[ Robinhood Chain · 4663 · pre-launch ]

Launch a coin.
Get a game.

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

● playable
score 0best 0

Tap 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-launch

To 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 ]

Once a week, two coins fight for an hour.

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

    waiting

      Net 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

      eligibility: ≥ 50 holderswar chest ≥ 0.02 ETHone battle per coin every two weekscap 0.5 ETH per battle

      [ 02 · how a coin gets a game ]

      One sentence in. A playable game in about fifteen minutes.

      1. 01

        One sentence

        A launcher types what the game is. “A runner on city rooftops, dodging drones.”

      2. 02

        Brief

        The AI turns it into a spec: template, theme, three starter levels, which level is holders-first.

      3. 03

        Launch

        The coin goes live on the venue. The MatchVault contract is deployer and fee recipient; the launcher signs from their own wallet.

      4. 04

        Starter build

        About 15 minutes. The agent builds version 1 in an isolated sandbox while the log streams on the coin page.

      5. 05

        Play

        Live at <coin>.playmatchstick.com. Free, instant, no wallet. Level 2 opens for holders first.

      6. 06

        Fees

        Every trade pays 1%. 70% of it lands in the vault and is split on the next run().

      7. 07

        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 $1030 of compute per update.

      Gates · all must pass before anything deploys

      • 01Compiles cleanly
      • 02Smoke test: the game boots, the player can move, a level can be finished
      • 03Screenshots at desktop and phone sizes
      • 04Performance budget: frame rate and bundle size
      • 05Reviewer model: the build matches the spec and the content policy

      Isolated sandbox · no network · licensed CC0 asset kit · deploy to <coin>.playmatchstick.com

      [ 03 · the vault ]

      Every fee lands in a contract nobody owns.

      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

      Trade fee (1%)
      $500
      To the venue (30%)
      $150
      To the coin's vault (70%)
      $350

      One run() of the MatchVault

      • Build budget 45%$157.5
      • War chest 20%$70
      • Matchstick buy and burn 20%$70
      • Launcher 15%$52.5

      7 shipped updates at $1030 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

      • Trade fee (1%)$100
      • To the venue (30%)$30
      • To the coin's vault (70%)$70
      • Build budget (45%)$31.50
      • War chest (20%)$14
      • Matchstick buy and burn (20%)$14
      • Launcher (15%)$10.50

      Idle build budget — no build paid for 14 days — buys and burns the coin itself. Money either builds or burns.

      Live counters · honest zeros

      • Games shippedpre-launch — the first four are house games in Phase 10
      • Battles settledthe first two are demo battles in Phase 20
      • Matchstick burnedhonest zero — nothing to burn yet0 ETH
      • Tokenit launches after both demo battles settlenot launched

      [ 04 · scoring ]

      Net inflow, not volume.

      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 ETH0.4 ETH0.2 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 ]

      Launchpads made coins cheap to create and easy to forget.

      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 ]

      Same venue. Different product.

      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 ]

      Matchstick opens doors. It never buys power.

      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

      • Play every public game
      • Watch every battle
      • Launch with ETH
      • A spectator

      With $MATCH

      • Play every new game 24 h before the public
      • Vote the weekly theme and the matchups
      • Pay the starter build in Matchstick: +25% build credit, and the Matchstick is burned
      • A member of the arcade: badges, first plays, a vote

      What a token never buys

      • In-game power: no damage boost, no extra lives, no better spawn. Every player plays the same game.
      • Leaderboard position: scores are cosmetic, carry no value and pay nothing.
      • Battle outcomes beyond the coin's own net inflow.

      Supply sinks

      • Vault burn20% of every coin's vault inflow, every run()
      • Launch burnstarter builds paid in Matchstick, 100% burned
      • B2B burn50% of commissions and sponsored theme weeks

      Tier

      Hold

      Visitor

      0

      • every public game and battle
      • launch with ETH

      Player

      100k · 0.01%

      • every new game 24 h early
      • player badge on score cards

      Arcade

      1M · 0.1%

      • vote the weekly theme and matchups
      • submit theme ideas to the ballot

      Founder

      10M · 1%

      • propose house-game concepts
      • credits line in every season recap

      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)

      • Play the newest level before everyone else
      • Submit and vote features in that coin's queue
      • Holder badge on that game's score cards

      ≥ 1% of a coin

      • Name a level or a character in the next update

      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

      Total supply
      1,000,000,000 Matchstick
      Launch
      Pons V2 fair launch on Robinhood Chain
      On the curve
      100% — every token is bought
      Team allocation
      0%
      Presale / private
      none
      Vesting
      none — nothing to vest
      Graduation
      4.2 ETH raised on the curve, then the venue's pool with its 1% fee hook
      Burn cadence
      every 10 minutes when at least $5 is pending; each burn is a buy, a burn() call and a published record

      Every game's coin

      Supply
      1,000,000,000 (venue default)
      Launch
      Pons V2 fair launch, launcher signs
      Creator tax
      0% — the 1% venue fee is the only fee
      Fee recipient
      that coin's MatchVault (no owner)
      Supply burns
      battle wins (the other war chest) and idle-budget burns after 14 days

      [ 08 · where money enters ]

      Games take no money. Trading fees do the work.

