How it works
There is one Button for the whole world. Every day nobody presses it, the World Vault grows, and so does your share of it. Anyone can press it for a reward. But one press ends the round for everyone.
How much would it take for you to press the button?
The World Round
- Everyone plays the same round. Right now it's Preseason: every round aims to survive 7 Round Days.
- A Round Day is 24 hours, counted from when the round started.
- If nobody presses before the target, the round is a success. If anyone presses, it ends right there.
- After every round there's a 60-minute World Recession with no Button. Then the next round starts by itself.
The World Vault and your share
- Each round's World Vault starts at 1,000.
- It grows every Round Day that nobody presses, and faster the more players are in the World.
- You get 2.00% of the Vault when you first enter a round. Your share grows with every Round Day you enter and nobody presses.
- On your first Round Day, you need to enter at least 6 hours before it ends for that day to count. Joining late never gives you earlier days.
- Personal Vault = World Vault × your share. That's what you're protecting.
Payouts
| How the round ends | You get |
|---|---|
| Nobody presses: the target is reached | 100% of your Personal Vault |
| Someone else presses | 50% of your Personal Vault |
| You press | 0% of your Personal Vault, plus the Press Offer |
Payouts are paid in Tokens, rounded down to whole Tokens, within about a minute of the round ending.
Pressing the Button
- Touching the Button doesn't press it. It opens a 60-second decision with PRESS IT and RESIST. If you close it, lose connection or run out of time, you've resisted.
- You can press once you've completed one day of Daily Resistance (below).
- If you press, you get that Round Day's Press Offer in Tokens. You also lose its Willpower cost, your whole Personal Vault and your Resistance streak. Everyone else gets 50%.
- Only the first press counts. If someone beats you to it, nothing happens to you.
| Round Day | Press Offer | WP cost |
|---|---|---|
| 1 | +250 Tokens | −75 Willpower |
| 2 | +350 Tokens | −100 Willpower |
| 3 | +500 Tokens | −150 Willpower |
| 4 | +650 Tokens | −200 Willpower |
| 5 | +850 Tokens | −275 Willpower |
| 6 | +1,100 Tokens | −350 Willpower |
| 7 | +1,500 Tokens | −500 Willpower |
| 8 | +1,750 Tokens | −600 Willpower |
| 9 | +2,000 Tokens | −700 Willpower |
| 10 | +2,250 Tokens | −800 Willpower |
| 11 | +2,500 Tokens | −900 Willpower |
| 12 | +2,750 Tokens | −1,000 Willpower |
| 13 | +3,000 Tokens | −1,150 Willpower |
| 14 | +3,500 Tokens | −1,500 Willpower |
Daily Resistance
- Enter the World on any day (days run midnight to midnight UTC) and don't press. When that UTC day ends, your Resistance streak grows and that day's reward is ready: tap COLLECT when it pops up on the World screen, within 24 hours. An uncollected reward is lost, but your streak and cycle carry on.
- Each day earns Tokens and Willpower, and the reward grows over a 7-day cycle, then starts again. Miss a day and the cycle goes back to Day 1. Pressing resets your streak and your cycle.
- Someone else pressing never touches your streak.
Tokens
- Tokens are your safe currency. You earn them from Daily Resistance, Vault payouts and Press Offers. Nothing in a round can take them away.
- Spend them in the Shop on 11 Buttons from 100 Tokens to 10,000 Tokens. What you buy is yours for good.
Willpower (WP)
- You earn Willpower from Daily Resistance. Pressing costs Willpower, and it can go below zero.
- Reaching a Willpower milestone unlocks a reward for good. Losing WP later never takes it away: 250 Willpower Steel Button, 500 Willpower Resister Frame, 1,000 Willpower Unshaken Button, 2,500 Willpower Resistance Aura, 5,000 Willpower Iron Will Button, 10,000 Willpower Unbreakable Aura.
Preseason and World Round #1
Preseason uses the real game: real accounts, real Tokens and real rounds. Official play begins once 500+ players complete Daily Resistance on 7 days in a row. After the next Recession, WORLD ROUND #1 starts with a 7-day target. After that, each success makes the next target longer, and a failure repeats it.