Every worm in the arena is worth SOL.

Buy in, and your worm carries your stake. Eat another worm and its value moves to you. Bank it whenever you want. The arena never closes.

The loop

  1. Buy in. Pick a lobby. Your worm spawns worth exactly the buy-in.
  2. Eat. Orbs make you longer. Length is reach, not money.
  3. Slurp. When another worm runs its head into your body, it dies and its value comes to you.
  4. Grab. Half of every kill drops as gold orbs. Anyone can take them before they fade.
  5. Bank. Hold Q for four seconds to cash out, or die and lose the worm.

Steer with the mouse. Hold click or Space to boost: you go twice as fast and shed length as you go. On a phone, drag to steer and hold the on-screen buttons.

Lobbies

Everyone in a lobby buys in for the same amount, so every worm starts equal. Only kills make one worm worth more than another.

LobbyBuy-inWormsNotes
Practicefree60Bots keep it busy. No money.
Small◎0.0550Real players only
Mid◎0.2550Real players only
High◎1.0040Real players only

Lobbies run 24/7. When one fills, another opens at the same buy-in. A wallet can have one worm alive at a time.

Kills and money orbs

When you kill a worm, 50% of its value is yours on the spot. The other 50% splits into gold money orbs along its body.

Money orbs live for 8 seconds and lose value the whole time, so a fast grab is worth more than a slow one. Whatever nobody collects, including the part that faded, goes to the burn wallet and buys back $SLURP.

Hit the wall and there is no killer: the whole worm drops as money orbs.

Example: a ◎1.000 worm diesSOL
To the killer, instantly0.500
Picked up as orbs by anyone0.320
Faded or unclaimed, bought back and burned0.180

Cashing out

Hold Q, or the CASH button on mobile, for 4 seconds. A gold ring fills around your head and every player can see it. You cannot boost while holding, and you can still be eaten. Let go and the cash-out cancels.

Cash-out unlocks after 60 seconds alive. The money lands in your game balance right away and you can withdraw it to your wallet any time.

The only fee is 10% of profit. Cash out at or under your buy-in and you pay nothing. Bank ◎0.85 from a ◎0.25 buy-in: profit ◎0.60, fee ◎0.06, you receive ◎0.79.

Spawn Insurance

The first minute is when a big buy-in hurts most. Spawn Insurance is an optional side bet against it, the way blackjack insurance covers the dealer's ace.

  • Costs 10% of the buy-in, paid at entry.
  • Die in your first 60 seconds and 50% of your buy-in comes back.
  • Paid only from the House, never from other players.

Insurance switches on per lobby once the House can carry it: ◎5 for the 0.05 and 0.25 lobbies, ◎20 for the 1 SOL lobby. It pauses on its own if the House drops below that, and total payouts are capped at 10% of the House per day. Live numbers are on the House page.

Where the money goes

Slurp is player versus player. Every SOL in the arena belongs to a player until a fee is taken, so the game never bets against you.

SourceHouseBuy and burnTreasury
Cash-out fee, 10% of profit40%40%20%
Money orbs nobody grabbed0%100%0%
Insurance premiums100%0%0%
$SLURP creator fees100% until ◎10050% after50% after

Burns run every 10 minutes: the burn wallet swaps SOL for $SLURP through Jupiter and burns every token it receives. Each burn is a public transaction.

$SLURP

Fixed supply of 1,000,000,000 tokens. The dev holds 5%. Supply only goes down.

The game is the product and the token is the engine: every lamport that leaves the arena without a player taking it buys $SLURP and burns it.

Coming for holders after launch:

  • Lower cash-out fees for holders
  • A holders-only high-stakes lobby
  • Weekly cashback paid in $SLURP, bought on the market first

Fair play

  • The server runs the arena at 30 ticks a second. Your browser only sends where you steer, whether you boost and whether you cash out. Positions and collisions are decided on the server.
  • No bots in SOL lobbies. Bots only live in Practice.
  • One worm per wallet at a time.
  • Lose your connection and your worm keeps going straight for 3 seconds, then dies. Reconnect inside that window and you are back in control. This stops rage-quitting out of a losing fight.
  • If the server restarts, every live worm is refunded at its current value.

Roadmap

PhaseWhat ships
1 · LaunchThree SOL lobbies, free practice, money orbs, burns, live burn counter, Spawn Insurance once the House is funded
2 · DepthBank Insurance, Second Life, daily missions, holders lobby, $SLURP-denominated lobbies
3 · CompeteBattle royale rounds with a pot, season leaderboards, worm skins
4 · CasinosSlurp embedded in crypto casinos, their players in the same arenas, revenue share to buyback and burn