingPublished with the mint
Mint authorityRevoked at launch, verifiable on Solscan
AuthoritiesToken, treasury, buyback, reward and admin roles held separately; critical roles on multisig
$MINI has a fixed maximum supply, two burn mechanisms and utility inside the games. It is not an investment, carries no promise of appreciation, and its market price is set by supply and demand like anything else. See the Risk disclosure in the footer.
Documentation

How Minicrypt works

The full design, including the parts that are not built yet. Last updated 27 September 2026.

1. Overview

Minicrypt is a browser arcade with three games and a fortnightly prize pool. Players post scores, the best hundred in each game share that game's slice of the pool, and the whole cycle repeats every fourteen days. Rewards are paid in USDC on Solana. A separate token, $MINI, captures fee revenue and is burned rather than distributed.

The design goal is narrow: make a leaderboard worth competing on, where the prize is real and the ranking is trustworthy. Everything else follows from those two requirements.

2. The games

Toilet Run is a three-lane endless runner. The metric is distance in metres. Inputs are four discrete actions: move left, move right, jump, duck.

Longboi is a grid snake on a sixteen-by-sixteen wrapping board with a sixty-second clock, extended three seconds per gold pickup. The metric is points. Inputs are four queued directions, and the simulation already advances on a fixed-step accumulator.

Lily Leap 3D is a vertical climber. The metric is height reached. Inputs include keyboard, pointer and device tilt, the last of which is continuous rather than discrete.

Each game is ranked separately. A player's best run in a game is their entry for that game; runs are not aggregated across games, so being weak at one costs nothing on the others.

3. Seasons

Seasons are fourteen days, beginning 21 September 2026 and running on fixed boundaries thereafter. A fixed boundary is deliberate: everyone knows exactly when the clock resets, and the pool is fixed at the start of the season rather than at the end, so players know what they are competing for on day one.

At close, the board freezes for 48 hours. No new scores are accepted and no payouts move. This window exists so the top of each board can be re-verified and forged runs removed before money is committed. Ranks below a removed run move up.

Boards reset each season. A rolling all-time board would lock out anyone who arrived late; a reset gives every season a genuine start.

4. Score verification

Current state: not implemented. Scores are presently read from the player's own browser and can be forged. This is disclosed in the product and is the single largest gap between the prototype and a launch that handles money.

The planned design does not trust submitted numbers at all. A ranked run submits a server-issued seed, a session token, and the complete input log expressed as tick-indexed events. The server re-runs the same simulation from that seed and derives the score itself. A run is accepted only if the re-simulation reproduces it.

This requires each game's simulation to be separable from its rendering, deterministic, and runnable headless. Two prerequisites follow: all gameplay randomness must come from a seeded generator rather than the browser's, and logic must advance on a fixed timestep rather than on frame time. Longboi already meets the second and needs one call site changed for the first, which is why it is the reference implementation. Toilet Run needs both. Lily Leap additionally needs its tilt input quantised to an integer per tick before it enters the simulation.

A caveat worth recording: the four basic floating-point operations are identical across JavaScript engines, but trigonometric functions are not guaranteed to be. Simulations that depend on them can diverge between a player's browser and the verifying server. Longboi's simulation is pure integer grid state and avoids this entirely; the other two either restrict their simulation maths or verify within a tolerance.

5. Rewards

The reward pool is funded by the 1% rewards share of the 3% trading fee. It is not a fixed figure: it tracks eligible trading volume over the season. One million dollars of eligible volume produces roughly ten thousand dollars of rewards.

The pool divides equally across the three games, with one condition. A game must reach 50 ranked players to draw its full third; below that it pays proportionally and the shortfall rolls into the next season. Without that gate, an empty board would be the highest expected return in the arcade and rational players would abandon the popular games for it.

Within a game the top 20 are paid on a configurable curve that sums to exactly 100%: 19% to first, 13% to second, 10% to third, 8% to fourth, 7% to fifth, 5% each to ranks 6 through 10, 2.4% each to 11 through 15, and 1.2% each to 16 through 20. Sixty winners per season across the arcade.

Only the highest verified score of the season counts. Scores are not cumulative, and no amount of $MINI spent adds points. One payout per verified account per game per season.

