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
| Parameter | Value | Enforced by |
|---|---|---|
| Spawn price (free floor) | 200 STK | Buy-in, charged on purchase |
| Envelope share of the buy-in | 95% · 9,500 bps | Ledger split, sum must equal 10,000 bps |
| House share | 4% · 400 bps | Same split; tracked as its own balance |
| Burn share | 1% · 100 bps | Same split; destroyed, not pocketed |
| House hard cap | 10% · 1,000 bps | A split above the cap is rejected outright |
| Kill — banked to the killer | 65% | Of the captured envelope, credited instantly |
| Kill — carried onto the killer’s bounty | 35% | Stays at risk on the killer’s head |
| Bounty cap | 5× spawn · 1,000 STK | Overflow is auto-banked, never lost |
| Fee on a kill | 0 | The rake is charged at purchase only |
| Fee on a cash-out | 0 | — |
| Starter grant (free floor) | 1,000 STK | Once per account, not per connection |
| Training credit (free floor) | tops up to 200 STK | Once per account per round, expires with the round |
| Round length | 300 s | Opening bell to closing bell |
| Closing bell | 15 s | Results on screen, floor frozen |
| Disconnect grace | 15 s | Then the orphaned life cashes out |
| Players per floor | 16 | Free-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:
| Step | Amount (fresh 190 envelope) | Where it goes |
|---|---|---|
| Captured | 190 | The victim’s entire envelope leaves escrow |
| Banked | 124 | Killer’s balance — safe, cannot be shot out of them |
| Carried | 66 | Killer’s live envelope — at risk, raises their bounty |
| House | 0 | No second rake |
| Burn | 0 | No 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.
| Ending | Envelope goes to | Trigger |
|---|---|---|
| Kill | The killer, whole | Another player eliminated you |
| Cash-out | Your own balance, untaxed | Survived to the bell, left the floor, round reset, or a disconnect that outlived the 15 s grace |
| Burn | Destroyed — nobody is credited | Environmental 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:
On the paid track the same equation carries one more term, for withdrawals that have been debited but not yet confirmed on-chain:
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 — STK | Paid floor — $LIQD | |
|---|---|---|
| Status | Live now | Deployed & dormant |
| Unit | STK, simulated | $LIQD, a real token |
| Spawn price | 200 STK | about US$ 0.25 in $LIQD |
| Where credit comes from | Starter grant + training credit | Confirmed on-chain deposits, and nothing else |
| Starter grant | 1,000 STK, once per account | None |
| Training credit | Yes, expires each round | None |
| Redeemable | No, ever | Withdrawal to your own wallet, in token |
| Same split and rules | 95 / 4 / 1, 65 / 35, 5× cap | 95 / 4 / 1, 65 / 35, 5× cap |
The firewall
- STK never becomes $LIQD, and $LIQD never becomes STK, in either direction, with no exception and no conversion rate. They are separate ledger instances with separate state, and separate storage — not one ledger with a flag on it.
- The paid track has no faucet at all. Attempting to grant a starter or a training credit on it is rejected, not silently ignored. Real money does not get free chips.
- Nothing is credited on the paid track without a confirmed deposit. The only way credit appears is a token transfer to custody, observed on-chain, with 300 confirmations. A player’s claim that they deposited is worth nothing; only the chain is believed.
- Failures do not spread. If the chain layer breaks — RPC down, watcher stopped — the free floor and anyone already in a match are unaffected. There is also an explicit kill switch that closes the paid floor without disturbing lives that are already open.
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.
- Nothing is minted while you play The only faucet is a deposit. No kill, no streak, no bonus creates credit. Credit in players’ hands only ever goes down, because the burn and the house cut leave circulation on every single purchase. A game that mints its own rewards has to find buyers forever; this one never mints.
- Conservation is checked, not promised Free balances, escrow, house and burn must always add up to exactly what was deposited. It is asserted in code and covered by tests, including replay tests that fire the same transaction twice to prove payouts, burns and carries do not double.
- Player funds are segregated from the operator’s The house cut is a distinct balance from the burn and from player credit, and on the paid track the custody wallet, the hot wallet and the operator’s house wallet are three different addresses. The operator can only ever draw the margin it actually earned.
- Custody must always cover the liability On the paid track, a job compares the on-chain balance held in custody against everything owed to players — balances, live escrow and withdrawals in flight. If custody ever falls short, withdrawals freeze automatically and an alarm fires. Fail closed, not a silent log line.
- Withdrawals go to your wallet, in token There is no operator-controlled “redemption” step to get stuck in and no path to fiat. The ledger is debited before anything is signed, one withdrawal request maps to exactly one signed transaction and one nonce, and a retry rebroadcasts that same transaction rather than signing a second one. Amounts above the hot-wallet ceiling stop and wait for a human instead of being signed automatically.
- The house cut is capped in code 4% today, and a configuration that tries to set it above 10% is rejected at load. The rake cannot be quietly raised past the ceiling between one patch and the next.
- Fixed supply, no mint function $LIQD is a fixed 1 billion supply with no minting, launched on a platform that provides locked liquidity natively. We do not hold the ability to print more of it.
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.
- No RNG in the outcome. Weapon spread and recoil are deterministic, fixed patterns. The same input gives the same result. There is no hidden roll, no crit chance, no luck stat.
- The server decides. Hits, damage, kills and balances are resolved server-side. A client reports where it aimed and when — never that it killed someone. Implausible input is rejected and logged.
- No pay-to-win. Characters are cosmetic. Same hitbox, same weapons, same movement for everyone on the floor. The only multiplier in the game is the headshot, and you have to earn it.
- Matchmaking by skill exists partly as an economic control: it stops a small number of very strong players from farming everyone else to depletion, which looks like a rug from the outside even when the ledger is honest.
10 What this page does not claim
A docs page that only lists strengths is an advertisement. The honest limits:
- No third-party audit. The economy is covered by our own test suite and invariants. No external firm has audited it.
- The ledger is off-chain. On the paid track the chain is settlement — deposits in, withdrawals out. Match-by-match accounting happens on our server, not in a smart contract.
- Fixed pricing, on purpose. The paid spawn price is a fixed amount of token, not an oracle-driven USD amount. With a small starting pool, a price oracle would be cheap to manipulate, so there is not one.
- No identity checks in this phase. There is no sign-up and no KYC. That is a deliberate decision by the operator and it is listed here as a risk we accept, not as a feature we are hiding.
- STK is not money and will never be redeemable. If you are playing the free floor, you are playing for the scoreboard.
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.