What it is
Matchstick is a launchpad on Robinhood Chain where every coin's trading fees pay an AI to build a small video game in public. Holders play the new levels first. Every week two coins meet in a one-hour build battle, and the losing coin's war chest buys and burns the winner.
Games are free. There is no checkout, no subscription, no ads and no in-game purchases. The only money a game's coin ever receives is the venue's trading fee, and it lands in a vault contract nobody owns.
How a coin gets a game
- 01
One sentence
The launcher writes what the game is. The AI turns it into a spec: template, theme, three starter levels and which level opens for holders first. The launcher edits or approves it.
- 02
Launch
The coin goes live on the venue. The MatchVault contract is the deployer and the creator-fee recipient; the launcher signs from their own wallet. Cost: 0.0005 ETH venue fee plus about 0.01 ETH for the starter build, paid once.
- 03
Starter build
About 15 minutes. The agent builds version 1 in an isolated sandbox and the log streams on the coin page while it works.
- 04
Play
The game is live at <coin>.playmatchstick.com — free, instant, no wallet. Level 2 opens for holders first.
- 05
Iterate
Holders queue features, the agent ships updates from the build budget, and the coin becomes eligible for the weekly battle.
The builder
The agent never starts from an empty folder. It starts from a tested game on the template shelf — runner, arena, tower defense, isometric builder — and changes theme, rules, levels and art. The engine underneath stays tested, which is what keeps quality high at $10–30 of compute per update.
- —Asset kit: CC0 3D models, pixel sprites, sounds and UI parts, licensed for commercial use
- —Isolated sandbox: one microVM per job, no outbound network, hard limits on time, CPU, memory and output size
- —Gates before anything deploys: compiles cleanly · smoke test (boots, moves, a level can be finished) · screenshots at desktop and phone sizes · performance budget · reviewer model checks the build against the spec and the content policy
- —Deploy: a static build on the coin's own subdomain, a changelog entry, and a receipt with its cost
Generated games run under a strict content security policy: no outbound calls, no eval, no wallet code. Wallet actions live only in the platform shell around the game.
The vault
Every trade on the venue pays a 1% fee. 30% stays with the venue; 70% lands in the coin's MatchVault. Anyone may call run(), which claims the accrued fees and splits them 45 / 20 / 20 / 15.
The split is fixed in the contract at deploy. No owner, no upgrade path, no admin withdrawal. Compute payouts can only go to the builder address, are capped per day per coin, and every call references a published build receipt.
The build battle
- 01
Monday — theme vote
Matchstick holders pick the week's theme from five options.
- 02
Wednesday — matchmaking
Two eligible coins with market caps within 2× of each other are paired.
- 03
Friday — brief lock
Both launchers lock the build brief for the theme.
- 04
Saturday — the battle
60 minutes, live. Two agents build side by side on one page, both logs stream, a meter shows each coin's net inflow, and at minute 60 both games go live to play.
- 05
Sunday — hold-back
24 hours. Sells by wallets that bought during the battle are subtracted from that coin's score.
- 06
Monday — settlement
The losing coin's war chest buys and burns the winning coin, capped at 0.5 ETH per battle. The result card and the burn transaction are published.
Scoring and guards
score = ETH bought − ETH sold during the 60 minutes − ETH sold within 24 h by wallets that bought during the battle
- —Wash trading scores zero: buying and selling the same amount nets out, and each round trip costs 1% in fees
- —A last-minute buy that is sold the next morning does not count
- —A single wallet counts for at most 0.5 ETH of score
- —Buys under 0.002 ETH are ignored
- —Ties go to the coin with more unique buying wallets
- —Every battle's raw trade list is published under its dataHash, so anyone can recompute both scores
In the MVP a settler signs the result and a 24-hour challenge window follows. Phase 4 replaces this with our own pool hook that records net inflow on-chain per window, so anyone can settle from on-chain data.
Matchstick — the token
Matchstick ($MATCH) is the platform token. 20% of every coin's vault inflow buys and burns it, every burn is attested, and holding it opens access — never power.
- —Never buys in-game power: no damage boost, no extra lives, no better spawn
- —Never buys a leaderboard position: scores are cosmetic, carry no value and pay nothing
- —Never changes a battle outcome beyond the coin's own net inflow
- —Votes are capped at 2% of the ballot per wallet
Tokenomics
Every game's coin uses the venue defaults: 1B supply, fair launch signed by the launcher, 0% creator tax, the coin's own MatchVault as fee recipient. Its supply shrinks through battle wins and idle-budget burns.
Where money enters
- 01
Trading fees on every coin
1% per trade, 70% to its vault — the only money a game's coin ever receives.
- 02
Starter-build payments
About 0.01 ETH at launch, spent on the first build's compute.
- 03
Matchstick's own creator fee
70% of 1% on Matchstick trades, which funds platform operations.
- 04
B2B
Commissioned games and sponsored theme weeks, paid in ETH. 50% buys and burns the token, 50% funds operations.
Architecture and security
- —No custodial wallets: users sign with their own wallet
- —No private key on any web server
- —Builder and settler keys hold only network-fee money; the vault caps what they can draw per day
- —Every write endpoint fails closed without a valid signature; rate limits per wallet and per IP
- —Receipts, burns and battle data are public by default
The ladder
Badges: First Strike (v1 in under 10 minutes), Undefeated, Comeback, Crowd Favourite (most unique buying wallets in a week), Long Burn (30 days of weekly updates), Speedrun (a player beat the newest level within an hour). Player boards are cosmetic: no tokens, no payouts, no value.
Roadmap
- 01
Phase 0 — Foundations (done)
Concept, name, the pixel M, the economy draft, the blueprint.
- 02
Phase 1 — MVP (weeks 1–4, now)
MatchVault + BattleRegistry simulated against the live venue factory; builder v1; four templates; web app, indexer, four house games.
- 03
Phase 2 — First battles (weeks 5–8)
Two demo battles between house coins, fully public. Matchstick fair launch after both settle. Launch queue opens, curated: one new coin per week.
- 04
Phase 3 — Open arcade (months 3–6)
Open launches with the content check, season 1 ladder, theme voting, sponsored weeks, templates 5–8.
- 05
Phase 4 — On-chain referee (months 6–12)
Own pool hook, permissionless settlement, community templates, tournaments, an embeddable widget.
Risks and disclaimer
- —Venue dependency: the launchpad owner can reroute a coin's future fee recipient after a 3-day timelock. Monitoring alerts now; our own hook in Phase 4.
- —Settler trust in the MVP: public data, a 24 h challenge window and a per-battle cap.
- —Game quality at small budgets: templates, gates and a reviewer model before every deploy.
- —Low-effort launches: the starter-build cost, the content check and a curated queue first.
- —Market risk: coins can lose all value.
Matchstick is community-launched software on Robinhood Chain. It is not affiliated with any social network, brokerage, exchange or launch venue. Coins launched through Matchstick are experimental and carry risk, including the total loss of funds. Nothing here is financial advice. Burns reduce token supply; they are not distributions, and no holder receives a payout from a burn or a build battle. Games are free to play; holding a coin unlocks content and votes, never payouts. Player scores carry no monetary value.