5a. Attempts

Every verified player gets five free plays per game per day, fifteen across the arcade, resetting at midnight UTC with no rollover. Beyond that, extra attempts can be bought with $MINI at a target of $0.05 each, capped at ten per game per day.

A separate and more important limit applies: ranked runs are capped at 60 per game per season for everyone, paid or free. This exists because best-of scoring rewards volume independently of skill — a player with four times the attempts has a materially higher expected maximum. Without a shared ceiling, paid attempts would buy rank in substance while the documentation claimed otherwise. The cap makes the claim true. Paid attempts change how fast you can use your allowance, never how large it is.

Pricing is set per hour from an oracle or TWAP rather than per transaction, and clamped between $0.03 and $0.10. A stale, unavailable or implausible price pauses paid attempts; it never falls back to a guess.

6. Token

$MINI has a maximum supply of one billion at nine decimals, and no mint function. Mint authority is revoked at deployment and can be verified by anyone on-chain. Supply moves in one direction only.

A 3% ecosystem fee on trading splits three ways: 1.5% buys $MINI and burns all of it, 1% funds USDC player rewards, and 0.5% goes to treasury. Rewards are never paid in newly minted or newly allocated $MINI.

Where the fee is collected matters. A transfer tax on Solana requires the Token-2022 fee extension, which taxes every transfer including wallet-to-wallet sends, has uneven AMM and aggregator support, and is declined by most centralised exchanges. Collecting the same 3% from liquidity-pool activity instead gives identical economics, scopes the fee to actual trading as intended, and imposes no listing ceiling. This is the recommended architecture.

The second burn is independent of trading. Paid attempts are bought with $MINI and split 70% burned, 20% treasury, 10% ecosystem. This sink scales with how much the games are played rather than how much the token is traded, which makes it the only supply reduction tied to genuine usage.

Rewards are denominated in USDC deliberately. Paying winners in the same token the buyback is bidding up means they sell into that bid every fortnight and the two flows substantially cancel. Separating them makes the burn unambiguous and gives players something they can hold.

Allocation of the one billion: 350M public and liquidity, 200M ecosystem on a scheduled release, 150M treasury under multisig, 100M team on a 12-month cliff followed by 24-month linear vesting, 100M marketing and partnerships vested, 50M founder holding locked for 12 months, 50M development and contingency. Sixty-five percent therefore begins outside public hands. Every allocation has its own published wallet and release schedule, published at launch rather than afterwards.

Circulating supply, locked supply and burned supply are reported separately and never conflated. An allocation that exists but is locked is not circulating.

A known structural weakness remains: the reward pool scales with trading volume rather than with player count, so prizes shrink during quiet trading precisely when retention matters most. The gameplay burn partly offsets this on the supply side but does not fund rewards. Candidate mitigations are a treasury buffer smoothing payouts across seasons, or routing a share of paid-attempt revenue into the reward pool. Unresolved.

7. Roadmap

Phase 1 — verification. Split Longboi into simulation and rendering modules, seed its randomness, and stand up the server-side replay pipeline against it. Establish the submission contract.

Phase 2 — backend. Seed issuance, session tokens, wallet signature authentication, season tables, and the freeze-and-review workflow. Run complete seasons with no money attached and observe what breaks.

Phase 3 — port. Bring Toilet Run and Lily Leap onto the same contract.

Phase 4 — payouts. Token deployment, claim contract with per-season Merkle roots, and the first live season.

Phases 1 to 3 constitute a working arcade with trustworthy leaderboards and no token. That is deliberate: if the token timeline slips, there is still a product.

8. Risks and disclaimers

Nothing on this site is an offer, a solicitation, or investment advice. $MINI is not an investment product and confers no ownership, revenue share, or governance rights. Prize figures shown anywhere in the product are projections against a placeholder pool, not commitments.

Paying value based on competitive performance may be regulated differently across jurisdictions, and may engage rules on digital payment tokens, gambling, or prize competitions depending on how it is structured and where a player is located. Access may be restricted in some jurisdictions. This document is not legal advice and the project has not yet completed a regulatory review.

Smart contracts carry risk of loss through bugs or exploitation. Token prices can go to zero. Play with money you can afford to lose entirely, and treat any prize as a bonus rather than income.

Your account

You

Scores are not verified yet. They are read from your own browser, so anyone could forge one. Before real money moves, every run has to be re-simulated server-side from a seed and an input log.
Best 0Rank —