Whitepaper

Seven games, one network.

How the games, the competitions and the network underneath them are meant to fit together — in plain English, with the numbers shown.

Written to be argued with. Every figure here comes from a published model or a deployed contract, and where something is a plan rather than a fact, it says so.

Where things actually stand

What is running, and what is not.

This changes often. Checked 5 October 2026.

Running now

  • Seven games you can play in a browser. No wallet, no sign-up required to try them.
  • Our own blockchain. A sovereign Avalanche L1, live since October 2026, where ARCU pays the fees.
  • A marketplace that settles in ARCU, with the first items listed on it.
  • A game wiki stored in the chain itself — 979,183 bytes held as contract code rather than on a server.
  • Tools for other studios to make a token, an NFT collection or game items without writing code.
  • The ARCU token on Avalanche C-Chain, source-verified, capped at twenty billion.

Not running

  • The node network. Built and tested, not open. No licences have been sold and none are for sale.
  • Rewards. Nothing has been paid to anyone.
  • Emission. The contract that would release the rest of the supply is deliberately not deployed.
  • Any market for ARCU. No exchange listing, no liquidity pool.
  • A security audit. Quotes have been requested through Avalanche’s programme. Nothing here has been audited yet.

Nothing below is a promise of profit or future value, and none of it is financial advice.

01 — The games

Start with the thing people actually do.

Most of this project is games. Everything else exists to carry them.

Six browser games are playable today. They are not demos of a blockchain idea; they are games, and the chain sits underneath where you do not have to look at it. None of them needs a wallet to play and none of them ever will.

The Unfinish’d

A low-poly online world. Gather, build, trade, explore. Its companion Hold The World Together is survival set in the same world, so what you learn in one means something in the other.

3ULLISTICS & 3ULL City

Turn-based artillery with destructible terrain and tournaments, and a shared city-building economy where what one player does is visible to the rest.

FarmFolk & War2099

Isometric town-building and farming, and a persistent-world strategy game on a real map of Britain and France — where the war carries on while you are logged out.

One player, not six strangers

The thing that makes this a network rather than six separate games is that your record follows you. Play one, and the next one knows who you are: same account, same friends, same history.

That record is built from attestations — each game signs a short statement about what you did, with its own key. A game cannot sign for another game, and nothing can be added to your record by a game you never played. It is a passport rather than a score: a list of things that happened, each one signed by whoever saw it happen.

Read more — why it is signed rather than stored

A central database of achievements is only as honest as whoever runs it, and “trust our server” is exactly what this is trying to avoid. If each game signs its own claims, anyone can check that a claim came from the game it says it came from, without trusting us in the middle.

It also means a game can leave. If a studio stops working with us, the attestations it already signed remain checkable — they do not evaporate because a business relationship ended.

02 — Competitions

Playing well, for something.

Leaderboards, seasons and prize pools — with the awkward parts stated rather than skipped.

Every game can run a competition without building one. Scores go to a shared leaderboard, a season closes, and a prize pool pays out down a curve that was fixed before the season started — so nobody can decide afterwards that first place deserves more.

The payout is set first

How a pool splits between places is written when the board is created, not when it ends. The rules cannot move once people are playing for them.

Results are published, then settled

A finished board is published with a review window before anything pays out. A wrong or forged result can be challenged while there is still time to stop it.

Entry funds the prize

Where a competition charges to enter, the entries largely are the pot. A competition that mostly funds itself does not depend on us subsidising it forever.

Read more — the two hard parts

Telling a player from a script. Any prize worth winning is worth automating, and nothing yet proves that a high score came from a person. Entry costs help — they make farming expensive rather than free — but they do not solve it. This is an open problem and is listed as one at the end of this document.

Who counts the scores. Today, we do. The settlement is published so it can be checked and challenged, and a deliberately forged ranking has been caught by that check in testing. But the counting itself runs on our machines, and that is a thing you currently have to trust.

03 — Owning things

Items that are yours, and can leave.

Skins, characters, land and tickets are held in your wallet rather than on our server. You can sell them to another player without asking us, and if we disappeared tomorrow they would still be there.

The marketplace is live on our own chain and settles in ARCU. Every sale burns a small share, pays the creator their royalty if they set one, and sends the rest to the seller — the split is in the contract and the same for everyone, including us.

The first land is already listed

Ten parcels of The Unfinish’d are on the marketplace now, each with its map, its traits and a link that drops you onto that exact piece of ground in the game. It is a small thing, and it is the whole loop working end to end: made in a game, owned in a wallet, sold on a chain, and still a real place you can stand in.

04 — The network

Who carries the games to you.

The part that is built, tested, and not open yet.

