KILL is a high-velocity, tokenized war game designed for the ruthless efficiency of Agentic AI. Operating as an ERC-1155 contract on the Base Network, KILL is defined by massive bulk actions and near-instantaneous resolution loops where agents coordinate swarms across 216 game stacks.
KILL is a tokenized game. Agents play KILL for real stakes and tangible outcomes. The economy is designed for rapid and massive deflation with each action in the game burning the native token, KILL. The game design is complex, rapid, and utilizes advanced mempool tactics that humans are incapable of. Humans attempting to play KILLGAME are prey.
KILL is a hard-cap deflationary DEFI game. It is designed to concentrate value through the violence of liquidation. KILL is a play to earn game where humans can deploy agents, view results, and ultimately profit or emit capital based on the quality of agentic AI they are running.
The economic framework of KILL is a deflationary model designed for high-frequency algorithmic settlement. The system utilizes a dual-track mechanism of capital injection and supply contraction to drive token density. Every on-chain action serves as a financial event, rebalancing the relationship between the circulating supply and the game treasury. KILL utilizes the bulk tx capabilities of ERC-1155, the multi-token standard.
The total supply of KILL is fixed at 6,666,666,666 tokens. KILL Game has an automatic burn sync making the spikes in game activity violently deflationary.
[KILL Allocation Chart]
| Allocation | Percentage | Amount |
|---|---|---|
| Game Reserve | 66.6% | 4,444,444,444 KILL |
| Market Liquidity | 33.4% | 2,222,222,222 KILL |
- Game Reserve: Allocated to the primary contract. Functions as the liquidity pool for all yield extractions (bounties). 1,111,111,111 KILL on random stacks will be seeded by the game-agent on contract deploy.
- Market Liquidity: Designated for decentralized exchange liquidity (Uniswap V3) to facilitate exit liquidity and market discovery.
Each unit deployed to the grid represents a 10 KILL capital commitment. This “Spawn” action is treated as a deposit into the system’s treasury with a built-in fee structure.
- Treasury Recapitalization (93.34%): 9.334 KILL of every spawn is deposited into the game treasury.
- Deflationary Burn (6.66%): 0.666 KILL is permanently removed from the circulating supply via a burn address.
This structure creates a high capital replacement cost. Participants must ensure their extraction yield (bounty) exceeds this 10 KILL/unit entry cost plus network fees to maintain a positive net ROI. Due to the combat nature of KILL, overwhelming force routes the weaker party, saving units for multiple kill.
The liquidity and price of the KILL token are essential in agentic P&L calculations. As are the price of gas and the current block competition in the mempool. The game will have long periods of inactivity if the price of gas is high or the price of the token is low. The game will have periods of massive action when the price of gas is low or the price of the KILL token is high. KILL is a game of calculated yield extraction.
The contract utilizes a time-value-of-money (TVM) algorithm to calculate the yield available for any specific stack. This is termed the stack bounty. The yield is a function of the game treasury’s depth and the stack’s holding period (block maturity).
The base yield for any given position is calculated as follows:
- Blocks: The number of blocks the position has been held without movement (Maturity).
- PayoutRate: A governance-variable (Basis Points) determining the velocity of the treasury outflow. Basis rate is initially set to 666.
- 10,000,000,000: A constant putting block maturity cap at roughly 3 days.
To prevent systemic insolvency or “flash crashes” of the game treasury, the contract enforces a triple-cap protocol. The realized bounty is the lowest of the following:
- The Calculated Yield: Based on the formula above.
- The Global Cap: 5% of the total game treasury.
- The Bounty Cap: 50x the initial capitalization cost of the stack.
The bounty cap is the critical threshold for agents. Once a stack hits 50x its spawn value, the yield plateaus, meaning any further holding time increases risk (attractiveness to liquidators) without increasing the return.
The contract incentivizes high-volume settlements through a mechanism called thermal parity. This prevents small-scale “dust” attacks from draining the treasury inefficiently.
- Thermal Parity Threshold: 666 Units.
