LUMEN is a skill arena. Every run is paid in $LUMEN. On entry, before a single orb is eaten, 30% leaves the game for good: 20% is burned and 10% funds the team. The other 70% goes into the prize pool that skilled players compete for. That 30% is the house edge, fixed and taken up front, so the project earns on every run no matter who wins.
Pick your stakes. Each room has its own entry and its own pool, so small players never compete for big players' money. The 30% house edge is identical in all three.
| Room | Entry | Max payout |
|---|---|---|
| 🌊 Shallows | 100 | 300 |
| 🌀 Deep | 500 | 1,500 |
| 🕳 Abyss | 2,000 | 6,000 |
Growing is fast and feels great. Earning is not. Tokens trickle in scaled by how big you are and how long you've survived, so a short run that eats a handful of orbs earns almost nothing and does not recover its entry. Only sustained, skilled play, staying alive while large, approaches and beats break even. Most runs lose. The good ones win, and the cap is 3× entry per run.
This is the honest deal: it is hard, most players lose at first, and getting good is the only way to come out ahead. That difficulty is the point.
You can cash out and leave a run at any time, but you only keep half of what you've earned so far. The other half is burned. Quitting is a safety valve, not a strategy.
Every day (UTC), the three players with the best single run split a share of the prize pool. Prizes are percentages of the pool, not fixed amounts, so the pots grow automatically with how many people played that day.
| Place | Prize |
|---|---|
| 🥇 First | 8% of the pool |
| 🥈 Second | 5% of the pool |
| 🥉 Third | 3% of the pool |
More players → bigger pool → bigger podium. The flywheel is the whole design.
Every run permanently removes 20% of its entry from circulation, plus half of any earnings forfeited by leaving early. Supply reduction is tied to real usage of the game, not to a schedule or a promise. More players means more runs, and more runs means more supply burned.
| Component | Status |
|---|---|
| Game client (arena, bots, economy logic) | DONE |
| On chain program (fees, burn, team cut, rewards) | WRITTEN · NOT DEPLOYED |
| Wallet connect + on chain payment (frontend) | WRITTEN · NOT DEPLOYED |
| Backend run validation (anti cheat) | WRITTEN · BASIC LEVEL |
| Independent security audit | NOT STARTED |
Without server side validation, any pay to earn game can be drained by falsified scores. This must be solved before real funds ever touch the reward pool.
Game tokens are extremely volatile and most lose nearly all value. Nothing on this page is financial advice or a promise of profit.