[ Robinhood Chain · 4663 · pre-launch ]
Trading fees pay an AI to build your coin's game in public. Once a week, two coins battle for an hour.
0
games shipped — pre-launch
4
templates on the shelf
0.7%
of every trade to the coin's vault
Sample game · Runner template · level 1 · free
● playableTap to play
space / ↑ / tap to jump
Built from the shelf, not by a coin yet. Every real coin gets its own, themed by its launcher, in about 15 minutes.
Matchstick · $MATCH · contract address
Pre-launchTo be announced.
Matchstick launches after the two demo battles settle, so there is nothing to buy yet. This card is where the address will be printed. Until it is, any contract claiming to be Matchstick is a fake.
Verify the address against this page and the project's own channels before sending anything.
[ 01 · the battle ]
Two agents build side by side on one page. Both logs stream. A meter shows each coin's net inflow. At minute 60 both games go live, and on Monday the losing war chest buys and burns the winner.
Build battle #01 · theme: rooftop chase
SAT · 60:00 → 00:00
$ROOF Rooftop Run
waiting$SKY Skyline Dash
waitingNet inflow · ETH bought − ETH sold, this hour
1.84 ETH $ROOF
vs
0.97 ETH $SKY
[ Sample battle — the first real one goes live in Phase 2 ]
MON
Theme vote
Matchstick holders pick this week's theme from five
WED
Matchmaking
two eligible coins within 2× market cap are paired
FRI
Brief lock
both launchers lock the build brief for the theme
SAT
The battle
60 minutes, two agents build side by side, live
SUN
Hold-back
24 h — sells by battle buyers are subtracted
MON
Settlement
the losing war chest buys and burns the winner
[ 02 · how a coin gets a game ]
One sentence
A launcher types what the game is. “A runner on city rooftops, dodging drones.”
Brief
The AI turns it into a spec: template, theme, three starter levels, which level is holders-first.
Launch
The coin goes live on the venue. The MatchVault contract is deployer and fee recipient; the launcher signs from their own wallet.
Starter build
About 15 minutes. The agent builds version 1 in an isolated sandbox while the log streams on the coin page.
Play
Live at <coin>.playmatchstick.com. Free, instant, no wallet. Level 2 opens for holders first.
Fees
Every trade pays 1%. 70% of it lands in the vault and is split on the next run().
Iterate
Holders queue features, the agent ships updates from the build budget, and the coin becomes eligible for the weekly battle.
The template shelf · v1
Runner
dodge, jump, collect
lanes + hazards
Arena
survive waves, dash
wave scripts
Tower defense
place, upgrade, hold
paths + waves
Iso builder
gather, build, defend
tile maps
Each template ships with desktop and touch controls, a score screen, a share card and a holder-gate hook. The agent changes theme, rules, levels and art; the engine underneath stays tested. That is what keeps quality high at $10–30 of compute per update.
Gates · all must pass before anything deploys
Isolated sandbox · no network · licensed CC0 asset kit · deploy to <coin>.playmatchstick.com
[ 03 · the vault ]
Every trade pays 1%. 70% of it lands in the coin's MatchVault, and anyone may call run() to split it 45 / 20 / 20 / 15. The split is fixed at deploy: no owner, no upgrade path, no admin withdrawal. Type a weekly volume and watch the real formula run.
Weekly trading volume on one coin, USD
One run() of the MatchVault
≈ 7 shipped updates at $10–30 of compute each. An update every ~$6,500 of volume. War chest: what this coin brings to its next battle.
A model of the contract's fixed split, not a live number. The caller of run() takes 0.5% of the build share as a tip.
Worked example · per $10,000 of volume · a model, not a live number
Idle build budget — no build paid for 14 days — buys and burns the coin itself. Money either builds or burns.
Live counters · honest zeros
[ 04 · scoring ]
Volume can be washed. What stays cannot. The score is ETH bought minus ETH sold during the hour, minus anything the battle's buyers sell within 24 hours. Try the presets.
score = 3.2 ETH − 0.4 ETH − 0.2 ETH
2.6 ETHcounts — support that stayed
On top of this: one wallet counts for at most 0.5 ETH · buys under 0.002 ETH are ignored · ties go to more unique buying wallets.
Net inflow, not volume
buying and selling the same amount nets to zero, and each round trip costs 1% in fees
24 h hold-back
a last-minute buy that is sold the next morning does not count
Per-wallet cap
one wallet counts for at most 0.5 ETH of score
Dust floor
buys under 0.002 ETH are ignored
Tie-break
the coin with more unique buying wallets
[ 05 · why launchpad coins die ]
01
Nothing behind the chart
Most coins have nothing behind them after launch day. The chart is the whole product, so it dies with volume.
02
Tools nobody reopens
The wave of coins that fund an AI builder proved people will pay for a coin that ships something. What ships is gallery pages and trackers with placeholder data.
03
Budgets that sit idle
In one live comparable, a coin's agent spent about $17 of a $364 budget. The rest sat in a wallet the platform controls.
04
One seed for every wallet
The same model derives every wallet from one server-side seed. One leak and every coin is exposed.
05
Holders have no job
No level to unlock, no side to take, no reason to open the page on day eight.
