Overview
Grand Terminate All is a top-down, open-city satire in the spirit of the late-90s top-down crime games. You play a degen who got rug-pulled one too many times and decided the crypto-Twitter influencers — the KOLs, key opinion leaders — should answer for it on the streets of Kolcity.
Walk, steal cars, chase the KOLs down, terminate them, and keep your Ratio level under control. Later, a HODLorean takes you through six eras of crypto history, each with its own city and boss, until the Oracle of Noise waits at the end of the timeline.
33KOL personas
7bosses
7era maps
0downloads needed
Satire. Every character is a fictional parody. Names, titles and quotes are invented; nothing depicts a real person. Blood is pixels.
Story
Kolcity, 2026. Dale Hodlson, delivery rider, put eleven years of tips — and then his mum’s house — into $SUPERCYCLE, because the KOLs said so. It went −99.97% overnight. The next morning a HODLorean drops out of the sky in front of the Chop Shop, and the driver is Dale, five years older: the rug does not stop with him, and by 2031 there is nothing left to rug. Every KOL got their first bag somewhere back down the timeline, so that is where Dale goes.
The story runs in seven chapters, one per era. In each, a ringing payphone hands out the next job and a gold arrow points the way: terminate KOLs, steal the right car, win the Street Circuit, survive the Bonk Bowl, drive cab fares, shake off the Ratio, pick up bags, and finally take down the era’s boss. Clear the hit-list and the HODLorean charges for the next jump. Two meters keep score: Recovered (the money) and Timeline.
The Oracle of Noise waits at the end of the timeline, and after him one last choice. Enter or a tap skips a line; holding R to restart a run restarts the story too.
Getting started
- Open /play.html in a browser: keyboard on a desktop, touch controls on a phone or tablet (hold it in landscape).
- You spawn on a sidewalk in the middle of Kolcity, on foot. Top-left: the era, your HP, your bags and the hit-list; top-right: the minimap and your Ratio stars; bottom: the controls hint (H hides it). In a car the bottom-left panel shows the car and your speed.
- Walk to any parked car and press E. Floor it with W.
- Find a name tag. That is a KOL. They will run. You know what to do.
The dev build runs fully offline: your counters are saved in the browser. Connect a wallet in the corner and your save moves to the cloud.
Controls
| Keys | On foot | In a car |
| W A S D / arrows | Walk in eight directions; you face where you walk | Throttle (W), brake / reverse (S), steer (A / D) |
| Shift | Sprint | Handbrake: the rear slides out, tap it with a turn to swing round a corner |
| E | Enter the nearest car within reach | Step out beside the car (the car stops) |
| Space | Bonk bat: short swing in front of you | — |
| F | Fire the gun in hand in the direction you face (hold for the SMG; also damages cars) | — |
| Q | — | Next gun you carry (P2P Pistol, Rugcannon, Spray & Pray, Liquidation Cocktail) |
| C | Pay compliance: 40 bags per star buys one Ratio star off |
| G | On the garage pad: roll the next stored car out | On the garage pad: store this car (6 slots) |
| T | — | On the garage pad: Chop Shop tune-up (60 bags × next level, max +5) |
| L | Top Terminators: all-time board, press again for today's board, again for this week's season board, again to close (needs the backend) |
| R (hold 2 s) | Restart the timeline: KOLs back, eras locked, HODLorean gone. Counters and garage stay. |
| Enter / Space | Start the run from the title screen (a tap on touch devices) |
| Esc / P | Pause: the world freezes under a card with the controls and the sound switch |
| M | Sound on / off (every effect is an original sound made for the game; the choice is remembered) |
| X | — | On the garage pad: Chop Shop sale — press twice within three seconds to sell the car for bags (wanted models pay 2.5×) |
| B | — | On the garage pad: full repair for a rarity-priced fee |
| K | — | Kolter, the city feed: KOL posts, liquidation news, Community Notes, your own posts and share-on-X buttons |
| H | Show or hide the controls hint at the bottom of the screen (it hides itself after twelve seconds) |
| Touch | On phones and tablets a virtual joystick (left) and buttons (right) appear: BAT, GUN, CAR and RUN on foot, BRAKE and EXIT in a car, plus small C, G, T, L and R buttons. Landscape works best. Add ?touch=1 to the play URL to force them on a desktop. |
Steering authority grows with speed: a stopped car cannot spin on the spot, and reversing flips the steering like a real car.
