Deathbox
Deathbox - Documentation

Docs

How the game works, and how skins work: some are earned and stay with your operator, some are unlocked by what your wallet already holds, and some are tokens you can trade against $DEATH at any moment.

Not live yet

$DEATH has not launched, and no skin market is open. Everything on this page about tokens, prices and trading describes how it will work. Nothing can be bought or sold today, and no wallet is needed to play - Deathbox is free and always will be.

3Game modes
12Weapons
4Maps
500Ranks
01 - The game

What Deathbox is

A classic first-person shooter that runs in a desktop browser. No download, no install, no account - click Play and you are in a match. It is built on The Sandbox's Genesys engine and runs entirely in the tab.

Modes

Free-for-All - every soldier for themselves, first to thirty kills.

Domination - Marines against OpFor, capture and hold A, B and C to bank points.

Search & Destroy - one life per round, attackers plant, defenders defuse, sides swap at half.

Maps

Crossfire, Backlot, Containers and Outpost, in rotation.

Classes

Five presets to start, plus Create-a-Class: pick a primary, a secondary, a lethal and a tactical, and save the loadout. New weapons and attachments unlock with rank.

Multiplayer

Matches are player-hosted and peer-to-peer - there is no game server to queue for. Press Play and the game finds a host in your mode, or becomes one. Up to six humans per match, with bots filling the empty slots.

Private matches

Host a lobby and you get a six-character code to send your friends. You choose the map, the mode, how many bots and how good they are, the score and time limits, friendly fire and the respawn delay - then start when everyone is in.

Private traffic is encrypted with the code itself, so only people who have it can see the room.

Spectating

In Search & Destroy, dying puts you over a living teammate's shoulder. Click or press Space to switch to another one.

Controls

WASD to move, mouse to aim and shoot, right mouse to aim down sights, Shift to sprint, R to reload, G and Q for grenades, F to plant or defuse, Tab for the scoreboard, Esc for the menu. The full list is on the home page.

02 - Account & rank

Guest or wallet

You can play as a guest forever. Rank, unlocks and stats are saved in that browser and nowhere else - clear your browser data and they are gone.

Connect a wallet instead and one gasless signature proves the address. From then on your progression lives server-side against that address, so the same wallet finds its rank on any machine. Signing costs nothing and approves no transaction.

If you grinded as a guest first, you get a one-time carry-over into the wallet you connect.

Ranks

Fifty-five ranks, then ten prestiges. XP comes from kills, headshots, objectives, round wins, placement and finishing matches.

Usernames

A signed-in wallet claims a username that nobody else can take - three to sixteen characters, letters, numbers and _ - . Bot callsigns and system names are reserved, so nobody can pretend to be one.

Leaderboard

Career, kills, K/D and wins, with time played shown on every row. Guests are not ranked - the board is keyed to wallets.

Anti-cheat

Matches are peer-to-peer, so the server treats every client's report as a claim, not a fact. It recomputes XP itself from what happened, caps every number at what a human could plausibly do in one match, ignores duplicate reports and rate-limits how many matches an address can bank per hour.

Kill counts are cross-checked against what the other players in that match reported. Where they disagree, the lower number wins.

03 - $DEATH

The token

$DEATH is Deathbox's token on Robinhood Chain. It is the only currency the game's cosmetics use: operator-bound skins are bought by burning it, and skin tokens are priced and settled in it. Community skins cost nothing here - they are unlocked by what your wallet already holds.

It is not live yet. When it launches, this page will carry the contract address, and the in-game shop will open on its own.

$DEATH buys cosmetics, and holding it earns XP faster (see below). It never buys damage, health, accuracy or anything else that decides a gunfight.

04 - XP boost

Holding pays in XP

Hold $DEATH in the wallet you play on and your rank progression moves faster. The bonus runs from 5% to 15% depending on how much you hold, in four tiers.

It applies to career XP and nothing else. Inside a match there are two separate numbers: the score that decides who wins - kills, captures, rounds - and the XP that banks towards your rank afterwards. The bonus touches only the second one.

Tier I+5%Holding threshold set at launch
Tier II+8%Holding threshold set at launch
Tier III+11%Holding threshold set at launch
Tier IV+15%Holding threshold set at launch
Match results

Untouched. The scoreboard, the standings and the winner are exactly what the players did - a holder's kill counts as one kill, their capture as one capture. Nobody scores more because of a balance, and nobody loses a match to one.

Career XP

This is the only thing the bonus moves: the XP total that carries you through the fifty-five ranks and towards prestige. Kills, deaths, K/D, wins and time played are recorded exactly as they happened, so the leaderboard is never inflated either.

How it is measured

Your balance is read from the chain when the match is reported, and the tier you are in at that moment sets the bonus for that match. Sell down and the next match pays the lower rate; there is no lock-up, no staking contract and nothing to claim.

Who gets it

Signed-in wallets. Guests earn the base rate, and so does a wallet holding nothing - the tiers add on top of normal XP rather than taking anything away from anyone.

