Every pixel of every unit is stored inside the contract — no server, no IPFS, nothing that can quietly stop existing. Recruit one, put him to work, and take a cut of every trade of the token. This page explains all of it, with the numbers.
Five thousand units, drawn at 32×32 pixels, built from 65 trait variants across nine categories. The supply is a constant in the contract — there is no function anywhere that can raise it.
One address may mint ten units. The count is cumulative, so sending units on does not refill the allowance. It is a speed bump rather than a wall — anyone determined splits across addresses and pays the same total — but it stops a single transaction taking the collection, which would leave the pool with one staker and the token with one holder.
| Category | Variants | Rarest |
|---|
Most collections store a link. The contract says ipfs://… and
something on the other end holds the picture. If it stops being paid for,
the art is gone and the token is a number.
Here the contract holds the pixels. Nine trait indices per unit — 24 bytes
— plus the layer shapes as run-length data inside the renderer. Ask for
tokenURI and the contract assembles an SVG on the spot and
hands it back. There is nothing to host and nothing to keep paying for.
| Rule | Value |
|---|---|
| Where the art lives | Contract code. No IPFS, no server, no gateway |
| Per unit on-chain | 24 bytes of trait indices |
| What tokenURI returns | Base64 JSON with the SVG inline, built per call |
| Provenance hash | — |
| Can it change | No. sealArt() runs before minting opens and cannot be undone |
| Proof | The on-chain SVG matches the published art byte for byte, tested across 48 units including every rare trait |
A unit does nothing until he is recruited. Recruiting costs UNITS, once, and it is the only thing the token is needed for — which is the point of having one.
Half the fee is destroyed. Sent to an address nobody holds the key to, gone from supply permanently. The other half goes into the pool, which means it is paid out to every unit already working. Joining pays the people who joined before you.
| Where it goes | Amount | Share |
|---|
The fee can be changed as the token finds a price. The split cannot — fifty-fifty is fixed in code, and none of it reaches the team.
| Rule | Value |
|---|---|
| What it costs | 100,000 UNITS, once per unit |
| Burned | Half, to 0x…dEaD — gone from supply |
| To the pool | Half, paid out to units already working |
| To the team | Nothing |
| Repeatable | No. A unit can only be recruited once |
| Survives a sale | No — see section 06 |
Stake a recruited unit and he starts earning. The contract holds him while he works; take him back whenever you like and anything he has already earned stays yours to claim.
Every staked unit earns exactly the same. No tiers, no weights. An earlier draft had three paid tiers and could not be explained in one sentence, which is the test that matters. Want a bigger share? Stake more units — which points demand at the collection rather than at whoever can afford the top tier.
| Rule | Value |
|---|---|
| Who can stake | The owner of a recruited unit |
| Share per unit | Equal. One staked unit is one share |
| Lock-up | None. Unstake any second |
| Where the unit sits | In the pool contract while staked |
| Unstaking | Returns the unit and keeps everything earned |
| Re-staking | Free. Recruiting is never paid twice by the same owner |
Trading the token produces fees. Those fees are converted to NVDA — tokenised NVIDIA stock, a plain ERC-20 that Robinhood issues on this chain against real shares — and sent to the pool. Anyone can then press the button that starts a payout; it is permissionless, and the only thing it can do is move money toward holders.
The pool hands out the stock token itself rather than a price, so market hours do not matter. A Sunday pays exactly like a Tuesday.
A payout drips over seven days rather than landing at once. A lump split creates a single profitable instant to be present for, which invites staking seconds before it and leaving right after. A drip removes the instant: an hour staked earns an hour's worth. Nothing to snipe, and no lock-up needed to prevent it.
| Units at work | Per unit, week | Per unit, day | If you stake 10 |
|---|
Fewer units at work means a bigger share each. That is the whole incentive, and it corrects itself: as more people stake, the advantage shrinks until staking stops being worth the recruit fee.
| Rule | Value |
|---|---|
| Reward asset | NVDA, tokenised NVIDIA. The pool supports up to four reward assets |
| Market hours | Not applicable. The pool distributes the token itself, not a price |
| Drip length | Seven days from the moment a payout is initiated |
| Who may initiate | Any address. A payout cannot be directed anywhere but at stakers |
| If no units are staked | Accrual pauses and the balance is retained for the next payout. Nothing is forfeited |
| Claiming | Available at any time, per unit, paid to the staking address |
Sell a unit and his recruitment is voided in the same transaction. The buyer owns the artwork and can put him to work — after paying to recruit him again.
Without this the fee is paid once by the first owner and the token stops being needed after a single pass through the collection. With it, every trip through the secondary market burns supply again.
| Rule | Value |
|---|---|
| On a sale | Recruitment is cleared in the same transaction |
| Earnings already accrued | Stay claimable |
| Staking and unstaking | Not a sale. Recruitment survives a round trip |
| Can it be dodged | No. The collection calls the pool on every transfer, and a failure reverts the transfer instead of being swallowed |