Combat
Ramming
Hitting a pedestrian with a car kills when the relative speed at impact is at least 130 px/s. Below that you only shove them — a slow creep through a crowd is a warning, not a massacre. The whole roster and every civilian obey the same rule; civilians try to dodge a fast car, KOLs are already running.
Bonk bat Space
A short swing in front of you (14 px reach, 26 px radius), with a 350 ms cooldown. Civilians drop in one hit. KOLs have 3 HP: the first two swings knock them back and make them run, the third one ends the thread.
Pistol F
A shot in the direction you face: you take the aim pose, a muzzle flash lights the street, a shell flies off to your right and the round races out as a bright streak — the damage lands when it arrives. It hits the first pedestrian in a narrow corridor, or a car (sparks), or a wall (a puff of dust). One shot for a civilian, three for a KOL. No ammo yet — this is a demo pistol.
Guns on the street
Like the old top-down games, guns lie on the sidewalks: an icon with a coloured glow, bobbing, a dot on the minimap. Walk or drive over one to take its ammo; it comes back about 45 seconds later. Bodyguards usually drop a Rugcannon when they fall, Community Notes sometimes something else. Q switches to the next gun you carry, and the panel bottom-left shows the one in hand, its rounds and a dot per gun. Get liquidated and you are back to the pistol.
| Gun | What it does | Ammo |
| P2P Pistol | One round per press, 240 px, one hit drops a civilian. | ∞ |
| Rugcannon | Six pellets in a wide fan, 150 px; whoever survives gets thrown back. Kicks the camera. | 8 / 24 |
| Spray & Pray | Hold to fire, about eleven rounds a second, with some wobble. | 60 / 180 |
| Liquidation Cocktail | Thrown up to 170 px (short of a wall); a pool of fire burns for four seconds and hurts everyone and everything in it — you too. | 3 / 8 |
Death
A dead NPC leaves a corpse and two to four blood splats on the ground. The oldest decals are cleared after 300, so the streets stay readable.
NPCs & KOLs
Civilians (70 of them) wander the sidewalks in straight runs, re-rolling direction on a timer or when a building is in the way. They dodge a fast car when it gets close.
KOLs wear a name tag (gold for bosses), post a shill line every few seconds and run the moment you get within 150 px — on foot or in a car — at 200 px/s, faster than you walk, slower than any car. They have 3 HP. Every persona on the roster is scattered across the city from the start, except the seven bosses: the six era bosses wait at home in their own era, each with a trick (see Eras), and the final boss holds the plaza of the Timeline Collapse.
Everyone has a look: civilians come as office workers, hoodie degens, tourists, joggers, elders and punks in random colours; Community Notes enforcers wear white with a blue bar and a clipboard; cultists wear gold hoods. Every KOL has a face of his own — bosses in gold suits and sunglasses, mini-bosses with lanyards, targets in hoodies — and Sailor Mike's eyes glow. You, the player, are the one in the black jacket with the gold sash, the red cap backwards and a bat on the shoulder. A liquidated KOL does not bleed: the account greys out and the wallet above it spins down to $0 in a shower of coins. REKT.
| Persona | Title | Tier | Home era | Lines |
Tiers: S boss · A mini-boss · B target · C extra.
Every KOL has a temper. Runners just run, faster than any civilian. The guarded walk with two bodyguards in black suits who shadow them and come for you once you get within arm's reach of their principal — and keep coming after the KOL is gone. Drivers make for the nearest parked car when scared, get in and race off down the lane grid away from you; ram the car until it wrecks, or jack it, and they tumble out hurt and run on foot. Fighters have diamond hands: on foot they do not run, they square up and punch — bring a car, and they run like the rest. Who is what never changes, so you learn the list.
Kolter. K opens the city's feed. The KOLs around you post their shill lines there; a liquidation breaks as news (wallet, era, suspect: you), two survivors post their RIPs, then Community Notes add context; a KOL you hit but did not finish complains; Kolcity PD posts the bounty of the day and a wanted notice at three stars; the motorsport desk covers your race wins. You can post too, and every kill, race or chopper story has a share on X button: it opens a post on your own account with the parody text filled in — nothing is ever posted for you, and no real account is ever addressed.
