LIQUIDATED

LIQUIDATED  ·  Documentation

The economy,
in full

Last updated 2026-07-29  ·  Every number here mirrors the running server

LIQUIDATED is a 16-player browser FPS where every life is a priced position. This page is the long version: the exact split, the exact math of a kill, the invariant the ledger is held to, and the reasons the operator structurally cannot walk off with player funds.

01 The model in one paragraph

A spawn is bought, not granted. The buy-in is split once, at purchase, into three destinations: the envelope (the value that goes live on the player’s head), the house (the operator’s margin) and the burn (credit destroyed permanently). From that moment on the game only moves value: a kill transfers the victim’s entire envelope to the killer and is not taxed again; surviving returns the envelope to the player’s balance untaxed; dying to the environment destroys it. Nothing is ever minted during play, so the credit held by players can only shrink — which is exactly what makes the whole thing payable.

02 Parameters

These are the live values. Percentages are stored as basis points (bps; 10,000 bps = 100%) so that a split can never silently fail to add up.

→ table scrolls sideways

ParameterValueEnforced by
Spawn price (free floor)200 STKBuy-in, charged on purchase
Envelope share of the buy-in95% · 9,500 bpsLedger split, sum must equal 10,000 bps
House share4% · 400 bpsSame split; tracked as its own balance
Burn share1% · 100 bpsSame split; destroyed, not pocketed
House hard cap10% · 1,000 bpsA split above the cap is rejected outright
Kill — banked to the killer65%Of the captured envelope, credited instantly
Kill — carried onto the killer’s bounty35%Stays at risk on the killer’s head
Bounty cap5× spawn · 1,000 STKOverflow is auto-banked, never lost
Fee on a kill0The rake is charged at purchase only
Fee on a cash-out0
Starter grant (free floor)1,000 STKOnce per account, not per connection
Training credit (free floor)tops up to 200 STKOnce per account per round, expires with the round
Round length300 sOpening bell to closing bell
Closing bell15 sResults on screen, floor frozen
Disconnect grace15 sThen the orphaned life cashes out
Players per floor16Free-for-all, no teams

03 Buying a life

A 200 STK spawn is debited from the balance and lands as 190 envelope + 8 house + 2 burn. The envelope sits in escrow, attached to that specific life, and is the number other players are shooting at. The house cut is credited to a house balance; the burn is subtracted from existence.

This is the only fee in the game. It is charged once, on purchase, and never again for the life of that position. The design reason is blunt: a rake on kills punishes the player who is actually playing, and it makes the payout of a fight depend on a fee schedule instead of on aim.

04 Resolving a kill

The killer captures the victim’s envelope whole. It is then split between the killer’s safe balance and the killer’s own live envelope:

StepAmount (fresh 190 envelope)Where it goes
Captured190The victim’s entire envelope leaves escrow
Banked124Killer’s balance — safe, cannot be shot out of them
Carried66Killer’s live envelope — at risk, raises their bounty
House0No second rake
Burn0No credit destroyed by a kill

Rounding is integer and always resolves in the player’s favour of exactness: the carry is floored and the banked amount takes the remainder, so capture equals banked plus carried, to the unit. Once the killer’s envelope reaches the 1,000 STK cap, the carry portion stops growing and the excess is banked instead — nothing is dropped.

Killing yourself does not pay. A self-kill is rejected by the ledger, not merely discouraged.

05 Ending a life

Every life ends in exactly one of three ways, and every one of them settles the envelope immediately. No life stays open; nothing is ever left in escrow.

EndingEnvelope goes toTrigger
KillThe killer, wholeAnother player eliminated you
Cash-outYour own balance, untaxedSurvived to the bell, left the floor, round reset, or a disconnect that outlived the 15 s grace
BurnDestroyed — nobody is creditedEnvironmental death: fall, hazard, self-inflicted

Why environmental death burns instead of refunding: a refund would turn jumping off the building into a free exit from a fight you were losing. Burning removes that option and removes the credit from circulation at the same time.

A settled life cannot be settled twice. Every economic operation carries a unique transaction id; replaying it is a no-op, not a second payout. This is what makes the system safe over an unreliable network, where a message can legitimately arrive twice.

06 Conservation

The ledger is held to one equation, checked as an assertion rather than trusted as a policy:

free balances + escrow + house + burn  ==  total deposited

On the paid track the same equation carries one more term, for withdrawals that have been debited but not yet confirmed on-chain:

free + escrow + house + burn + withdrawals in flight  ==  total deposited

If any operation would break that equality, it is a hard failure — the kind that stops work, not the kind that writes a line to a log. Net creation of credit is treated as a blocking bug by construction, which is why a kill can only ever move an envelope.