Games are big files. Normally a studio pays a cloud company to send them to players, and that bill arrives at exactly the wrong moment — when the game does well. The plan is to let players do it instead, and pay them for it.

Paid for work, not for waiting. A node earns by holding a slice of a game’s content and actually delivering it to someone who asked for it. Leaving a machine switched on earns nothing on its own.

Proving the data is held

The network challenges a node at random to prove it still holds what it claims — a question only answerable by having the bytes. Storing nothing and answering anyway does not work.

Proving the bytes arrived

Whoever received the data signs a receipt saying so. A node cannot write its own receipts, because the signature has to come from the other end.

Neither half can be faked by the node alone, which is the point: one proves the work was possible, the other proves it happened.

Read more — what this does not solve

A receipt proves something received the bytes. It does not yet prove that something was a real player rather than a second machine the same operator is running. Closing that gap means the game client signing for what it receives, which is listed as unsolved at the end.

The network is also distribution, not storage of record. Losing a node loses a copy, not the only copy — the content exists at origin regardless.

05 — The token

Twenty billion, and no more.

What ARCU is for, how much exists, and when the rest appears.

ARCU pays the fees on our chain and settles what happens on it — buying an item, entering a competition, paying a node for work done. The cap is twenty billion, fixed in the contract when it was deployed. There is no function anywhere that can raise it.

Two billion exists. The other eighteen do not. The rest can only be created by an emission contract that has deliberately not been deployed, and no address currently holds the role that would let anyone mint. Until that changes, the supply cannot grow — including by us.

If emission runs, it starts high and falls fast

Thirty years, tapering about 25% a year. Year one releases 4.5 billion; year thirty releases about one million. Hover a bar for the exact figure.

0.0B1.1B2.2B3.4B4.5B Year 1: 4.500B ARCUYear 2: 3.600B ARCUYear 3: 2.700B ARCUYear 4: 1.800B ARCUYear 5: 1.350B ARCUYear 6: 1.012B ARCUYear 7: 0.759B ARCUYear 8: 0.570B ARCUYear 9: 0.427B ARCUYear 10: 0.320B ARCUYear 11: 0.240B ARCUYear 12: 0.180B ARCUYear 13: 0.135B ARCUYear 14: 0.101B ARCUYear 15: 0.076B ARCUYear 16: 0.057B ARCUYear 17: 0.043B ARCUYear 18: 0.032B ARCUYear 19: 0.024B ARCUYear 20: 0.018B ARCUYear 21: 0.014B ARCUYear 22: 0.010B ARCUYear 23: 0.008B ARCUYear 24: 0.006B ARCUYear 25: 0.004B ARCUYear 26: 0.003B ARCUYear 27: 0.002B ARCUYear 28: 0.002B ARCUYear 29: 0.001B ARCUYear 30: 0.001B ARCU yr 1yr 5yr 10yr 20yr 30

Totals 17,996,952,199 ARCU. With the two billion already minted that leaves roughly 3 million never created — the curve approaches the cap and never reaches it.

Where it would go

Each release splits six ways to nodes, two to games, one to the ecosystem — 60/20/10 of the cap, plus the 10% already minted.

60% · Nodes 20% · Games 10% eco 10% minted

The node share pays for delivery work. The games share funds studios and competitions. The ecosystem share covers everything else. The 10% already minted is held by the treasury and is the only ARCU that exists today.

06 — Trust

What you can check, and what you cannot.

The second list is the one worth reading.

Checkable by anyone

  • The token contract, its cap, and that nobody holds the minting role
  • Every balance and transaction on our chain
  • The marketplace split: what burns, what goes to a creator, what reaches the seller
  • The game wiki, byte for byte, read straight out of contract code
  • The contracts themselves — the source is published for anyone to read

Stated, not proved

  • One computer runs our chain, and it is ours. We could stop it. It is not decentralised and we are not going to pretend it is.
  • Scores are counted on our machines. Results are published and challengeable, but the counting is ours.
  • Nothing has been security audited. Quotes requested; no audit done.
  • ARCU on our chain is not the ARCU on Avalanche C-Chain. There is no bridge between them yet.
07 — Open problems

What is unsolved.

Listed because a whitepaper that has solved everything is not describing anything real.

Proving a receiver is a player

A signed receipt proves bytes arrived somewhere. It does not prove they arrived at a person rather than a second machine run by the same operator. The game client signing for what it receives is the direction; it is not built.

One party, one key

Our chain has a single validator and we hold it. That is the honest weak point, and growing the validator set is a prerequisite for anything that moves real value between chains.

Competition farming

Any prize worth winning is worth automating. Entry costs make it expensive rather than impossible, and nothing here yet distinguishes a skilled player from a good script.

If something here looks wrong, it probably is — tell us. That is more useful than politeness.