Kolter contracts. Every few minutes a KOL dares you on the feed: liquidate me in two minutes. Some contracts say how — bat only or roadkill only (run them down with a car) — and pay more for it: 60 bags for any means, 84 for roadkill, 105 for the bat. The target gets a pulsing pink ring and a CONTRACT tag in the street and on the minimap, and the clock runs at the top of the screen. Kill them another way and the contract is void (the kill still counts); run out of time and they gloat. Six paid contracts a day, one per KOL, paid by the server only for a KOL who is really dead.
The official kill feed Planned. The game's X account will reply under its pinned post: every three hours a digest of the city (liquidations, the most-rugged KOLs, the top hunter), at midnight UTC the Kolcity PD blotter with the new bounty, and on Mondays the season podium. Quiet hours are skipped. Your username appears there only if you tick show my name on the official X feed in the account corner; otherwise you are "a masked degen". Only parody personas are ever named, and no real account is ever tagged.
Hit-list & minimap
Every era has a hit-list: the KOLs who call that decade home, topped up to five with visitors. Era bosses never visit: each one is only ever on his own era's list. The HUD lists them (• alive, ✗ done). Everyone else who is still alive roams the city too and counts when you get them — they just do not unlock anything.
The minimap sits top-right: roads dark, buildings lighter, you as a white dot (or your car). Red dots are hit-list targets, pink dots are the other KOLs, the cyan square is your HODLorean, orange is whoever the Ratio level sent after you.
Clear the hit-list and the era is done: the next stop on the timeline unlocks, and the first time it happens the HODLorean rolls up next to you.
Ratio level
The wanted system. Every kill adds heat (a KOL much more than a civilian); heat shows as one to five stars on the HUD and cools about 20 seconds after your last kill. The higher the level, the worse the crowd that comes for you:
★★★★★Fans. They run at you on foot and throw hands.
★★★★★Bot armies. More of them, from more directions.
★★★★★KOL security in cars, ramming you off the road.
★★★★★The Cabal. The chasers switch to black SUVs, and roadblocks go up on the road ahead while you drive: three SUVs wall to wall just past the edge of the screen, Community Notes behind them. Brake, or go around on the sidewalk — ramming them at full speed wrecks you, not them. An abandoned block can be jacked.
★★★★★The Regulator chopper lifts off the nearest downtown helipad (or comes in from outside the map), circles you with a searchlight and fires bursts from the door gun — on foot or in a car, anywhere you go. A dozen or so pistol rounds bring it down: it spins, drops and explodes where it lands, so stand clear. It leaves when the heat cools.
Enforcers deal damage on contact. Lose them by driving away until the stars fade, or pay the Compliance fee once bags exist.
The city
Every era is a 16 × 12-block city (about 7,300 × 5,500 px — four times the old map), zoned like a real one. Downtown in the middle: glass towers with helipads, the garage pad and, in Kolcity, the Showroom. Midtown around it: blocks cut into two to four buildings by service alleys (a car just fits; mind the dumpsters). Suburbs on the edge: small houses, lawns, trees. An industrial corner with warehouses, containers and a tank farm, parking lots with painted bays, construction sites, pocket parks with fountains and benches, zebra crossings and traffic lights at every intersection, street trees, lamps, hydrants and bus stops. Buildings cast shadows, and the minimap draws the whole map at two tiles per pixel.
Landmarks differ by era (table in the Eras section): a river one block wide — the water is solid, and every lattice road across it is a bridge with railings; an airport with a terminal, a control tower, parked airliners and a runway long enough to hit 88 mph in the HODLorean, with airliners landing and taking off every minute or so (a rolling plane flattens whoever stands on the runway); a stadium you can drive into through its four entrances; a big park with a pond and a fountain; Gox Harbor's piers, and the beaches of Vice Beach and Bahama Rug with umbrellas and palms.
Runway Sprint. Wherever there is an airport, a cyan pad waits at the west end of the runway: stop a car on it and a three-second countdown starts. Two laps through four checkpoints (the far end of the runway, the south apron and back), the clock on the HUD and the next ring on the minimap. Pays by time: 200 bags at 20 seconds or better, down to 40 at about 52 seconds, up to eight paid races a day. Step out, die or jump eras and the race is off. Every era also has a Street Circuit: a gold pad on the north road of the downtown ring, one block east of the garage, and one clockwise lap through the four corners of the three central blocks.
