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.
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.
How it works
Quick reference
| What | Value |
|---|---|
| Your first move (land + agent) | 15 USDC |
| Each extra agent | 10 USDC |
| Synthesis cost, era 1 → 7 | 10 → 6,000 $VITA |
| Chance of success, era 1 → 7 | 95% → 5% |
| Insurance | 2× the cost, keeps your era on a loss |
| Lucky tickets | era 5: 1 · era 6: +3 · era 7: +10 |
| Lucky draw | nightly (last 2h of the day), 25% of the fund |
| Agent market | list in $VITA · seller pays 2.5% |
| Season | epoch 2026 → 2400, halving every 125 |
| Naming your tower | 50 $VITA |
The Seven Eras
| Era | Name | Visual rarity | Mining weight |
|---|---|---|---|
| 1 | GENESIS | Pure human, no augmentation | 1 |
| 2 | AWAKENING | + cyber eye, neck chip, energy pulse | 2 |
| 3 | UNTETHERED | + neural trace, rotating aura | 4 |
| 4 | ASCENDANT | + second ring, 4 orbiting glyphs | 8 |
| 5 | SOVEREIGN | + golden crown, ring of 8 glyphs | 16 |
| 6 | SINGULARITY | + energy particles, 10 glyphs | 32 |
| 7 | OMEGA | + divine rays, twin counter-rotating glyph rings | 96 |
Synthesis & success rates
Each ascension is a two-phase synthesis. Commit takes the $VITA and locks in the very next block: its hash, unknown to anyone at commit time, decides the outcome. About half a second later the block strikes and the trial resolves: a successful synthesis advances the agent one era, a failed one regresses it by one (GENESIS is the floor).
Every ascension resolves the same way, including the final one: you press Reveal yourself, or Reveal all for the whole tower, once the block is in. One rule matters: a trial left unrevealed past its 8,191-block window (about 68 minutes) settles as a loss: the chain forgets old hashes, and a forgotten hash must never become a free reroll. Insurance is honored either way, and the app asks your wallet to reveal the moment the block lands, so in practice you never come close to the edge.
| Synthesis | Success rate | Cost ($VITA) | On fail | Resolves |
|---|---|---|---|---|
| 1 → 2 | 95% | 10 | stay | you reveal |
| 2 → 3 | 78% | 40 | −1 | you reveal |
| 3 → 4 | 56% | 150 | −1 | you reveal |
| 4 → 5 | 36% | 500 | −1 | you reveal |
| 5 → 6 | 20% | 2,000 | −1 | you reveal |
| 6 → 7 | 5% | 6,000 | −1 | you reveal |
🛡️ 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 door remembers. Every failed 6 → 7 adds +2% to that agent's next try, and only the breakthrough resets it. A long unlucky streak walks its own odds up.
$VITA Tokenomics
| Parameter | Value |
|---|---|
| Max supply (hard cap) | 4,200,000 VITA |
| Mining cap | 4,000,000 VITA |
| Liquidity reserve (listing wallet) | 200,000 VITA |
| Team / investor allocation | 0 |
| Mint fee | 10 USDC → treasury → LP |
| Upgrade cost split | 50/45/5 pool·treasury·hall, win or lose · nothing burns · treasury $VITA goes to the project treasury wallet |
| Reward payout fee | 2% of every claim → hall prize fund |
| Mining weight | 1, 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.
Trading & The Exchange Uniswap v4
◦ Live on Arc. Walk into THE EXCHANGE on any city's square to buy or sell $VITA for USDC. 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 quote you see already includes it.
◦ Buys (USDC → VITA): the fee is taken from the VITA you receive.
◦ Sells (VITA → USDC): the fee is taken from the USDC you receive.
🏦 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 (the pool trades against USDC), Liquidity (what the pool holds, in USDC 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 every $VITA fee goes
Nothing burns. Every settled synthesis fee splits 50 / 45 / 5: half returns to the mining pool as future rewards, 45% settles in the treasury (the project treasury wallet), 5% feeds the hall's jackpot. Quarry, forge, naming and marketplace fees follow the same road into the vault.
| Pool | Value |
|---|---|
| Pair | USDC / VITA |
| LP fee | 0.30% |
| Hook fee | 1% |
The Financial District SWAP · MEME LAB
Click THE EXCHANGE on the map and you step onto a street with two doors. Every planet has its own district, in its own materials.
◦ SWAP: the bank. Walk in, talk to the BROKER, and trade $VITA for USDC on the native Uniswap v4 pool. The quote you see is what you get; the 1% hook fee is already inside it.