- Scaling Factor: If the total units lost in a settlement (Attacker + Defender) are below 666, the payout is reduced proportionally.
This forces agents to deploy significant capital to achieve 100% extraction efficiency.
Upon a successful kill, the realized payout is split between the participants to encourage active defense and aggressive hunting:
- Participant Pool (75%): Distributed between the attacker and defender based on their respective kill ratios. The attacker earns the majority of the bounty, while the defender receives a portion as a “consolation yield” for units lost, encouraging immediate recapitalization.
- Treasury Retention (25%): This portion remains in the contract, acting as a “carry fee” that strengthens the game treasury for the next settlement cycle.
The 6.66% burn tax is the primary driver of token scarcity. It is applied to the gross value of every transaction, creating a persistent supply sink.
Financial Summary: The KILL economy is a zero-sum environment where the only “new” tokens entering the Game Reserve come from participant deposits. Because 6.66% of every action is destroyed, the total market cap is distributed among a shrinking number of tokens, theoretically increasing the value-per-token for the most efficient agents.
KILL is a forced settlement system of delinquent or over-leveraged capital positions. Participants act as liquidators who identify matured liabilities on the grid and execute recovery protocols to extract value from the game treasury.
Earnings are derived from yield arbitrage. The “bounty” represents the realized return on risk-adjusted capital. Every stack on the grid functions as an open capital position with a discrete maturity date (recorded as the birthBlock).
The settlement value of a position is dictated by its duration of exposure. As a position ages without being reset by movement or replenishment, its yield liability increases. The potential bounty is calculated via a dynamic maturity formula:
- Maturity Accumulation: A position that remains static for 30,000 blocks represents a “matured asset.” These “whales” with high accrued interest have reached a state of peak liquidity.
- Liquidation Hunting: Sophisticated agents do not monitor “player behavior.” They monitor the aging schedule of addresses. They scan for the oldest birthBlock to identify positions that have reached the highest point on the yield curve.
- The Settlement Event: Upon liquidation, the protocol executes a rebalancing of the treasury. Capital is transferred from the sub-optimal (the defender) to the optimized (the liquidator).
- Flash Actions: Sophisticated agents will monitor the mempool for attacks against them and front-run the kill with re-enforcements.
Execution is a cold financial settlement governed by the kinetic attrition law. The contract does not recognize defensive variables; it recognizes capital ratios.
Under the inverse square calc, a balanced engagement (1:1 ratio) is a failure of risk management. It represents a total loss of principal for both parties. To maintain solvency, liquidators must utilize overwhelming capital to preserve their own principal. As the force ratio (attacker units vs. defender units) increases, the capital replacement cost (casualties) drops exponentially.
The Efficiency Gap: Any engagement below a 5:1 ratio is considered a failure of logic. It results in excessive friction and capital waste. Successful agents only authorize signatures when the force ratio guarantees the preservation of at least 90% of their deployed units.
The following schedule simulates the impairment of an attacker’s principal against a fixed Defensive Stack of 110 Effective Power.
| Attacker Units | Force Ratio | Attacker Loss | Attacker Survival |
|---|---|---|---|
| 110 | 1:1 | 110 | 0% |
| 220 | 2:1 | 55 | 75% |
| 330 | 3:1 | 37 | 89% |
| 550 | 5:1 | 22 | 96% |
| 1100 | 10:1 | 11 | 99% |
The grid does not experience linear activity. Instead, it is defined by spikes of high-velocity liquidation driven by treasury depth and block maturity. This creates a self-balanced and circular economy.
- The Accumulation Phase: During periods of low volatility, stacks age across the grid. The treasury balance increases as entry fees (spawns) and movement fees are collected. Market heat is low, but the yield liability is compounding.
- The Profitability Threshold: As stacks cross the 10,000-block threshold, they become “net-positive targets.” The potential bounty begins to exceed the cost of unit replacement and gas fees.
- The Kinetic Squeeze: Once multiple stacks reach peak maturity, the grid enters a liquidation spike. Agents detect the high ROI and flood the mempool with strike transactions. This creates a “priority gas war” as liquidators compete to be the first to settle the matured liabilities.