      1. 01

        Trading fees on every coin

        1% per trade, 70% to its vault — the only money a game's coin ever receives

      2. 02

        Starter-build payments

        ~0.01 ETH at launch, spent on the first build's compute

      3. 03

        Matchstick's own creator fee

        70% of 1% on Matchstick trades, which funds platform operations

      4. 04

        B2B

        commissioned games and sponsored theme weeks, paid in ETH — 50% burns the token, 50% funds operations

      Operations vault · how income is spent

      • Compute ceiling and hosting50%
      • Security reviews and contract audits20%
      • Growth: battle production, clips, events20%
      • Reserve10%

      What we will never charge for

      • Playing a game
      • Watching a battle
      • Reading a receipt or a build log
      • Withdrawing a launcher share — it is paid to their wallet
      • Leaving: games stay up for as long as they have players

      [ 09 · architecture ]

      No custodial keys. Public by default.

      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

      • 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
      • Generated games cannot touch wallets or the network
      • Receipts, burns and battle data are public by default

      [ 10 · the ladder ]

      Eight-week seasons. Five ranks. One hall.

      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

      launchedeligible for matchmaking

      Spark

      1 battle wonladder badge

      Flame

      3 battles wonfeatured on /games

      Blaze

      5 battles wonseason final seeding

      Beacon

      season winnerpermanent 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 ]

      Every way to cheat a battle, and what stops it.

      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 ]

      Product first. Token after two demo battles.

      Phase 0

      done

      Foundations

      • Concept locked: coins that ship games + weekly battles
      • Name, handles and the pixel M
      • Economy draft: 45 / 20 / 20 / 15 vault split
      • The blueprint

      Phase 1

      ● now

      MVP

      • MatchVault + BattleRegistry, simulated against the live venue factory
      • Builder v1: brief → template → sandbox → gates → deploy
      • Four templates: runner, arena, tower defense, iso builder
      • Web app, indexer, four house games

      Phase 2

      next

      First battles

      • Two demo battles between house coins, fully public
      • Matchstick fair launch after both demo battles settle
      • Launch queue opens, curated: one new coin per week
      • Docs: contracts, receipts, scoring, content policy

      Phase 3

      later

      Open arcade

      • Open launches with the content check in the brief
      • Season 1 ladder and the week-8 final bracket
      • Theme voting, sponsored theme weeks, commissioned games
      • Templates 5–8: puzzle, racing, co-op, platformer

      Phase 4

      later

      On-chain referee

      • Own pool hook: net inflow recorded on-chain per window
      • Permissionless settlement from on-chain data
      • Community templates after security review
      • Cross-coin tournaments, 2 vs 2, embeddable widget

      [ 13 · key decisions ]

      What we chose, and why.

      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 ]

      And what we ignore on purpose.

      • Time to first playablethe launch hook
      • Weekly players per gameis it a game or a chart
      • Returning players (D7)retention
      • Battle page viewersthe weekly ritual
      • Net inflow per battlesupport that stays
      • Build budget spent vs idlemoney doing work
      • Matchstick burned (ETH)the platform loop

      Ignored

      • Raw trading volume — it can be washed
      • Launches per day — cadence beats count
      • Follower counts

      [ 15 · the honest take ]

      Where this is strong, and where it can fail.

      Strengths

      • The first launchpad on Robinhood Chain where every coin ships a game and coins meet in a weekly build battle
      • Every battle advertises both games; more coins mean better matchups and more viewers
      • Every build log, gate result and player session makes the next brief and template better
      • A coin's game, levels, boards and ladder history live here — leaving means leaving its players
      • A tested template shelf plus a licensed asset kit turns $10–30 of compute into a real game

      Risks we accept

      • Venue dependency: the launchpad owner can reroute a coin's future fee recipient after a 3-day timelock. Contained by monitoring alerts and our own hook in Phase 4.
      • Settler trust in the MVP. Contained by public data, a 24 h challenge window and a per-battle cap.
      • Game quality at small budgets. Contained by templates, gates and a reviewer model before every deploy.
      • Low-effort launches. Contained by the starter-build cost, the content check and a curated queue first.
      • Market risk: coins can lose all value. Every page says so above the fold.

      Launch a coin. Get a game.