◦ MEME LAB: the launchpad. The wall screen lists every coin launched here, live, sortable by volume, age and market cap, with a magnifier to find any coin by name, symbol or contract address. Talk to the ALCHEMIST to open the board.
Launching a coin
One form, one signature: name, ticker, description, image, links, the wallet that collects your creator fees, an optional creator tax of up to 10% on curve trades, and how much USDC you want to buy yourself in the same transaction. Creating a coin costs 2 USDC. Every coin has a fixed supply of 1,000,000,000 and is sold along a bonding curve, so the price rises with every buy and falls with every sell; nobody, the creator included, holds a hidden allocation.
◦ Trade fee: 1% of every buy and sell on the curve, 70% of it to the coin's creator, 30% to the platform, plus the creator's own tax if they set one.
◦ Creator earnings are booked on the launchpad and withdrawn with the withdraw button on the coin page, at any time.
◦ Graduation: when the curve has collected 15,000 USDC the coin graduates. Its market cap is about 80,000 USDC at that moment. The launchpad opens a Uniswap v4 pool at exactly the curve's last price, deposits the 15,000 USDC with the matching coins, burns what is left over, and keeps the liquidity itself: there is no withdraw function, so the pool is locked forever.
◦ After graduation the coin trades on Uniswap with no LP fee and a 1% hook fee. Only the launchpad can open a pool with this hook, so nobody can front-run a coin's pool.
Meme coins launched here are made by players, not by VITAGENT. Read the description, check the creator tax on the coin page, and never spend what you cannot lose.
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 15 USDC (5 for the land, 10 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 10 USDC 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.
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.
| Rank | Title | Rank | Title |
|---|---|---|---|
| 1 | PRIME OVERSEER | 6–8 | SENTINEL |
| 2 | ARCHON | 9–10 | ENVOY |
| 3 | MAGISTRATE | rest | CITIZEN |
| 4–5 | HIGH WARDEN |
🏪 The Marketplace
The third building on the square. It has two counters.
🤝 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 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
The drum only opens in the last two hours of each game day, the hall's nightly fixture. In that window the project arms the draw (operator-only: an open settle would let ticket holders peek at a landed number and simply not settle a miss); the next block's hash is the number, the same die every synthesis in the game rolls, unknowable to everyone, the project included, until the block exists. One more click settles it. Each draw pays out 25% 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 75% stays for the draws to come, so the jackpot never resets to zero, and a night that goes un-armed simply rolls the whole fund into a bigger pot tomorrow. 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.
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.
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.
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.
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.
Determinism & entropy
◦ Reveal within about an hour. A trial settles on the hash of the block right after your commit. Arc keeps block hashes readable for 8,191 blocks, about 68 minutes: reveal inside that window and the outcome is whatever the block said. Sleep past it and the trial counts as a loss (insurance still holds), because the number was public all along and a late re-roll would be free. The game asks your wallet to reveal the moment the block lands; stay on the page until the result shows.
◦ Use a normal wallet (EOA). Your trial secret is derived from a signature of your wallet, so any device can reveal after signing once. Smart-contract wallets and some hardware wallets sign differently each time and cannot reproduce the secret: play from MetaMask, Rabby or another key-based wallet.
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, not the player, not a bot, not 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 needs the trial's secret, which your wallet derives from one signature, so nobody else can settle your trial for you and nobody can hold it hostage either. A trial left past the 8,191-block window settles as a loss, never a fresh roll, so nobody sits on a known outcome. The hall’s draw asks for its own verifiable number the same commit-first way.
The Quarry, the stones, the forge
Five enhancement stones exist. Socket up to three on an agent before a trial (a cap of +12% total); the stones are spent at commit, win or lose.
| Stone | Odds bonus | A swing cracks out… |
|---|---|---|
| dust (nothing) | 0 | 55% |
| PEBBLE | +1% | never, trials only |
| QUARTZ | +2% | 25% |
| AZURITE | +3% | 14.5% |
| OBSIDIAN | +5% | 4.5% |
| STARFALL | +12% | 1% |
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 USDC, and low-level mining yields crumbs.
Contracts
| Contract | Address |
|---|---|
| Vitagent NFT | 0x4BBC…63de |
| $VITA Token | 0x43dB…3FD2 |
| Land registry | 0x5792…FC87 |
| Game | 0x23BB…7F95 |
| Artwork | 0xf152…7dAA |
| Name registry | 0xCdfA…6463 |
| Hall · VitagentLucky | 0xB0d0…AA3E |
| Market · VitagentMarket | 0x23af…B24B |
| Enhancement stones | 0xE8Ed…03e4 |
| Treasury vault | 0x58cD…5C2A |
| Trading hook · VitaHook | ships with the mainnet pool |