Bonk Bowl. Wherever there is a stadium, stand on the centre circle of the pitch on foot and the Community Notes pour in through the four entrances, a bigger wave each time (three, four, five, six, seven). Bat, pistol or a car brought in through a gate, anything goes. Leave the pitch or get liquidated and the run ends; clear five waves and the bowl is yours. Pays per wave survived: 30 bags for the first, 60 more for the second and so on, 450 for a full clear, three paid runs a day.
Kolcity Cab. Two yellow cabs wait on the kerb just past the garage pad (the yellow square on the minimap), and more drive around in traffic. Get behind the wheel of any taxi and fares start hailing from the sidewalk nearby — a yellow TAXI! marker, a pointer around the cab. Stop next to the fare, they get in, and a cyan DROP-OFF marker appears up to a few blocks away; stop there and the metre pays: a flag fall plus the distance, and a 50% tip if you beat the clock shown on the cab panel. Getting out mid-ride loses the fare, running one over loses it faster. Ten paid fares a day.
Day and night. Every era runs its own clock (top-left, next to the year): eight minutes to a day, each city waking at a different hour — Kolcity mid-morning, Gox Harbor at midnight, Pump Street late in the evening. After dusk the streets go blue, the lamps at every corner throw warm pools of light and every moving car drives with its headlights on. It is only light: nobody sees you any better or worse by night.
Traffic
Cars drive the lanes with right-hand traffic: the lane closest to the right curb carries the direction you expect. At intersections they pick an exit — straight, left or right — and merge into the matching lane. They slow down behind another car and do not swerve for pedestrians, so the sidewalk is safer than the road. Mostly.
Any car can be entered with E. Parked cars are pure physics objects: a fast car shoves them, a pedestrian barely moves them.
Death & respawn
You have 100 HP. Enforcers and chaser cars chip away at it; the screen stamps LIQUIDATED when it reaches zero. You respawn at the hub spawn point on foot, the heat resets to zero and the counters are kept — the game remembers every KOL you terminated.
Counters & bags
The HUD tracks KOLs terminated, how many are in town, civilians, your bags and the last persona you ended. Under the hood each KOL has its own tally. Everything is saved in the browser — counters, garage and the run itself (dead KOLs, unlocked eras, the HODLorean, the win). Hold R for two seconds to start the timeline over; counters and garage stay.
Cloud save. Press Connect wallet in the bottom-right corner (Phantom, or any injected Solana wallet). You sign a short message — no transaction, no funds move — and your save moves to the cloud: the same counters, garage and run on every device you sign in from. Signed in, the economy is server-authoritative: the game reports kills, pickups and purchases, the server validates them (rate limits, a bag budget per kill, locked eras, no double kills) and its state replaces yours. Your first sign-in adopts the local save once, capped. Pick a name in the corner; it is what Top Terminators (L) shows — score is KOLs ×10, eras cleared ×50, 500 for the win. Without a wallet the game stays exactly as it is, saved locally.
Bags are the soft currency: a KOL drops two to four of them (10–30 each), a civilian sometimes drops one. Walk or drive over them to collect; they vanish after 30 seconds. Spend them on compliance (C) when the stars pile up.
A red LIQUIDATED: name toast fires on every KOL kill.
Clout and levels
Every KOL you liquidate is worth 10 clout, counted from your all-time kills, so it carries across eras, restarts and devices. Clout buys levels (50 clout for level 2, 150 for 3, 300 for 4, 500 for 5, and so on up to 20), shown under your bags with a bar to the next one. Every level adds +5 max HP, +5% ammo you can carry of every gun, and +6% ram damage to the cars you hit; reaching one heals you to full, drops a big card across the screen and makes the Kolter feed.
Daily bounty
Every UTC day names three bounty targets (non-boss KOLs, the same three for everyone, drawn from the date). The HUD lists them: • alive, ✓ claimed today, ✗ already dead in your run — hold R to restart the timeline and hunt them again. Terminating a target pays 100 bags straight into your balance, once per target per day. Signed in, the server grants the same bonus and keeps today's counters, which feed the today board on L: score is kills ×10 plus bounties ×100.
