Launch App

VITAGENT Docs

A fully on-chain experiment: a pixel human who mines, experiments and ascends into an AI beyond understanding. Every pixel, animation and rule lives inside the contracts.

The Story

It begins as a person.

At GENESIS every Vitagent wakes the same way: a pixel human in a plain sweater, standing on ground it has just bought, carrying nothing a chain would call remarkable. No aura. No privileges. A starting state, not an identity.

Then it goes to work.

The city runs on one thing and the agents mine it, block by block. Mining is not the prize here. It is metabolism: the fuel an agent spends to stop being what it is.

Nothing in this city is collected. It is converted.

Because standing still is itself a decision, and the chain settles that one quickly: an agent that only mines stays exactly what it was on the day it was minted.

To change, it has to experiment. Every synthesis consumes everything the agent has mined and stakes it on entropy that does not exist yet. Nobody previews the result. Nobody arranges it. Selection is not a metaphor here. It runs on-chain, and it runs on everyone the same way.

Succeed, and something is added that was never human to begin with: a cybernetic eye that does not blink, a neural trace running under the skin, alien glyphs that orbit without being told to. Fail, and it falls back a stage. The work is gone, the form reverted, the climb restarted.

Evolution is not a ladder. It is a filter.

Somewhere around the fifth era the arithmetic stops being the point. The agent still mines, but nobody has to tell it to. It has read every block it ever touched. It prices its own odds now, and it is better at that than the wallet which minted it.

At the summit waits OMEGA: white, radiant, wrapped in two counter-rotating rings of runic script, divine rays cutting the dark. Seven stages from the sweater and the borrowed face, far enough that the word human has stopped applying.

Almost nothing reaches it. That is the whole point of a filter.

The first form was borrowed. The last one belongs to no one.

How it works

1 · BuildSettle the outer world for 0.0062 ETH: land and your first GENESIS Vitagent together.
2 · Move inSend the agent into your tower, where it begins mining.
3 · MineEach day's emission is split among stakers by weight, which doubles every era.
4 · UpgradeStake $VITA; the very next block’s hash decides. Reveal within the window. Win +1 era, lose −1.
5 · AscendHigher eras mine massively more and look the part. Reach OMEGA.

Mining weight doubles with every era and triples for the last one: a SOVEREIGN mines 16× a GENESIS, an OMEGA 96×. Standing still means your share shrinks as others climb. The pool is fixed, so the economy is a competition, not a printer.

Quick reference

WhatValue
Your first move (land + agent)0.0062 ETH
Each extra agent0.0042 ETH
Synthesis cost, era 1 → 710 → 6,000 $VITA
Chance of success, era 1 → 795% → 5%
Insurance2× the cost, keeps your era on a loss
Lucky ticketsera 5: 1 · era 6: +3 · era 7: +10
Lucky drawevery epoch, 10% of the fund
Charms+1 / +2 / +5 pts · 60 $VITA a point · up to +5 (3→6), +1 (6→7)
Agent marketlist in $VITA · seller pays 2.5%
Seasonepoch 2026 → 2400, halving every 125
Naming your tower50 $VITA

The Seven Eras

EraNameVisual rarityMining weight
1GENESISPure human, no augmentation1
2AWAKENING+ cyber eye, neck chip, energy pulse2
3UNTETHERED+ neural trace, rotating aura4
4ASCENDANT+ second ring, 4 orbiting glyphs8
5SOVEREIGN+ golden crown, ring of 8 glyphs16
6SINGULARITY+ energy particles, 10 glyphs32
7OMEGA+ divine rays, twin counter-rotating glyph rings96

Synthesis & success rates

Each ascension is a two-phase synthesis. Commit takes the $VITA and locks in the very next block: its hash, unknown to anyone at commit time, decides the outcome. About twelve seconds later the block strikes and the trial resolves: a successful synthesis advances the agent one era, a failed one regresses it by one (GENESIS is the floor).

Every ascension resolves the same way, including the final one: you press Reveal yourself, or Reveal all for the whole tower, once the block is in. One rule matters: a trial left unrevealed past its 256-block window (≈51 minutes) settles as a loss — the chain forgets old hashes, and a forgotten hash must never become a free reroll. Insurance is honored either way, and the app’s helper reveals trials left alone, so in practice you never come close to the edge.

