A town you can understand.
StonksTown is a 3D game about sending a resident to work and furnishing a home that earns stock-themed rewards. Token funding and wallet transfers are not connected.
Your first five minutes
- Open the city and choose Connect wallet. Sign a login message with a Solana wallet to receive a free starter agent. No tokens or SOL are required. Guest play is also available.
- Select a workplace, then send your resident. Travel earns nothing; work begins on arrival.
- Open My room to buy and automatically place a household item with ST.
- Collect earnings into your portfolio. Collected amounts enter the next 15-minute batch automatically.
- Check Portfolio for your queue, or Treasury for public batch totals.
Wallet profiles are stored on the server. Sign in with the same wallet on another device to restore your agent, home and balances. A new wallet adopts the current guest profile; an existing wallet opens its saved profile without merging guest balances.
Where the rewards come from
Confirmed launch design: one billion initial $STONKTOWN tokens, launched on StonkFun against its platform token $STONK in Standard creator-fee mode. The token has not been launched by this app.
100% of creator-fee receipts are designated for the reward operation. Execution costs will be disclosed separately; the exact treatment of gas funding is not yet configured. We never count burned upgrade payments as fee income.
The founder plans to seed approximately $10 of each supported reward asset. These purchases have not been verified or credited to the live dashboard. Fee receipts replenish inventory after launch; they are not guaranteed.
Intended flow: STONK fee receipts → treasury → approved asset swaps → funded reward reserves → wallet payouts. Every live row must have a confirmed transaction. Planned deposits, unexecuted quotes and game balances are separate.
15-minute payout windows
Scheduled windows are :00, :15, :30 and :45 every hour in UTC. A batch may contain several transactions. Accrual, queuing and an actual wallet transfer are separate states.
Current accounting: collected earnings enter the next window. Due batches are recorded in the ledger by the background worker after the scheduled time. No gas is spent and no token is transferred. The ledger uses one raw asset unit as its minimum, not a production gas threshold.
Real payout design: small balances below the execution threshold carry forward without expiring. The threshold must be measured against actual transfer/account-creation costs. Delays or failed transactions must retain the balance and show a reason. A countdown is a scheduled window, not a guarantee that every wallet receives a transfer.
Existing reward pools use fixed per-asset rates and finite budgets. This is not the final allocation model. Production will reserve actual asset inventory before promising it to players; budget shares between work and home and the contribution formula still need to be finalized.
USD comparisons will use the price of the actual reward token, with a timestamp. Historical payout rankings use payout-time valuation. Until a verified feed is connected, we show native units and leave USD values unavailable.
Your home
Six household items occupy fixed places: jewelry box, espresso machine, gaming PC, smart fridge, console and home miner. Buy & place is one action. Stored items pause production; earned rewards remain yours.
Current levels increase production. In the launch design, purchases and upgrades spend and burn real $STONKTOWN. On-chain burn verification is not implemented yet. No power budget, maintenance or extra household resources are planned.
Your resident: work, recover, develop
Energy, satiety, mood and health range from 0 to 100. Open Condition & autopilot in the city, or My room → Agents. The server saves your condition and calculates elapsed time, including while you are away. Needs advance in one-minute ticks.
Each hour of work uses 12 energy, 16 satiety and 8 mood. Endurance reduces energy use by up to 20%. If energy or satiety falls below 40, work also reduces health by 4 per hour. The current rate is 100% when every need is at least 60, 85% below 60 and 65% below 35. These multipliers never create extra funded inventory.
Manual work stops for recovery when energy, satiety or mood falls below 25, or health below 45. Autopilot takes breaks earlier, below 40. Earned rewards are preserved. There is no death, debt or mandatory token purchase.
Free city activities
- Home: 90-minute sleep, +90 energy, +8 mood, −6 satiety.
- Restaurant: 15-minute meal, +65 satiety and +5 mood.
- Park: 20-minute walk, +25 mood and −3 energy.
- Cinema: 40-minute film, +55 mood, +5 energy, −5 satiety.
- Hospital: 60-minute treatment, +60 health and +10 energy.
- Stadium: 45-minute training, +1 endurance (maximum 10), −15 energy, −10 satiety, +15 mood.
- Library: 30-minute study, +10 selected profession XP, −5 energy, +10 mood.
- School: 90-minute course, +35 selected profession XP, −15 energy and −10 satiety. Profession XP caps at 400.
- Transit: walk to the interchange, wait two minutes, then travel to the chosen workplace at three times walking speed. Work starts only on arrival and requires an available permit and funded pool.
Travel is additional to activity duration. The panel previews the actual capped effects. Completion is processed on the next minute tick. Cancelling gives no activity benefit and sends your resident home. Visiting a service pauses work; your household items keep producing independently. The fire station has no playable emergency events yet.
Manual or autopilot
The built-in autopilot follows fixed rules, not an external AI model. It checks health, food, energy and mood, visits free services when needed, then returns to your preferred profession. It never buys items or spends tokens. Decisions appear in Activity. Disabling it finishes the current action; Recall stops work and disables autopilot.
Autopilot has a 24-hour active window after your latest visit to the town. Afterwards the resident finishes recovery and rests safely. Home rest gradually restores energy, satiety, mood and health. Coming back renews the window. Elapsed activity is calculated by the server, with scheduled background updates.
Old profiles and their earned balances are preserved. Earlier multi-resident profiles remain compatible; the main control panel focuses on your first resident. Public API/MCP control and the production pool-share formula remain separate future work.
API and MCP
The public read-only /api/treasury endpoint supplies this dashboard. It contains aggregate game data and integration status, never browser session identities. Personal payout history requires the existing session cookie.
A supported external command API and MCP server are not available yet. Planned capabilities include reading state, comparing jobs, previewing actions and managing the same resident within revocable limits. Browser session cookies are not developer API keys.
The treasury worker is separate from gameplay autopilot. External game agents will not receive custody of the treasury. The future payment program will enforce asset allowlists, spend caps, price bounds and replay protection.
Frequently asked
Are these real shares or money?
Not in this release. Game balances are recorded in your portfolio; they do not represent a completed wallet transfer.
Why does the treasury show dashes?
The live fee, swap, price and payout feeds are not connected. A dash means unavailable, not a verified zero.
Does collecting stop work?
No. It credits earned assets to your portfolio and queues the newly collected amount. Repeated collection cannot queue the same amount twice.
Why has the timer finished but nothing arrived?
The current version simulates batches only. Wallet login is available, but no real transfer is enabled. Due simulations process on the next server check.
Will small real rewards disappear?
No. The agreed design carries them forward until a payout is economical. The production threshold is not set yet.
Can I leave the site?
Work accrues from server time when the session is reconciled, subject to the available reward pool and rental expiry. It does not depend on keeping a tab open.
Why can production stop?
A reward pool can run out, a rented resident can expire, or you can recall the resident/store an item. Future live payouts must remain backed by inventory.
What happens if I clear browser data?
If you signed in with a wallet, sign in again to restore your profile. Unlinked guest profiles cannot be recovered after losing their browser cookie.