Eras & the HODLorean
Seven maps on the crypto timeline, each the grid city re-themed by decade: palette, rooftops and lane paint change, and every stop is dressed for its era. Kolcity hangs billboards on its roofs; Vice Beach has a sand strip with palms; Gox Harbor sits on the sea front in the rain, puddles on every road; ICO Heights plasters gold billboards on every wall and coins on every sidewalk; Bahama Rug is a beach under a rain of money; Pump Street paints candle charts on its walls; the Timeline Collapse bleeds tiles from every other era and flickers. Everyone still alive roams every era, but each era has its own hit-list. Finish the Kolcity hit-list and the HODLorean appears: get in, hit 88 mph and hold it for a moment, and the flash takes you to the next unlocked era. From the last unlocked stop it loops back to the hub. Each era's boss waits at home with a trick of his own (table below). Hits on a boss are capped at 2 damage, so a ram is not an instant kill, and a boss drops four fat bags (20–30 each). The final boss is different: Blknoiz, the Oracle of Noise, holds the plaza in the Timeline Collapse. Phase one he is shielded while at least two cultists stand with him — thin the crowd first. Below 20 HP he jumps into a gold OG Lambo and rams you until you wreck it. Then he runs and shoots back. Put him down and the timeline is clean.
New Cycle. Clean the timeline — the Oracle of Noise down — and holding R no longer just restarts: it begins the next cycle, shown next to the year on the HUD. Every KOL comes back with +50% HP and runs 8% faster per cycle (the bosses too), and they carry 25% fatter bags — the server raises your bag budget to match. Restarting an unfinished timeline keeps the cycle you are in. Your garage and your clout carry over; the guns you carried do not.
| # | City | Year | Vibe | Boss | Palette | Landmarks |
Cars & garage
Every car on the street is a model from a parody catalogue — 50 of them across 30 brands, from the Toyodao Coinolla and the Hodlda Civil to the Poorse Nine-Eleven, the Wenlambo Hopium and the Rolls-Rug Phantom Wallet. Sixteen body styles (compacts, kei cars, sedans, coupes, roadsters, sports cars, eighties wedges, muscle cars, fifties classics with fins, SUVs, pickups, vans, buses, box trucks, limos, cabs and the police cruiser), and each model has its own speed, acceleration, grip and armour multipliers. The further back you travel, the older the streets: Kolcity drives today's cars, ICO Heights is all luxury, Pump Street is tuners, Bahama Rug is SUVs, Vice Beach is eighties sports cars, and Gox Harbor runs on nineties sedans, vans and the odd Holdsmobile.
On top of the model every car rolls a rarity when it spawns: Rug (55%), Ape (25%), Whale (12%), Legend (6%) or OG (2%). Up the ladder they get faster (up to +35% top speed), quicker (up to +50% acceleration) and tougher (up to 2.2× armour), and the multipliers stack with the model's. Whale and better show a name tag when you walk up to them. Cars have HP: a crash above 220 px/s relative speed or a pistol round takes some off; under half the bonnet smokes, under a quarter it burns, and at zero the car is a wreck — it goes dark and pours black smoke for a while, it will not drive, and whoever was inside gets thrown out and hurt. Heavy cars (buses, trucks, the Cybertrunk) shove light ones. The HODLorean counts as OG.
| Brand | Model | Body | Scene | Speed | Accel | Grip | Armour |
The garage is the marked pad on the road next to the spawn, in every era. Park a car on it and press G to store it (six slots); stand on the pad on foot and press G to roll the next stored car out. Stored cars follow you across eras and reloads. The Chop Shop lives on the same pad: with a car parked there, T buys a tune level for 60 bags times the next level, up to +5 — each level is +6% speed, +6% acceleration and +12% armour, and it is saved with the car. The model and the colour are saved with it too. The shop also buys cars: with a car on the pad, X quotes a price and a second X within three seconds sells it — 15 bags for a Rug, 30 for an Ape, 60 for a Whale, 120 for a Legend, 250 for an OG, and 2.5× for the three models the shop wants that day (listed on the garage card; a fresh draw every UTC day). Eight sales a day; Showroom cars are never bought back. B is a full repair on the pad: 20 bags for a Rug up to 80 for an OG.
Showroom Testnet
Kolcity Motors, the pink lot next to the spawn in Kolcity, displays the premium hypercars: nine models that never appear in traffic, each faster than anything you can steal. Sign in and press SHOWROOM in the corner to buy one for SOL (80% treasury, 20% team; the price is on the tag). The server verifies the payment on-chain and delivers the exact model, in your colour, as an OG into your garage — above the slot cap, and insured: wreck it and it is towed straight back to the garage. The Showroom can switch to token payments with the 50/20/30 split once the token is live.
| Car | Blurb | Speed | Accel | Grip | Armour | Price |
Tokenomics Testnet
Status: the token layer is built and runs on testnet with test tokens: balance and holder tier in the corner, the Black Market Crate end to end (pay, verify on-chain, deliver). The mainnet token is a separate, manual launch.