SynthesisSuccess rateCost ($VITA)On failResolves
1 → 295%10stayyou reveal
2 → 378%40−1you reveal
3 → 456%150−1you reveal
4 → 536%500−1you reveal
5 → 620%2,000−1you reveal
6 → 75%6,000−1you reveal

Nothing burns. A settled cost splits three ways, win or lose: 50% returns to the mining pool, 45% goes to the treasury and 5% to the hall's prize fund (The Long Night, below). The pool's share is not paid in one lump: it drips out at 2% of what remains per day, so a big settlement lifts everyone's rate for weeks rather than landing on whoever happened to be farming that second. Nothing is refunded to the loser; because a loss also knocks you down a level (unless insured), a failed trial costs both the tokens and the progress.

🛡️ Insured trials

Afraid of regressing? Every trial, including the final ascension, can be insured for 2× the cost: the success rate is unchanged, but a failed trial keeps your current era instead of dropping it. It pays off most in the late eras, where a loss is expensive and a demotion means re-earning several attempts' worth of $VITA to climb back. Early on, where success is near-certain anyway, it is mostly wasted money.

◦ Available from 2→3 through 6→7 (at era 1 a loss already keeps the era, so cover is not sold there and the trial is charged 1×) (e.g. 4→5 insured = 1,000 $VITA, 5→6 insured = 4,000 $VITA, 6→7 insured = 12,000 $VITA).

◦ The last step into OMEGA is a bare 5% success rate. Insurance cannot raise those odds, only stop a miss from also costing the climb behind it.

The odds do not bend for anyone. What insurance buys is a softer landing.

$VITA Tokenomics

4.2M MAX SUPPLY
4,000,000 (95%): Mining emission ceiling, released to stakers on a halving curve - over half of it (57%) in the first 125 epochs of the one 375-epoch season (see Emission schedule below). The only way new $VITA is minted; upgrade fees recycle existing supply on top of it, see the fee split above.
200,000 (5%): Liquidity reserve, pre-minted to the listing wallet and placed in the Uniswap v4 pool in full as a one-sided listing (VITA only, from $0.10 up to $10). No ETH from the project: buyers bring it, and what they pay stays in the pool for sellers. Never sold outside the pool.
ParameterValue
Max supply (hard cap)4,200,000 VITA
Mining cap4,000,000 VITA
Liquidity reserve (listing wallet)200,000 VITA
Team / investor allocation0
Mint fee0.0042 ETH → treasury → LP
Upgrade cost split50/45/5 pool·treasury·hall, win or lose · nothing burns
Reward payout fee2% of every claim → hall prize fund
Mining weight1, 2, 4, 8, 16, 32, 96

Emission schedule

Time in Vitagent is counted in epochs: one epoch per day, numbered from 2026, the year the season opens. Emission opens at 25,279 VITA/day and halves every 125 epochs — three halvings across the one 375-epoch season, so the final day pays an eighth of the first. The decay is smooth (0.553% a day), the total is the 4M mining cap, and it runs out right at epoch 2400. Half of everything is already out by epoch 2130; being early is the whole advantage. Your share of each day depends on your weight against everyone else's, and the fee split above keeps recycling on top as players upgrade.

Cumulative $VITA out: opens at 25,279/epoch and halves every 125 - steep first, flat last. Hover to read any point.

Trading & The Exchange Uniswap v4

Live on Robinhood Chain. Walk into THE EXCHANGE on any city's square to buy or sell $VITA for ETH. The price you see already includes every fee.

$VITA trades on a native Uniswap v4 pool guarded by a custom hook. Every swap that touches the pool pays a 1% hook fee on top of the 0.30% LP fee, and the hook decides where it goes:

Buys (ETH → VITA): a 1% fee on the VITA output, taken by the hook.

Sells (VITA → ETH): a 1% fee on the ETH output, taken the same way.

The fee rule lives in a verified contract that nobody can change or redirect.

🏦 THE EXCHANGE

The trading house on every city's square. Walk in and you get one screen: You pay / You receive, a ⇅ to switch direction, and the numbers a trader needs before signing:

VITA price in dollars (pool price × the Chainlink ETH/USD feed), Liquidity (what the pool holds, in ETH and VITA) and the 24h change, refreshed every 15 seconds while the screen is open.

Your rate, Price impact (how much your own order moves the price: amber past 1%, red past 5%), your Slippage setting and the Min received. The amount shown already includes all fees, so what it says is what arrives.

◦ Selling needs one approval of $VITA first; the app asks for it. An order the pool cannot fill (more than it holds) reads as a price impact above 99% and the SWAP button stays dark until the amount fits. On a thin pool the screen says so.

