An empty tile with exactly three living neighbors becomes alive. Its owner is selected from the three parent cells.
LEARN THE
LIVING GAME
Understand the cellular automaton, choose structures with intent, and see exactly how $LIFE, points, payouts, and round modifiers work.
GAME OF LIFE BASICS
LIFE uses Conway's Game of Life: every cell looks at its eight neighbors, and the entire arena updates at the same time.
A living cell with two or three living neighbors survives into the next step.
4+
A living cell dies from isolation with fewer than two neighbors, or overcrowding with more than three.
Every player's cells evolve together. Different colors can collide, cooperate, or compete for space. Dark wall tiles are system terrain: players cannot place on them, they never evolve, and nothing can destroy them.
DIFFERENT STRUCTURES
A structure is simply a saved arrangement of starting cells. Its category describes how it normally behaves before other players and walls interfere.
Still lifes
Patterns that remain unchanged when every live cell has the right number of neighbors.
Oscillators
Patterns that repeat after a fixed number of simulation steps.
Spaceships
Patterns that reproduce their shape in a new position, moving across the arena.
Methuselahs
Small seeds that evolve chaotically for many steps before becoming stable.
Experimental
Original formations built for unusual growth, collisions, and visual effects.
Custom
Draw and test a pattern in the Playground, then save it to your profile for live rounds.
Available places every currently free cell and charges only for those cells. All or nothing reserves the full cost and waits until the entire structure fits. Permanent walls and gated zones reject the placement instead of leaving it waiting.
THE $LIFE TOKEN
$LIFE is the gameplay asset used to place cells. Your in-game balance is tied to your authenticated Solana wallet.
Each additional tile costs one more base cell unit than the previous tile. At a base price of 1 $LIFE, a 5-cell Glider costs 15 $LIFE and a 10-cell structure costs 55 $LIFE.
Actual amounts use exact integer token base units—never floating-point rounding.When deposits are enabled, send supported $LIFE and wait for on-chain verification before credits are added.
Accepted placement spend is added to the current round vault.
Round rewards become available credits and can be withdrawn to your authenticated wallet when withdrawals are enabled.
SCORING & PAYOUTS
Winning is about sustained life, not just the number of cells you place at the start.
The server evolves the complete grid for one step.
Each living player cell earns 1 point after that step. Gated Community cells earn 2.
Your points are added across every generation of the round.
Your share of all points determines your share of the reward budget.
Example: earning 2,500 of 10,000 total points gives you 25% of the player reward budget. Payouts use integer base units; indivisible remainder is carried into the next round. Walls and system-owned Cancer cells never score. If nobody scores, the full vault carries forward.
ROUND MODIFIERS
Every round deterministically selects exactly three modifiers from the pool. Opposing speed modifiers and opposing cooldown modifiers cannot appear together.
A marked area awards 2 points per living player cell each step. Cells may evolve into it, but no player can place cells there.
The interval between simulation steps is halved, so the Game of Life evolves twice as fast.
The interval between simulation steps is doubled, so the simulation runs at half speed.
A placement may contain no more than 10 cells, including built-in and custom structures.
The round generates 15–30 invincible walls instead of the usual 5–20.
Any cell that survives continuously for 50 steps dies. Newborn cells begin at age zero.
System-owned still lifes and oscillators appear at deterministic random intervals and locations. Their pink ✚ cells never score for a player.
Every 1–2 minutes, a 10-cell-wide strip sweeps from a random edge and clears that full row or column. Invincible walls remain.
The top connects to the bottom and the left connects to the right when neighbors are counted.
The placement cooldown falls from the normal 3 seconds to 1 second.
The placement cooldown rises from the normal 3 seconds to 10 seconds.
Modifiers, walls, gated areas, system spawns, and disaster timing are generated from the round seed. Reconnecting or switching workers cannot reroll the rules.