TITANGARD
Browser survival MMO/Robinhood Chain/Beta

Everyone lands
with the same ice axe.

A survival MMO on Saturn's largest moon, running in your browser. The air is thick enough to skip the pressure suit and cold enough to kill you in twelve minutes. Cut, crack, trade, build, stay warm.

Live Ā· rendered from the game paletteBRIEF-01
00:00 / 00:00

Sinlap Crater Ā· Turn 194 K Ā· 1.5 bar Ā· Nā‚‚

1 TURN
10 min
dawn, rain, eclipse, night, reset
FREE
to level 10
then hold 10,000 $TGARD
ZONES
5
one shared map
DOWNLOAD
none
browser only Ā· no wallet yet
Titangard is a browser survival MMO on Saturn's moon Titan. Cut tholin, crack water ice for oxygen, trade at Huygens Station, build a Hearth on Xanadu Ridge, and outlast methane rain and derelict crawlers. Free to level 10. $TGARD on Robinhood Chain.
Token
$TGARD Ā· Robinhood Chain Ā· chainId 4663
Contract address
0xpublishes at fair launch Ā· phase 2

⚠ Until phase 2 there is no $TGARD contract. Anyone showing you an address before the launch announcement on @titangard is selling you something else. Verify on the official channels, every time.

Mission briefing

Why crypto games die

The proven browser-MMO loop works when the everyday currency is off-chain and the token only touches the border of the economy: the access gate, the player market, the supply pod, and land. Titan gives that loop a reason to exist — heat runs out, ice is oxygen, the dome is warm, and Belet is not.

01

The token is the game

Mint on play, no sink, inflation. The only players left are farmers, and then nobody.

02

Wallet first, fun later

Nine out of ten visitors bounce before they see a single mechanic.

03

Nothing at risk

Without loss there is no story, and without stories there is no community.

04

Classes on a menu

Roles picked from a list instead of earned through what you buy and where you dare to go.

Them
  • āœ•2D tile maps from 2004
  • āœ•Fantasy forests and goblins, seen it
  • āœ•Wallet-gated from second zero, no idea what it is
  • āœ•Token buys power, odds, or yield → economy dies
  • āœ•Death = nothing at stake
  • āœ•No reason to come back tomorrow
  • āœ•Everything is a menu
TITANGARD
  • āœ“Isometric voxel 3D world, real terrain, turn cycle, methane rain
  • āœ“Titan: tholin dunes, water-ice bedrock, ring-shine, derelict crawlers
  • āœ“Free to level 10, one-click wallet, then decide
  • āœ“Token buys ACCESS only. Never heat, damage or drops
  • āœ“Die in Belet → your cargo freezes into a cache, 5 min timer
  • āœ“Turn cycle: dailies, rain, eclipses, respawns, plots to maintain
  • āœ“Everything is a place on a map

Core loop

One turn at Huygens Station

Cut, sell, craft, push out, claim. Every turn the same six stations, each time a little further from the dome.

1 turn
10 min
= 15 days 22 hours on Titan
  1. 01

    Land

    One wallet signature. You wake inside the dome with an ice axe, two fuel cells and 10 joules.

  2. 02

    Cut

    Click a node with the right tool. Tholin drifts, ice boulders, ammonia vents, scrap piles, algae vats. Three strikes, then it respawns on a timer.

  3. 03

    Sell or bank

    The Depot pays fixed prices. The bank locker holds 48 slots. Joules are off-chain and instant.

  4. 04

    Buy and craft

    Tools from the Depot. Seal kits, thermal flares and Hearth kits from what you cut yourself.

  5. 05

    Push out

    Belet Sands: scrap, crawlers, methane rain. Die out there and your cargo freezes where you fell.

  6. 06

    Claim

    Place a Hearth on Xanadu Ridge. Your respawn point, your locker, the seed of your colony.

Field briefing Ā· the six stationsBRIEF-02
00:00 / 00:00
Twenty seconds, no voiceover: the marker walks the loop once so you can see the shape of a turn before you play one.

