Buy
The knight steps forward and swings. A buy that lands on an empty corridor walks him into the next room.
The chart holds
the controller.
A = buyInstruction manual
Nobody holds this pad. Every trade of $CONTROLLER presses a button on it, for everyone watching at once.
The knight steps forward and swings. A buy that lands on an empty corridor walks him into the next room.
Something crawls out of the dark toward him. Bigger sells send more of them, up to five at once.
Power grows on a log scale and stops at 8. A whale is strong, not a god.
Each door opens only when the price is 3% above the last one. A rising chart goes deeper; every third floor is a boss.
After 3 min without a trade he lies down and sleeps. One trade an hour later is still a full move.
Every trade, as it lands. Buys in amber, sells in bone, the rest moves only the price.
No moves yet. The first trade is the first step.
Three halls, each deeper and meaner. The chart decides how far down he gets.
Floors 1 - 3
Slimes, skeletons and bats in the roots. The golem guards floor 3.
Floors 4 - 6
Goblins and imps over the lava. The warden holds floor 6.
Floors 7 +
Mimics in the water, no bottom. A wyrm waits on every third floor.
Every finished run, cut in stone. The deepest floor, what killed him, and whose trade landed the best blow.
0
0
0No run has ended. He is still down there.
One world, computed once, played in every browser at the same time.
Every $CONTROLLER buy and sell, on the pump.fun curve and on PumpSwap after it, is read from Solana and grouped into two-second beats.
A single open engine turns each beat into moves. The dungeon is generated from a Solana blockhash, so nobody picks the map.
Your browser runs the same engine file on the same moves and lands on the same frame as everyone else. Any run can be replayed and checked.