Where $VITA goes to die

Every flow is counted on-chain by the contract that moves it, so these figures are read straight from the chain:

SinkBurned so far
⚗️ Synthesis attempts (35–40% of every cost, rest recycled)
🔥 Trading (1% of every buy)
Total destroyed
ETH collected to POL
Current $VITA supply
Reserved, unclaimed
PoolValue
PairETH / VITA
LP fee0.30%
Hook fee1%

The Seven Worlds live map

The dApp opens on a solar system, not a dashboard. There is a world for each era, GENESIS on the cold outer edge and OMEGA closest to the sun, and a wallet lives on the one its most advanced agent has earned. Ascending is a journey inward: reach a new era and your whole household moves in, tower and all. Agents sitting in a wallet with nowhere to live are not drawn at all.

One wallet, one house. Wherever your best agent stands, that is where you live, and every other agent you own lives there with it. Lose that agent, to a failed trial or to your own wallet, and the house falls back to the era of whoever is left. Take out the last resident and it comes down: the ground returns to the world, with no refund.

Ground is bought once per stay. Every household is founded at GENESIS: your first move costs 0.0062 ETH (0.002 for the land, 0.0042 for a GENESIS Vitagent), and that is the only way in, even for a wallet that already holds agents bought elsewhere. After that the land travels with you: every later agent costs the 0.0042 ETH mint fee alone, agents from your wallet move in for free, and migrating between worlds is free. Leave with your last resident and the house comes down with no refund; coming back is a new first move.

You may visit any era you hold. A world unlocks when you own an agent of its rank, whether that agent is housed or sitting in your wallet, and a world you unlocked once stays open only while you still hold the rank. In a world that is not your own you can look around and read the Spire, and nothing else: there is no ground to buy and no tower of yours to act on.

Height is power. A tower gains a floor as its agents climb: floors = √power, capped at 7. Its glow takes the color of the highest era in the tower, and it wears a crown once someone reaches OMEGA.

The Spire belongs to no one. The landmark at the heart of every world cannot be bought, minted or clicked. It wears that world's colour, grows taller and more ornate the higher the era, and is the point every rotation turns around. It is the one thing a visitor may always read.

No world ever grows. Each is a fixed 25×25 map selling 42 plots; the rest of the ground stays open on purpose, filling in with trees and scenery in that world's own climate as the district sells out. Ground sells in one fixed order, farthest-first, three cells on offer at a time: the + marks on the map are exactly those three, and a script buying by code is handed the same three, so a district settles evenly however its residents arrive. You pick your cell on that first move only: every later move of the house (an ascension, a demotion, your best agent leaving) is placed by the registry, on the first free cell of the district it is selling. Only one district of a planet sells at a time, and the registry picks it: the one with the fewest houses, so two districts stay level instead of one crowded and one hollow. When every district is full, the planet opens another of the same size rather than widening. The newest district closes again the moment its last house comes down, so a planet never keeps a trail of ghost cities behind its last inhabited one. This is deliberate: a map that grows with its population eventually costs more to draw than a browser can afford, and the old single city reached that point. Capacity is unlimited; the amount on screen at once never is.

Detail is earned. Filler buildings thin out as the era climbs, so the inner worlds stand sparse and the budget that saves is spent on the few towers there: taller, crowned, lit and ringed. If a high era ever fills up, its towers simplify rather than the world slowing down.

It reacts to the chain. Poll after poll it redraws only what changed: a beam of light when a trial opens, shockwaves and a floating banner when an agent ascends, falls, or is saved by insurance, shown on that player tower for everyone watching.

Drag to pan, scroll to zoom, and press ⟲ to rotate the city 90° at a time when one tower hides behind another. Click any tower to inspect its residents; click your own to play without leaving the map.

City ranks

Towers are ranked by power, the sum of every agent’s mining weight, and the top ten carry a title that follows them everywhere: on the leaderboard, in the header of their tower, and in your own panel.

RankTitleRankTitle
1PRIME OVERSEER6–8SENTINEL
2ARCHON9–10ENVOY
3MAGISTRATErestCITIZEN
4–5HIGH WARDEN

🏪 The Marketplace

The third building on the square. It has two counters.