One deliberate subtlety: the free floor’s training credit is a subsidy, not revenue. It is flagged as subsidised, it expires at the end of the round if it was not spent, and expiry reverses the faucet — the unspent credit leaves both the balance and the deposited total, rather than quietly becoming house profit. Subsidised value is excluded from the operator’s revenue figures and from a player’s net result, so a lost subsidised life reads as zero, never as profit and never as a phantom loss.

07 Two tracks, one firewall

There are two economies. They share the game and share nothing else — not a ledger, not a balance, not a single credit.

 Free floor — STKPaid floor — $LIQD
StatusLive nowDeployed & dormant
UnitSTK, simulated$LIQD, a real token
Spawn price200 STKabout US$ 0.25 in $LIQD
Where credit comes fromStarter grant + training creditConfirmed on-chain deposits, and nothing else
Starter grant1,000 STK, once per accountNone
Training creditYes, expires each roundNone
RedeemableNo, everWithdrawal to your own wallet, in token
Same split and rules95 / 4 / 1, 65 / 35, 5× cap95 / 4 / 1, 65 / 35, 5× cap

The firewall

Paid floor status: shipped and switched off. The rails are written, tested and deployed; the token is not launched yet. There is no date being promised here, and nothing on this page is a claim that anyone will make money. When it goes live, this page will say so.

08 Why it can’t rug

The floor this game was built for had a token collapse and a reserve that evaporated. That is the failure mode the design is aimed at. “We would never” is not an answer, so here is what is actually enforced.

09 Skill, not chance

Every outcome that moves value is decided by aim and positioning. This is a design constraint with teeth, not a marketing line: if randomness decided fights, the game would stop being a game of skill in the legal sense as well as the sporting one.

10 What this page does not claim

A docs page that only lists strengths is an advertisement. The honest limits:

11 What we record

Matches are recorded for security, anti-fraud and payout auditing: gameplay events, the economic ledger, and network and device identifiers. Raw IP and raw device properties are erased after 180 days, the derived device hash after 12 months, automatically. There is no sign-up, no name, no e-mail, and no third-party advertising or analytics cookies.

The full detail — every category, why it is kept, and for how long — is in Privacy & Match Recording.

12 FAQ

Is this gambling?

No. The outcome of every fight is determined by skill: aim, movement, positioning and timing. Combat is deterministic — fixed spread, fixed recoil patterns, no random roll anywhere in the damage or kill path — and the result is decided by our server, not by chance. You are not wagering on an event you cannot influence; you are the event.

Can the house take player funds?

No, and not because we say so. Player credit and the operator’s margin are separate balances; the operator’s cut is fixed at 4% of each purchase and capped in code at 10%. On the paid track, custody is a different wallet from the house wallet, and an automatic check freezes withdrawals if custody ever stops covering what players are owed. The ledger is held to an exact conservation equation, so credit cannot appear or vanish quietly.

What is the difference between STK and $LIQD?

STK is the free floor: simulated credit, non-redeemable, no cash value, handed to you once as a 1,000 STK starter grant. It exists so you can learn the floor and compete on the leaderboard without spending anything.

$LIQD is the paid floor: a real token, roughly US$ 0.25 per spawn, deposits and withdrawals on-chain to your own wallet. Its code is deployed and currently switched off.

They never mix. There is no conversion, in either direction, at any rate.

What happens if I disconnect in the middle of a life?

Your life stays open for a 15-second grace period, so a brief network hiccup does not cost you your envelope — come back inside that window and you carry on. If you do not come back, the life cashes out and the envelope returns to your balance untaxed. It is never left in escrow, and it is never handed to somebody who did not shoot you.

Do I need a wallet or an account to play?

No. Open the page and play. Your browser generates an anonymous account token on first play, and that token — not your connection — is what your balance and your one-time starter grant are tied to, so reconnecting does not hand out a second grant. Clearing your browser storage resets the token, and the balance attached to it.

When does the token launch?

We are not announcing a date. The paid floor is built, tested and deployed in an off state; it activates when the token is live. When that happens, this page will say so. Anyone telling you a date before this page does is not us.

Is there pay-to-win?

No. Characters are cosmetic — identical hitboxes, identical weapons, identical movement. Buying more spawns lets you play more rounds; it does not make your bullets hit harder. The only multiplier in the game is the headshot.

Why does the house take its cut at purchase instead of on kills?

Because a rake on kills taxes the player who is actually playing, and it makes the payout of a fight depend on a fee schedule rather than on aim. Charging once, at the buy-in, means the number on someone’s head is exactly what you collect for killing them — and the entire fee schedule of the game is a single line you already read.