What it is
Matchstick is a launchpad on Robinhood Chain where every coin has a game, and the coin's trading fees pay for that game's updates in public, receipt by receipt. Holders of a coin play its newest level first and vote what gets built next. 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
Anyone writes what the game is at app.playmatchstick.com. A model turns it into a brief — title, hero sprite, obstacles, palette, three escalating levels — and the gates below run before the game goes live. It takes seconds and costs nothing.
- 02
Queue
The game asks for a launch slot with a coin name and ticker. The first seasons are curated: a request is a place in line, nothing launches or is charged until it is approved.
- 03
Launch
The approved requester launches from their own wallet in one transaction. The coin's MatchVault is its deployer and creator-fee recipient from the first block. Cost: 0.0005 ETH venue fee plus 0.01 ETH starter build, which goes straight into the vault's build budget.
- 04
Launch edition
The starter build pays for the first update: the holders-first level rebuilt faster and denser on a fresh layout. Its receipt is published and the vault pays it on-chain.
- 05
Play
The game lives at app.playmatchstick.com/c/<ticker> — free, instant, no wallet. Level 3 opens to holders of 0.1% of the coin.
- 06
Iterate
Holders of 0.1% ask for changes and vote. When the build budget can pay, the most-voted request ships as a new version, with its receipt.
The builder
The builder never writes an engine. Every game is a brief — title, hero sprite, obstacles, palette and level numbers — rendered by one tested engine. That same engine runs in the player's browser, in the build gate and in the server's score replay, so what was tested is exactly what is played. The runner template is live; arena, tower defense and isometric builder are next.
- —Content check: the sentence and everything the model writes are screened for brands, platforms and restricted words
- —Sanitize: every field is cleaned and clamped to the template's limits; anything unusable is replaced, and the log says so
- —Physics: no obstacle is taller than the jump arc allows at the speed it is met
- —Auto-play: a perfect-timing player runs every level past its clear line on the real engine; a level it cannot finish is repaired or replaced
- —Receipt: every paid update is hashed, published at /receipts/<hash> and paid by the coin's vault only against the builder's signature
Games are data, not code: a brief the engine draws. A game can never reach a wallet or the network. Wallet actions live only in the app around the game. When the model is offline the house brief — a deterministic writer — fills in, and the build log says which one ran.
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 one fixed builder address, at most 0.05 ETH a day per coin, each against a receipt the builder signed and published. Every vault only ever buys and burns its own coin: the $MATCH share is handed to the $MATCH vault, a lost war chest to the winner's vault.
The build battle
- 01
Monday — theme vote
The week's theme is picked from four options. Before Matchstick launches any signed-in wallet votes; after, the Arcade tier (1,000,000 $MATCH), one vote per wallet.
- 02
Wednesday — matchmaking
Two coins with market caps within 2× of each other are paired. In the first seasons the pairing is curated.
- 03
Friday — on the record
The pairing, the window and the theme's hash are scheduled on the BattleRegistry contract.
- 04
Saturday — the battle
60 minutes. At the start both games ship a build for the theme, each paid from its own build budget and receipted; the battle page shows both builds and a live net-inflow meter.
- 05
Sunday — hold-back
24 hours. Sells by wallets that bought during the battle are subtracted from that coin's score.
- 06
Monday — settlement
The losing coin's war chest buys and burns the winning coin, capped at 0.5 ETH per battle. The result card and the burn transaction are published.
Scoring and guards
score = ETH bought − ETH sold during the 60 minutes − ETH sold within 24 h by wallets that bought during the battle
- —Wash trading scores zero: buying and selling the same amount nets out, and each round trip costs 1% in fees
- —A last-minute buy that is sold the next morning does not count
- —A single wallet counts for at most 0.5 ETH of score
- —Buys under 0.002 ETH are ignored
- —Ties go to the coin with more unique buying wallets
- —Every battle's raw trade list is published under its dataHash, so anyone can recompute both scores
In the MVP a settler signs the result and a 24-hour challenge window follows. Phase 4 replaces this with our own pool hook that records net inflow on-chain per window, so anyone can settle from on-chain data.
Matchstick — the token
Matchstick ($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
- —One vote per wallet per week
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
- —The builder key can only make a vault pay its fixed builder address, 0.05 ETH a day at most; the settler can only publish results the public can challenge; the keeper holds gas money only
- —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 (season 1, Phase 3)
Not live yet. The ladder opens with season 1, once enough coins battle.
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 (now)
MatchVault, factory and BattleRegistry tested against the live venue on a fork of Robinhood Chain; builder v1 with the auto-play gate; the app (launch flow, coin pages, receipts, burns, battles) and the worker (indexer, keeper, settler); the runner template; house coins.
- 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, sponsored weeks, the arena, tower defense and iso builder templates, code-level builds.
- 05
Phase 4 — On-chain referee (months 6–12)
Own pool hook, permissionless settlement, community templates, tournaments, an embeddable widget.
Contracts and proof
- 01
A receipt
Download /api/receipts/<hash>/raw from the app; keccak256 of those bytes is the hash, and the vault's ComputeSpent event carries the same hash.
- 02
A battle
Download /api/battles/<id>/data; keccak256 of those bytes is the dataHash on the BattleRegistry. It lists every trade, wallet line and the rules, so both scores can be recomputed.
- 03
A burn
Every Burned event shows the ETH spent and the tokens burned; totalSupply drops by the same amount. /burns lists them all with their transactions.
- 04
The fee route
Each vault reports feeRouteIntact() and pendingOverride(). We alert on any proposed venue override; the 3-day timelock leaves time to tell holders.
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 depth: the builder edits a game's brief on a tested template; it does not write game code yet. Code-level builds come with the next templates.
- —Hot keys: the keeper, builder and settler keys live with the worker. Each is bounded by the contracts: gas money, payouts only to the fixed builder address (0.05 ETH a day per coin), results the public can challenge.
- —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.