LIFE FIELD GUIDE

LEARN THE
LIVING GAME

Understand the cellular automaton, choose structures with intent, and see exactly how $LIFE, points, payouts, and round modifiers work.

10 MINUTE ROUNDS500 × 500 ARENA3 MODIFIERS PER ROUND
01 / THE FOUNDATION

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.

3
BIRTH

An empty tile with exactly three living neighbors becomes alive. Its owner is selected from the three parent cells.

2–3
SURVIVAL

A living cell with two or three living neighbors survives into the next step.

0–1
4+
DEATH

A living cell dies from isolation with fewer than two neighbors, or overcrowding with more than three.

THE ARENA IS SHARED

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.

02 / YOUR BUILDING BLOCKS

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.

14 IN LIBRARY

Still lifes

Patterns that remain unchanged when every live cell has the right number of neighbors.

14 IN LIBRARY

Oscillators

Patterns that repeat after a fixed number of simulation steps.

12 IN LIBRARY

Spaceships

Patterns that reproduce their shape in a new position, moving across the arena.

15 IN LIBRARY

Methuselahs

Small seeds that evolve chaotically for many steps before becoming stable.

14 IN LIBRARY

Experimental

Original formations built for unusual growth, collisions, and visual effects.

MAKE IT YOURS

Custom

Draw and test a pattern in the Playground, then save it to your profile for live rounds.

PLACEMENT MODES

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.

03 / GAME ECONOMY

THE $LIFE TOKEN

$LIFE is the gameplay asset used to place cells. Your in-game balance is tied to your authenticated Solana wallet.

PROGRESSIVE PLACEMENT COST1 + 2 + 3 + … + N

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.
1
TOP UP

When deposits are enabled, send supported $LIFE and wait for on-chain verification before credits are added.

2
PLACE

Accepted placement spend is added to the current round vault.

3
EARN & WITHDRAW

Round rewards become available credits and can be withdrawn to your authenticated wallet when withdrawals are enabled.

40%PLAYER REWARDS
50%NEXT ROUND
5%BURN
5%CREATOR
04 / WINNING A ROUND

SCORING & PAYOUTS

Winning is about sustained life, not just the number of cells you place at the start.

01SIMULATE

The server evolves the complete grid for one step.

02COUNT

Each living player cell earns 1 point after that step. Gated Community cells earn 2.

03ACCUMULATE

Your points are added across every generation of the round.

04SETTLE

Your share of all points determines your share of the reward budget.

YOUR PAYOUT40% OF VAULT × YOUR POINTS ÷ ALL PLAYER POINTS

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.

05 / EXPECT THE UNEXPECTED

ROUND MODIFIERS

Every round deterministically selects exactly three modifiers from the pool. Opposing speed modifiers and opposing cooldown modifiers cannot appear together.

Gated Community

A marked area awards 2 points per living player cell each step. Cells may evolve into it, but no player can place cells there.

»
Haste

The interval between simulation steps is halved, so the Game of Life evolves twice as fast.

Lethargy

The interval between simulation steps is doubled, so the simulation runs at half speed.

10
Austerity

A placement may contain no more than 10 cells, including built-in and custom structures.

Claustrophobic

The round generates 15–30 invincible walls instead of the usual 5–20.

50
Ageing

Any cell that survives continuously for 50 steps dies. Newborn cells begin at age zero.

Cancer

System-owned still lifes and oscillators appear at deterministic random intervals and locations. Their pink ✚ cells never score for a player.

Natural Disaster

Every 1–2 minutes, a 10-cell-wide strip sweeps from a random edge and clears that full row or column. Invincible walls remain.

Wormhole

The top connects to the bottom and the left connects to the right when neighbors are counted.

1s
Hyperactive

The placement cooldown falls from the normal 3 seconds to 1 second.

10s
Lag

The placement cooldown rises from the normal 3 seconds to 10 seconds.

FAIR AND REPRODUCIBLE

Modifiers, walls, gated areas, system spawns, and disaster timing are generated from the round seed. Reconnecting or switching workers cannot reroll the rules.