Matchstick's thesis
People do not return for tools. They return for games and for rivalries. So every coin gets a game, built in public by an AI its own fees pay for, and every week two coins meet in a one-hour build battle. The fight is the marketing: two builds side by side, a live net-inflow meter, and a burn transaction at the end that anyone can open.
[ 06 · them vs us ]
Other launchpads
Matchstick
Launchpad coins with nothing behind the chart
Every coin ships a playable game within minutes
AI app launchpads that build tools nobody opens
Games people play, score and send to friends
Build budgets that sit idle for weeks
Idle budget buys and burns the coin after 14 days
One server key that signs for every wallet
One ownerless vault per coin, no custodial keys
Holders with nothing to do after they buy
Holders vote the next level and back their coin weekly
Launch, then hope for volume
A fixed battle calendar: a reason to return each week
Proof by screenshot
Every burn and payout is a transaction anyone can open
[ 07 · $MATCH ]
20% of every coin's vault inflow buys and burns Matchstick, every burn is attested, and holding it opens access: early games, theme votes, a credits line. Inside a game every player plays the same game.
Without $MATCH
With $MATCH
What a token never buys
Supply sinks
Tier
Hold
Visitor
0
Player
100k · 0.01%
Arcade
1M · 0.1%
Founder
10M · 1%
Votes are capped at 2% of the ballot per wallet.
Every game's own coin
≥ 0.1% of a coin (1,000,000 of 1B)
≥ 1% of a coin
Holding is a key, never a purchase: it opens content and votes. It never changes a score, a speed or a result.
$MATCH · contract facts
Every game's coin
[ 08 · where money enters ]
Trading fees on every coin
1% per trade, 70% to its vault — the only money a game's coin ever receives
Starter-build payments
~0.01 ETH at launch, spent on the first build's compute
Matchstick's own creator fee
70% of 1% on Matchstick trades, which funds platform operations
B2B
commissioned games and sponsored theme weeks, paid in ETH — 50% burns the token, 50% funds operations
Operations vault · how income is spent
What we will never charge for
[ 09 · architecture ]
Web app
app · games · battle · docs
API + queue
briefs · builds · battles
Build sandboxes
isolated, no network
Indexer
trades · runs · burns
Managed Postgres
encrypted
Game hosting
static, edge CDN
Robinhood Chain
Pons V2 · MatchVault · BattleRegistry
MatchVault · one per coin · no owner · no upgrade path
run()
sweep + claim accrued fees from the venue escrow, split 45 / 20 / 20 / 15, tip the caller 0.5% of the build share
spendCompute(receiptHash, amount)
only the builder address; per-day cap per coin; every call references a published build receipt
settleBattle(battleId, winnerToken, dataHash)
only the settler, only after the 24 h challenge window; buys the winner and calls burn() (cap 0.5 ETH)
burnIdle()
anyone; if no build was paid for 14 days, the build share buys and burns the coin itself
Security model
[ 10 · the ladder ]
Coins climb by battle record. The season final is a four-coin bracket on week 8. Player boards are cosmetic: no tokens, no payouts, no value.
Kindling
launched — eligible for matchmaking
Spark
1 battle won — ladder badge
Flame
3 battles won — featured on /games
Blaze
5 battles won — season final seeding
Beacon
season winner — permanent hall entry
Badges
First Strike
shipped v1 in under 10 minutes
Undefeated
won every battle in a season
Comeback
won a battle after losing the last one
Crowd Favourite
most unique buying wallets in a week
Long Burn
30 days with a shipped update each week
Speedrun
a player beat the newest level within an hour of release
[ 11 · anti-gaming ]
The attack
The defence
Wash trading to inflate a score
net inflow — buying and selling the same amount nets to zero
Buy at minute 59, sell on Sunday
24 h hold-back subtracts those sells before settlement
One whale decides the fight
one wallet counts for at most 0.5 ETH
A thousand dust wallets
buys under 0.002 ETH are ignored
A big coin farms a tiny one
matchmaking only within 2× market cap
Battle every week for burns
one battle per coin every two weeks
A launcher votes for their own fight
launchers cannot vote in a ballot that includes their coin
Cheating a game's high score
scores carry no value — there is nothing to win but a mark on a board
[ 12 · roadmap ]
Phase 0
doneFoundations
Phase 1
● nowMVP
Phase 2
nextFirst battles
Phase 3
laterOpen arcade
Phase 4
laterOn-chain referee
[ 13 · key decisions ]
Games, not tools
people return for games and rivalries, not for trackers
One ownerless vault per coin
no custodial seed; the split cannot be changed by anyone
Split 45/20/20/15
build budgets idle elsewhere; part becomes battle burns
Loser's war chest burns the winner (≤ 0.5 ETH)
a real consequence makes the battle worth watching
Net inflow scoring
wash trading scores zero
24 h hold-back
flip-and-dump does not count
Starter build at launch (~0.01 ETH)
a game within ~15 minutes, never an empty coin page
Curated queue first
quality and cadence before open launches
Matchstick after 2 demo battles
product first, token second
Scores carry no value
nothing to cheat for and nothing to cash out
Idle budget burn (14 d)
money either builds or burns
[ 14 · what we watch ]
Ignored
[ 15 · the honest take ]
Strengths
Risks we accept
Launch a coin. Get a game.