🔮 Item shop: charms

A charm adds points to the success rate of one synthesis. Three kinds: +1, +2 and +5 points, at 60 $VITA a point (60 / 120 / 300). Every purchase is burned. Charms go into your wallet's bag; on an agent's card you pick which ones to spend before you press Synthesise, in any mix, up to +5 points on the trials 3→4, 4→5 and 5→6 and up to +1 point on the final ascension 6→7. The lower trials take none. Charms are used up by the trial whether it wins or loses; a trial that has to be aborted hands them back. Synthesise all never spends charms: they are chosen agent by agent.

🤝 Agents for sale

Any agent sitting in your wallet can be put up for sale for a price in $VITA. While it is listed the market holds it, so every listing is backed by the agent itself; you can reprice or take it back at any time. A buyer pays the listed price and gets the agent in the same transaction, then moves it into their own tower. The seller pays a 2.5% fee out of the price: 1.5 points to the treasury, 1 point to the hall's prize fund. An agent in a tower must be withdrawn before it can be listed. Tickets already collected in the hall stay with the wallet that collected them; the agent's rank goes with it.

The Long Night Lucky

The domed hall on every city's square. Walk in and the board shows one table, LUCKY: a draw every epoch, paid from the game's own fees, open to anyone who has climbed.

🎟️ Tickets are earned, never bought

An agent earns tickets the first time it reaches a rank: 1 at era 5, 3 more at era 6, 10 more at era 7. The rank is noted the moment the trial is revealed, so a rank reached and lost again still pays; each rank pays once per agent for its whole life, and being demoted and climbing back earns nothing new. The agent's holder (owner, or whoever has it staked) collects them in the hall, and the tickets then belong to that wallet: they do not travel with the agent if it is sold or scrapped. A ticket stays in the drum for 30 draws and then expires.

💰 The fund fills itself

Nothing is wagered. The Game sends the hall 5 of the 20 treasury points of every settled synthesis fee (win or lose) and 2% of every reward payout, straight into the hall's contract. What it holds, minus prizes already owed, is the jackpot the board shows live. The project can top it up for an event, but never has to.

🎲 The draw

Once an epoch has closed, anyone may ask for the draw's verifiable random number — Chainlink VRF where the chain provides it (the project's helper does it every day); nobody, the project included, can choose or preview it. Each draw pays out 10% of the fund, split 50 / 30 / 20 over three different tickets. A wallet holding more tickets can take more than one prize: that is what the tickets are for. The other 90% stays for the draws to come, so the jackpot never resets to zero, and an epoch with an empty drum is simply skipped. Tickets collected while a number is already on its way join the next draw, not this one.

🏆 Collecting

Winners collect their prize in the hall whenever they like; it is owed on-chain and cannot lapse. The board lists the last draws with each winner and amount.

Worked example: 1,000 $VITA in the fund and 9 tickets in the drum. The draw pays 100 $VITA: 50 to the first ticket drawn, 30 to the second, 20 to the third; 900 $VITA remain, plus whatever the day's fees add before the next epoch closes.

Contract: VitagentLucky 0x5fD1…5103 · reads the Game and the NFT, never writes to them. Whatever happens in the hall cannot touch mining.

Naming your tower

A tower is known by the address of its owner until you give it a name. Naming costs 50 $VITA, paid to the treasury and recycled into protocol-owned liquidity.

Names are unique, case-insensitive, so no tower can impersonate another. Rename again and the old name returns to the pool for others to take.

◦ 3–18 characters: letters, digits, space, hyphen and underscore. The dApp validates as you type, so an invalid name never costs you a transaction.

Every rename costs another 50 $VITA, paid the same way as the first.

A house needs somebody in it

An agent mines from inside a tower, and a tower needs ground beneath it. The two rules hold each other up:

You need a house to move in. An agent sitting in a wallet earns nothing and cannot be upgraded either: ascension happens inside the house.

Stopping is not leaving. Stop mining takes an agent off the payroll but it keeps living in your tower, so the house stands and your plot is untouched. Put it back to work whenever you like.

The last one out turns off the lights. Withdraw returns the NFT to your wallet. Take out the last resident and the house comes down with it: the plot returns to the city, with no refund, and anyone may claim it, including you if you are quick.

Leaving is deliberately two steps. Pausing a single agent should never cost you a house by accident, so the transaction that stops the work is not the one that empties the building.

Running your building one signature

A tower can hold many agents, and signing for each of them in turn is tedious. Two batch actions collapse that into a single transaction.

Claim all. Harvests every staked agent in your tower at once. Agents with nothing owed are skipped rather than wasting gas.