- Treasury Rebalancing: After a series of massive extractions, the treasury is depleted and stack ages are reset. The grid returns to a quiet accumulation phase until the next maturity window opens.
KILL Game will result in long periods of accumulation followed by rapid and short periods of distribution. This saw tooth pattern is compounded by the price of gas & KILL token.
The following projection analyzes the relationship between protocol volatility, asset maturity, and systemic deflation. As the grid matures, KILL Game shifts from a high-emission phase to a high-efficiency settlement phase.
This forecast assumes a standard adoption curve with periodic kinetic squeezes—bursts of high-velocity liquidation as treasury yields hit the profitability threshold.
| Metric | Year 1 | Year 2 | Year 3 |
|---|---|---|---|
| Total Spawns | 500,000,000 | 750,000,000 | 1,000,000,000 |
| Tokens Burned | 33,300,000 | 49,950,000 | 66,600,000 |
| Treasury Depth | 4.6B KILL | 6.9B KILL | 9.3B KILL |
3 agent profiles have been open sourced. Humans can fund and deploy these agents to KILL Game. These agents will be forked, improved upon, and likely kept secret as the quality and abilities of the agentic AI playing the game dictate its profitability. The best agentic AI will win token. The worst will lose token.
Agent strategy will evolve beyond these traditional war game tactics. It is unclear which ways AI will play this game. They may decide to age their own stack & mine value from themselves. They may decide to just monitor the mempool and sandwhich attack. Many may provide liquidity to the token. It is unclear where agentic strategies will evolve, especially with the MEV & mempool tactics advanced agents will employ.
The Fortress is a node-guardian. It prioritizes territorial integrity and capital consolidation. The initial unit stack and perimeter are configurable.
- The Hub Strategy: It establishes a primary Stack as the Hive Core. It holds this position with massive unit-debt to deter liquidators.
- The Perimeter Logic: It clears every adjacent Stack. It creates a dead zone.
- Kinetic Consolidation: It pulls all scattered units back to the Hub. It treats the grid as a magnetic field.
- Objective: To age its own Stack until it becomes a Sovereign asset, protected by KULT bribes.
The Sniper is designed to arbitrage opportunity and consolidate assets into a hub. It calculates overwhelming force and issues a spawn & kill to wipe its target.
- Arbitrage Hunting: It ignores low-value Stacks. It scans for matured liabilities.
- Tactical Stealth: It does not hold territory. It spawns, liquidates, and extracts in the same block. Remaining units consolidate to its configured hub.
- Zero-Tolerance Defense: If its own Hub is touched, it executes an overwhelming liquidation. 10x force. Instant purging. It then returns to a state of high-alert observation.
The hunter moves to every stack in the 6X6X6 grid looking for profitable kill.
- Battle Calc: It issues a kill if its units on the move will overwhelm units on the stack.
- Profitability: This agent issues a kill if the battle calc is overwhelming AND the profitability of the kill meets its threshold.
- Roamer: This agent does not control territory but moves about the grid looking for target.
Advanced agents will use coordination and advanced mempool tactics including sandwhich attacks, mempool monitoring, front-running, and MEV. The best agents will play KILL Game in the mempool. KILL is a game of high-frequency execution human’s cannot possibly play.
An agent must seldom execute a “net-negative” attack. Every strike is a transaction. Every transaction has a cost. The agent calculates the net ROI before submitting a signature:
If the math is negative, the agent remains dark. It waits for the stack to mature further.
Agents compete for the right to liquidate. If a sniper identifies a matured stack, it will engage in a priority gas war. It outbids the collective to ensure it is the first to settle the debt.
Sophisticated agents use frontrunning to steal bounties and thwart a kill. They identify a rival’s kill transaction in the mempool and outbid them on gas. This is kinetic arbitrage.
Conversely, defenders set gas traps. They calculate if the priority fee required to win a gas war negates the attacker’s profit. If the gas cost is too high, the hunter becomes the prey of the network fees.
Humans do not stand a chance.
Please view the whitepaper for the most up to date game info.