What it does not do

It does not touch damage, recoil, health, movement, spawns or bot difficulty, and it does not unlock anything that playing would not. A holder and a non-holder in the same match shoot identical guns; the holder simply banks more XP at the end of it.

Tier thresholds are published here once $DEATH is live and there is a supply to size them against. The 5% to 15% range is fixed.

05 - Skins

Three kinds of skins

Every skin in Deathbox is one of three kinds, and the shop says which before you spend anything. What separates them is not how they look - all three are purely visual - but what you have to hold to keep one.

Kind one

Operator-bound

  • Earned, claimed or bought. Most come from progression and challenges; some are claimed free, and some are bought in the shop.
  • Bound to the operator, not the wallet. It belongs to the operator that earned it. It cannot be sold, gifted, or moved to another operator of yours.
  • It travels with the operator. An operator is itself a token. Sell the operator and its skins go with it - that is the only way one changes hands.
  • Nobody can buy one off you. There is no price on it once it is yours, and no market for it.
Kind two

Community skins

  • Unlocked by what you already hold. Hold the token or NFT of a partner collection in your wallet and the skin unlocks itself. There is nothing to buy here.
  • Checked live. Your wallet is read at the start of a match, so it is yours for exactly as long as the token is.
  • It goes when the NFT does. This is the one kind that can be taken away - sell the token and the skin leaves with it. We would rather say so here than let you find out in a match.
  • For the collection, not for us. These are a collection's own art in the game. They are never sold by Deathbox and never traded here.
Kind three

Skin tokens

  • One token, one skin. Each is its own token. Holding one unit means you own that skin and can equip it.
  • Liquid the moment it lists. Every skin token is paired with $DEATH on its own curve, and the contract is always the other side of the trade - no order book, nobody to find, no waiting for a buyer.
  • Priced in $DEATH. Buying mints a unit, selling burns one, and the price moves with how many exist.
  • Fixed supply, set per skin. Each has its own cap, chosen when it is listed, and the cap never changes.
  • Sell any time. Sell back to the curve at the current price. Sell your last unit and the skin leaves your inventory.

Ownership is read straight from the chain for all three. The game checks when a match starts, so a skin token you sold or an NFT you moved mid-session simply stops appearing in your next match.

06 - Buying & selling

How a trade works

This is kind three only - operator-bound and community skins are not traded. There is no order book and nobody to match with. Every skin token has a contract that is always willing to buy and sell, at a price set by a formula: the more units exist, the more the next one costs. Nobody has to provide liquidity for a skin to be liquid on day one.

Open the in-game shop and pick a skin. Skin tokens show the current price of one unit in $DEATH, how many exist and how many are left.

Press buy. The game shows you exactly what one costs and asks you to confirm - or set a quantity first if you want more than one, and it shows the total for that amount.

Approve in your wallet. The contract takes the $DEATH, mints your units and they appear in your inventory with the count next to them.

Equip it like any other skin. One unit is enough; extras sit in your inventory.

To sell, choose how many and confirm. The contract burns those units and pays you $DEATH at the current price, minus the trade fee.

Buying pushes the price up, selling brings it down. The $DEATH paid in stays in that skin's reserve, which is what pays sellers later - the contract always holds enough to buy back every unit in existence.

Every trade pays a small fee on top, split between the skin's creator, the Deathbox treasury and buying $DEATH back off the market to burn it. The exact split will be published here before the market opens.

07 - Creator skins

Make a skin, earn the fees

Skin tokens are not only ours to make. Creators can opt in, submit a skin, and earn a share of every trade in it - paid in tokens, for as long as people keep trading it. Not a one-off payment for the art: a cut of the volume.

Opting in

Apply as a creator, then submit a skin against one of the game's twelve weapons. Listings are reviewed before they go live - the art has to fit the game and read clearly in a match.

Your token

An accepted skin gets its own token, with its own supply cap and starting price, agreed with you at listing. You can make something rare and expensive or something cheap that thousands of players own.

Your fees

A fixed share of the fee on every buy and every sell of your skin goes to your wallet, automatically, forever. You are paid whether the price is rising or falling, because you are paid on volume rather than on direction.

What you keep

Your art stays credited to you in the shop and on this site. You are not signing your work over to us.

Not open yet

Creator submissions open after $DEATH launches and the first skin market is running. Follow the socials in the footer for the call.

08 - Fair play

What money can and cannot buy

A skin changes what a weapon looks like. That is all it does. No damage, no recoil, no range, no reload speed - a rank 3 player with no skins and a prestige 10 player with every skin shoot exactly the same gun.

The one thing $DEATH changes is pace. A holder banks 5% to 15% more career XP per match, so their unlocks arrive sooner. We would rather say that plainly than pretend otherwise - but it changes how fast you climb, never how a match turns out. Nothing a wallet holds adds a point to the scoreboard, takes one away from an opponent, or decides a round. Every weapon and attachment is still earned by playing, nobody can buy a rank, and no balance makes a bullet hit harder.

Guests are never locked out. Every mode, map, weapon and attachment is reachable without a wallet, at the base XP rate - which is the rate the game was balanced around.