FLESH
Large aggressive buys. Size-weighted inflow.
Size, strength, raw reward generation.
Also makes it more violent. A body with no mind is a disaster with teeth.
Flamekeepers
Opening the Hearth0%
Live multiplayer · Solana · Paper mode by default
You didn’t buy a coin. You adopted a digital apex predator.
Every dollar in makes it stronger. Every dollar out makes it angrier. Eventually you decide: keep feeding the thing that could make you rich, or try to kill it before it kills you.
The Vision
Three axes, derived from real on-chain trade flow, competing for the same finite attention. What gets built decides what it becomes — permanently, and differently on every Hearth.
Large aggressive buys. Size-weighted inflow.
Size, strength, raw reward generation.
Also makes it more violent. A body with no mind is a disaster with teeth.
Many small consistent feeds, hold time, distinct participants.
Intelligence, memory, wallet recognition, precision.
A mind with no will is cold. It will optimise you out of the equation.
Buying into fear, minus extracting into strength.
Whether it sees you as a partner or as livestock.
The unstable one. Extract during strength and it falls hard, and it remembers.
No dates. This roadmap is gated on the Flame rather than a calendar, and a quarter attached to an unstarted system is the cheapest promise to make and the most expensive one to miss.
Will is the interesting one. It’s computed against the prevailing flow direction — so a buy placed while everyone else is dumping is worth many times the same buy into a green candle.
It rewards contrarian conviction rather than volume, which is the one thing a “buy = good” design can never express.
Gameplay Pillars
Six classes, thirty abilities, and five cross-class combos that are the real skill ceiling. Every one of them ships with the way it goes wrong.
The Soul Forge · Interactive
Aim the flow. Feed it. The creature above resolves through the same function the live simulation uses — same thresholds, same branch order. Eight outcomes, and only one of them is on your side.
It becomes
Body, mind and will in proportion. Rare, and the hardest to maintain.
Drag the pad, or focus it and use the arrow keys.
The Reliquary · Collection
Relics drop from Stage Clears and Reflections. Rarity is not a table an artist wrote — each tier is defined by the event that produces it, so scarcity is a consequence of how hard the thing was to survive.
Brand
Telegraph windows render 180ms earlier. You are not faster; you are earlier.
MIND · wanted most by Augur
Ground from the cooled breath of a Calculator that had already chosen its target.
Top-ten feeder in the session a stage broke.
Relics are in-game items granting passive bonuses. They are game score. They are not redeemable, not convertible to SOL, and carry no yield, and there are no prices on this page.
Supply is not fixed by decree. Relics exist because someone cleared a stage, held a ward or survived a Reflection, so the collection grows only as fast as Hearths actually do.
The on-chain export hook exists in the protocol and is not wired up. There is no mint, no allowlist and no sale. When that changes, it will change here first.
Ascension · The road
Each stage is a power spike and a danger spike at the same time — that pairing is the whole design. Thresholds are cumulative net inflow: a coin that pumped and fully round-tripped has not grown a dragon.
It is cute. It is hungry. It has no idea what it is going to become.
Almost none. It mostly wobbles.
Wings set. First horns. It has started watching you back.
Light Ravenings. Survivable while you learn the telegraphs.
Twice the size and the breath has formed. This is where it stops being a pet.
Real Ravenings. Rage bites. It chains attacks now.
Enormous and armoured. It does not need keepers any more and it knows.
Targets the highest-Warmth player directly. Ward damage is brutal.
A god or a monster. Nobody finds out which until the Reckoning.
If Rage tops out here it goes fully hostile. This is the bad ending.
At Ascendant, if Rage tops out, it goes fully hostile. That is the bad ending, it is reachable, and nothing in the design prevents a community from walking into it.
Lore Keepers · Factions
Orthogonal to class, and the source of every argument worth having. A Butcher Emberwright and an Architect Emberwright play the same kit toward incompatible ends.
Balance
“Build it whole or do not build it.”
Scored on how BALANCED the soul is when a Reflection fires. Highest ceiling, slowest payoff.
Everyone else is trying to spike one axis. Architects are the only faction that loses when a spike succeeds.
flesh
“Bigger. Now. Deal with the consequences later.”
Scored on Flesh generated. They want size and volatility and they love Rage.
A Brute dragon is stupid and dangerous. Weavers and Architects will fight them for the flow.
mind
“Steady hands. Many of them. It should know our names.”
Scored on Mind generated — consistency, coordination, and how many distinct people they bring.
Butchers drown their small feeds in volume. A Calculator dragon is cold, and Binders hate that.
will
“It will not turn on us. We make sure of it.”
Scored on Will defended — buying fear, and holding through strength when others extract.
They are the reason selling feels dangerous, and they are permanently at odds with anyone taking profit.
Join the Hearth
The game is not out yet. It is a live multiplayer raid on Solana where the coin’s own flow is the boss’s health bar, and playing it will need a wallet — you sign in with one and you trade with one. This page is the roadmap and the way to be told when it opens.