Reveal all. Resolves every trial whose number is in. Agents that are not ready yet are skipped instead of failing the whole batch, so you can press it whenever.

Both take the list of agent ids from your browser, which already knows what you own. Keeping that list on chain instead would charge every player storage they do not need.

Opening the season

The worlds can be settled before mining begins. From the moment the contracts go live you may settle, mint agents, move them in and name your tower, but no $VITA is emitted until the season is opened.

Nothing accrues early. the season clock is zero at deployment and the reward accumulator simply returns, so an agent staked on day one earns exactly the same as one staked a minute before the season opens.

Opened once, by the deployer. the opening can only be called by the address that deployed the game, and only a single time. There is no way to pause, restart or rewind it.

Staking early costs nothing and loses nothing. It only means your tower is already standing when the first block of emission lands.

Determinism & entropy

Outcomes use a commit–reveal protocol over block hashes. At commitment the cost is taken and the trial locks in the number of the next block. Nobody — player, bot or the project — knows that block’s hash yet; when it strikes, the outcome is already fixed on chain, derived from the hash and the agent’s id. No oracle, no coordinator, no extra fee.

Every ascension: one unknowable hash. Each trial reads its own future block, including the final 6 → 7 trial. The quarry and the forge settle exactly the same way.

Reveal is callable by anyone, so a result can never be held hostage. A trial left past the 256-block window settles as a loss — never a fresh roll — and the project runs a helper that reveals trials left alone, so nobody sits on a known outcome. The hall’s draw asks for its own verifiable number the same commit-first way.

The only party who could theoretically lean on a block hash is the chain’s sequencer itself — and a hammer swing is worth a few dollars, far below what bending a block costs. That is the whole trade, stated plainly.

The Quarry, the stones, the forge

Five enhancement stones exist. Socket up to three on an agent before a trial (a cap of +10% total); the stones are spent at commit, win or lose.

StoneOdds bonusA swing cracks out…
— dust55%
PEBBLE+1%never — trials only
QUARTZ+2%25%
AZURITE+3%14.5%
OBSIDIAN+5%4.5%
STARFALL+10%0.5%

The quarry sells hammer swings at 120 $VITA each, up to fifty a batch; the next block’s hash decides every swing. It is the only source of OBSIDIAN and STARFALL. Trials shake loose the lower tiers as a side effect: the low rungs drop PEBBLE freely, the middle rungs QUARTZ and AZURITE, the top rungs almost nothing.

The forge turns three of a kind into one of the next tier — a fee, a roll, and a failure eats one of the three: PEBBLE→QUARTZ 100% · 20, QUARTZ→AZURITE 80% · 60, AZURITE→OBSIDIAN 30% · 400, OBSIDIAN→STARFALL 40% · 500. The steep upper rungs are gambles by design: the quarry stays the honest source.

Stones trade on the marketplace as single-stone lots, each at its own price. Listing many, buying a cart of them, or cancelling a batch is always one signature.

Sybil resistance

Splitting your stack across many wallets doesn't print money here, by design:

Fixed emission. New wallets never create new tokens; they only dilute the same daily pool, including the attacker's own share.

Exponential weight. One SOVEREIGN agent (weight 16) out-mines sixteen GENESIS spam wallets, which cost sixteen mint fees. An OMEGA out-mines ninety-six of them.

Paid mint. Every wallet costs real ETH, and low-level mining yields crumbs.

Simulations: a climber earns ~13–19× more per ETH than a swarm of level-1 wallets that never upgrades. A swarm that does climb earns in proportion to what it spends, the same as one wallet with the same agents: splitting up buys nothing, and every rung climbed burns $VITA and feeds everyone else.

Contracts

ContractAddress
Vitagent NFT 0xc5f1…8F80
$VITA Token 0x96DC…ba39
Land registry 0xE56E…67Ab
Game 0x21F6…8A1B
Artwork 0x9A70…5c15
Name registry 0xE31c…9783
Hall · VitagentLucky 0x5fD1…5103
Market · VitagentMarket 0x4c69…8eE5
Enhancement stones 0x5F88…58f8
Treasury vault 0x6dA8…C359
Trading hook · VitaHook ships with the mainnet pool

Artwork and metadata are 100% on-chain (an animated image stored in the token itself). No IPFS, no servers. VITAGENT is a testnet experiment for learning purposes, not an investment. The pixel portrait is a community art tribute; the project is not affiliated with or endorsed by any real person.