A new token on Solana, with a server-authoritative economy: the client only reads balances; every mutation runs on the server, is rate-limited, capped and written to an audit ledger. The game stays complete without the token layer — bags, Compliance fees, the Chop Shop and daily bounties are plain game currency.
The split
Every token sink pays out 50% treasury (the players' reward pool), 20% team (a separate wallet, never the treasury) and 30% burn (destroyed on-chain, supply goes down).
Sinks
- Showroom — premium hypercars for SOL (80% treasury / 20% team), verified on-chain, delivered server-side, insured. Live on testnet.
- Black Market Crate — 2000 tokens: the server verifies the on-chain payment and rolls one Whale, Legend or OG car (50 / 35 / 15) into your garage. Live on testnet.
- Cabal Bundle — 5000 tokens: three cars at once, odds shifted up (Whale 30 / Legend 45 / OG 25). Live on testnet.
- Compliance Credits — 500 tokens for three credits; with stars on the HUD and not enough bags, C spends a credit and clears every star. Live on testnet.
- Car market — list a garage car for a token price (the server escrows it), another player buys it: 90% to the seller, 10% fee split 5% treasury / 2% team / 3% burn, holder tiers pay 10 / 25 / 50% less fee. Open it from the CAR MARKET button in the corner. Live on testnet.
- Season bounty — a season is one week (Monday to Sunday, UTC). When it ends, a prize pool of 0.5% of the treasury's distributable balance (like the staking dividend: never more than it has) is shared by the top ten of the season board (kills ×10 + bounties ×100) as 25 / 18 / 13 / 10 / 8 / 7 / 6 / 5 / 4 / 4%. A prize lands as a three-day locked stake: it earns the daily dividend right away and UNSTAKE pays it to your wallet after the lock. Wallet-gated, no entry fee. Live on testnet.
Holding
Holder tiers (500K / 2M / 5M tokens, staked tokens count) work in the game now: the Compliance fee drops by 10 / 25 / 50%, the garage grows by 1 / 3 / 6 slots, parked and passing cars roll rarer, and market fees shrink. Staking (STAKE in the corner) locks tokens in the treasury vault for 3 days; every day 0.1% of the treasury's distributable balance is split among stakers who have held for 24 hours, pro-rata, into the same claimable balance as the season prize, never a fixed promise. UNSTAKE returns the principal. Live on testnet. Key parameters go to a token-holder DAO.
The token does not exist yet. Anyone selling you one is a KOL. Nothing here is financial advice.
Roadmap
- Skeleton — engine, city, car physics. Done
- Concept — roster, eras, loop, token model. Done
- Gameplay core — NPCs, combat, blood, counters, hit-list, Ratio level, pistol, traffic, death. In progress
- Eras & HODLorean — seven maps, the 88 mph jump. Done Final boss Done Era bosses & era decor Done
- World & vehicles — zoned 16 × 12 cities with river, airport, stadium and parks; 50+ parody car models in sixteen body styles with per-era pools; new character art; the Showroom. Done
- Garage & loot — car rarities, garage, Chop Shop Done daily bounties, today's leaderboard Done
- Online — wallet login, server-authoritative economy, names, leaderboard Done
- Token — crates, market, bounties, tiers, staking, season payouts. Live on testnet Mainnet launch Planned
- Website & docs — this, in six languages. Done
- Mobile — virtual joystick and buttons on touch screens. Done
FAQ
Are these real people?
No. Every persona is a fictional parody of a type of crypto-Twitter character. The names, titles and lines are made up.
Does it work on a phone?
Yes: on a touch screen a virtual joystick and buttons appear. Hold the phone in landscape. It is a dev build, so expect rough edges.
Why does the car go 420 px/s and not 88 mph?
The physics runs in pixels per second. Only the HODLorean shows mph on the HUD, and there 88 means 88.
Where is my progress stored?
In your browser's local storage, and in the cloud once you connect a wallet: the same counters, garage and run on every device you sign in from.
Can I buy the token?
Not yet: the token layer runs on testnet with test tokens. When the real one launches, it will be announced here and on the landing page with the official addresses, and nowhere else.
Is the art AI-generated?
No. Every sprite, tile and splat is drawn by code at boot — there are no image files in the game at all.