Find it. Carry it. Extract.
A run lasts two minutes. Open caches, survive the guards, and hold E at the exit until the server confirms your extraction. Seeing the exit or releasing the mouse does not finish a run.
Try free practice · Open lobbies · Deposit or withdraw
Your entry and your turn
Deposit the configured token, then choose a lobby entry you can afford to lose. A lobby accepts up to nine players and starts after 30 seconds, even with one player. Leave before the countdown ends to recover your full entry to your available game balance. Once the server starts the lobby, the entry is committed.
Players are assigned to up to three pools. Each pool has up to three runners taking turns, and the pools run alongside each other. When called, you have 30 seconds to start. Watch the countdown and keep the lobby open.
What your caches are worth
97% of all entries forms one shared ordinary loot pool. 2% funds the progressive reserve; 1% funds operations. Of the ordinary pool, one cache holds 50%, four share 25%, ten share 15%, and seventeen share the remaining 10%.
Successfully extracted caches disappear for later runners in your pool. They still exist in mirrored pools. If runners from different pools extract the same cache, they split its value. Final returns are credited only after every runner finishes. Different caches have different values, so collecting more caches does not always pay more.
Death, timeout, abandonment, missing your turn or a long disconnect returns zero for that run. Unclaimed ordinary loot is split between the burn reserve and progressive reserve. A burn reserve is a saved allocation; it is not evidence of an on-chain burn.
In a solo lobby, collecting every ordinary cache returns 97% of your entry. A progressive prize, if funded and awarded, is additional. Solo play does not guarantee a profit.
The progressive
Progressive funds are kept by entry tier. A prize can be offered only when that tier has enough saved funds. The draw happens after your entry is committed, when you start your run. A progressive cache is separate from the 32 ordinary caches. You must collect it and extract to win it; losing leaves its funds available for a future offer.
Returns use exact token base units. When a shared cache cannot divide evenly, the smallest remaining units rotate among its claimants by cache index. Display rounding never changes the ledger or takes tokens from another pot.
Controls
- W A S D
- Move and strafe.
- Arrow keys
- Forward, back, turn left or right.
- Mouse
- Aim.
- Click / Space
- Fire. Hold and release to charge.
- Shift
- Sprint.
- E
- Open a cache. Hold at the exit to extract.
- R / F
- Quick reload. Empty magazines also reload quickly.
- Tab
- Show the explored map.
- M
- Mute or enable sound.
- Esc
- Free the mouse for menus. The server clock and guards continue.
Desktop keyboard and mouse are the supported paid-play controls. Custom key bindings are not available in this release.
Deposits and withdrawals
Your wallet pays SOL network fees for both deposits and withdrawals. Check the exact mint, amount and destination in the wallet review. Available balance can be withdrawn to the same wallet. Entries and unsettled returns cannot be withdrawn.
A timeout does not mean a transfer failed. The balance page checks saved transfers again. Do not send a replacement while an outcome is unresolved. Unsigned, expired transfers are released only after the server verifies expiry and unchanged custody; uncertain signed transfers stay reserved for review.
The token shown in a game balance belongs to its exact mint. Switching the game from UNC to RNNR does not rename or convert an existing balance.
If something goes wrong
Keep the tab open while “Confirming extraction” is shown. Only “Extraction confirmed” means the server has saved an escape. Your lobby receipt records the final result and return.
The waiting room charges no entry and estimates when capacity may become available. Estimates can change. A connection gap longer than seven seconds can end an active run. If the service is unavailable, keep your lobby ID and transfer signature for the operator; reconnecting cannot reverse a recorded result.