Solana devnet · $GRAB token
Fight. Rank. Earn $GRAB.
A competitive Solana brawler where a fixed-supply utility token gates real progression: 1v1 duels, 10-player Battle Royale, and quarterly seasons with on-chain leaderboard distributions.
- Max supply
- 1,000,000,000
- Mint authority
- Revoked at TGE
- Token burn
- None
- Season length
- 12 weeks
Live on Solana devnet. No real value is at stake yet -- this is a pre-mainnet build.
How it works
The game & economic loop
A Battle Pass is required to earn $GRAB from gameplay -- the defining economic gate. Free accounts can still rank and progress, but only pass holders enter the token-earning layer.
- Acquire $GRAB
- Buy Battle Pass
- Play & compete
- Earn and rank
- Spend on progression
- Season distribution
| Layer | Function | Examples |
|---|---|---|
| Free gameplay | Skill, discovery, retention | Matches, XP, ranking, basic cosmetics |
| Battle Pass | Economic access gate | Token-earning eligibility, premium quests |
| Competition | High-value activity | 1v1 duels, 10-player Battle Royale |
| Season | Economic clock | 12 weeks, reward budget, leaderboard reset |
1v1 Duels
Both players stake an equal amount. The winner takes the pot after a 5% fee routes to the treasury -- nothing is burned.
Example: A stakes 1,000 $GRAB, B stakes 1,000 $GRAB → 2,000 pot. Treasury receives 100. Winner receives 1,900.
During this beta, duel stakes are held and settled by the game server's ledger, debited from your in-game $GRAB balance -- not an on-chain Solana transaction. On-chain duel escrow is a future contract slice.
10-Player Battle Royale
A 2,000 $GRAB match pool is a ceiling drawn from the season budget, not a guaranteed mint -- split by placement:
- 1st800
- 2nd400
- 3rd250
- 4th180
- 5th120
- 6th90
- 7th60
- 8th40
- 9th30
- 10th30
Live standings
Top wizards right now
Ranked by season score across all mages, pulled live from the same account data as the Hub's Leaders Hall -- not a seasonal Merkle-epoch payout, just where the ladder stands today.
Token distribution
Tokenomics
Total supply is fixed at 1,000,000,000 $GRAB, minted once at TGE with mint authority revoked in the same launch sequence. There is no token burn anywhere in the design -- the 5% duel fee (hard-capped at 10% in program code) is protocol revenue, not deflation.
- Player rewards 25%
- Community & seasonal airdrops 10%
- Ecosystem 15%
- Treasury 15%
- Team 15%
- Investors 10%
- Liquidity 10%
| Allocation | % | Tokens | Vesting |
|---|---|---|---|
| Player rewards | 25% | 250,000,000 | Released per season into reward vaults; max 32M/yr |
| Community & seasonal airdrops | 10% | 100,000,000 | Released per season into leaderboard pools; max 8M/yr |
| Ecosystem | 15% | 150,000,000 | 5% TGE, 36-month linear vesting |
| Treasury | 15% | 150,000,000 | 10% TGE, 36-month linear vesting |
| Team | 15% | 150,000,000 | 12-month cliff, then 36-month linear |
| Investors | 10% | 100,000,000 | 6-month cliff, then 24-month linear |
| Liquidity | 10% | 100,000,000 | 100% at TGE |
Bounded emissions
- Lifetime reward cap
- 350,000,000 $GRAB
- Season 1 reward budget
- 10,000,000 $GRAB
- Season 1 pass price
- 500 $GRAB
- Duel fee
- 5% (10% code cap)
Season 1 reward budget split
- Gameplay rewards6,000,000 $GRAB
- Leaderboard pool2,000,000 $GRAB
- Events & tournaments1,000,000 $GRAB
- Season reserve1,000,000 $GRAB
Quarterly seasons
Seasons & leaderboard distributions
Each 12-week season has a fixed reward budget, a fresh Battle Pass, and a ranked leaderboard. Rewards are published weekly as a Merkle root and claimed from a pre-funded season vault -- not written as individual on-chain transactions per match.
| Phase | Timing | Purpose |
|---|---|---|
| Announcement | Pre-season | Reveal theme, content, pass, reward budget |
| Launch | Week 1 | Open season and pass |
| Competition | Weeks 1-10 | Matches, progression, duels, Battle Royale |
| Final push | Weeks 11-12 | Leaderboard competition and events |
| Snapshot | End of Week 12 | Freeze eligible rankings and rewards |
| Distribution | Transition window | Publish leaderboard root, open claims |
| Claim window | 90 days | Players claim; unclaimed returns to reward reserve |
Leaderboard pool split
- Top 1%25%
- Top 5%25%
- Top 10%20%
- Top 25%15%
- Top 50%10%
- Participation / long tail5%
The `grab_core` Anchor program is live and deployed on Solana devnet, with the season-administration lifecycle (create, fund, activate, snapshot, finalize, sweep) implemented on-chain. Duel and claim instructions are a future contract slice.
Roadmap
Where this goes
Parameter changes are slow, transparent, and subject to multisig approval with public announcement before taking effect.
Pre-launch
Token mint and authority revocation, program build, audit, treasury multisig, Battle Pass, reward vaults, testnet and soak
Season 1
Player acquisition, on-chain onboarding, economic telemetry, generous but bounded incentives
Season 2
Tune reward budgets, sinks, pass economics and anti-farming controls
Season 3
Marketplace program, expanded tournaments, social layer, higher-value competition
Season 4
Annual championship, larger ecosystem events, mature treasury policy, first governance transfer of non-critical parameters