Quest chain Ā· turn 1

seven steps Ā· 535 joules total
01
Cut 5 tholin
+20 J
02
Sell at the Depot
+15 J
03
Crack 5 water ice
+30 J
04
Buy a vat rake and seed a vat
+40 J
05
Craft a thermal flare
+60 J
06
Put down a derelict crawler
+120 J
07
Claim a plot on Xanadu Ridge
+250 J

Skills Ā· no classes

XP to level L = 25 Ɨ (Lāˆ’1)² Ɨ 1.15

Cutting

tholin + ammonia crystal
faster strikes per level

Ice cracking

water ice boulders
+1 ice per strike at levels 5 and 10

Salvage

scrap piles, wrecks, frozen caches
better scrap rolls

Cultivation

vats, spores, harvest
+1 algae cake every 3 levels

Defence

derelict crawlers
+1.5 damage per level

The tools you buy and the zones you dare to enter decide what you become. Nobody picks a class, because the economy needs colonists who can move between roles when the price of ice moves.


Ligeia region

Five zones, one shared map

Everything outside the named circles is wilderness. The map below is drawn from the same heightfield the game renders, at 460 km Ɨ 460 km.

SAFEHUYGENS STATIONSAFETHOLIN FLATSSAFESINLAP CRATERSAFEXANADU RIDGEWILDERNESSBELET SANDS100 KM
460 km Ɨ 460 km Ā· click a zone

Huygens Station

SAFE
bearing Ā· centreheat +4/s

Domed hub built around the probe that got here first. Depot, bank, algae vats. Heat refills here.

Nine pressure-frames and a heat exchanger, dropped in a ring around the 2005 Huygens lander because it was the only known-flat ground with a transmitter still ticking. Inside the dome you gain heat instead of losing it, and your suit seals repair slowly. Everything a colonist owns starts here.

What is out there
  • Depot
  • Bank locker Ā· 48 slots
  • Algae vats
  • Respawn pad

Life support

Twelve minutes of heat

Titan gives you air pressure for free and takes your body temperature in exchange. The dome is warm. Belet is not. Plan the walk back before you leave.

Surface
94 K
1.5 bar Nā‚‚ Ā· no pressure suit

Heat calculator

real drain rates
Zone
Weather
Fuel cells2
+50 each
Algae cakes0
+12 each
Heat outside the dome
3m 25s

100 core + 2Ɨ50 + 0Ɨ12 at āˆ’0.90/s Ā· walk back ā‰ˆ 17 s

Heat

  • Inside the dome+4 heat/s
  • Flats Ā· Sinlap Ā· Xanaduāˆ’0.45 to āˆ’0.55 heat/s
  • Belet Sandsāˆ’0.9 heat/s, +50% in methane rain
  • Algae cake+12 heat
  • Fuel cell+50 heat
  • Thermal flare+3 heat/s for 45 s, anyone nearby

Suit integrity

  • Derelict crawler5 damage every 1.4 s within 2 m
  • Seal kit+40 suit
  • Inside the domerepairs 1.5/s
  • 0 heathypothermia at 5/s

Death rules

  • Safe zoneKeep everything, respawn at the Station.
  • Belet, free accountResources lost, tools kept.
  • Belet, holderResources freeze into a cache. Five minutes, marked on the map.
  • RespawnStation pad, or your own Hearth on Xanadu.

The turn

The sky that never moves

Titan is tidally locked, so Saturn does not rise and does not set — it hangs at one bearing and turns through its phases while you work. One turn is one Titan day, which is one orbit around Saturn. In game it lasts ten real minutes.

Field briefing Ā· one full turnBRIEF-03
00:00 / 00:00
Fifteen seconds of a Titan day: dawn, the rain window, the monsoon, the eclipse in Saturn's shadow, the long dusk, reset.
  1. 00:00

    Dawn

    Saturn goes half-lit over Xanadu. The haze thins from brown to amber. Station exchangers run at full output.

  2. 03:00

    Rain window opens

    The first methane-rain window of the turn. Scheduled per turn, announced on the compass ninety seconds out.

  3. 06:00

    Methane rain

    Ramp 25 s, hold 60 s, fade 25 s. Drops fall slow and fat and take your heat with them. Drain +50% in the open.

  4. 09:00

    Eclipse

    Titan crosses Saturn's shadow. Full dark, no ring-shine, the coldest ninety seconds of the turn. Crawlers hunt by heat.

  5. 14:00

    Long dusk

    The haze reddens and thickens. Sightlines drop to forty metres. Ring-shine returns as a thin bright line.

  6. 00:00

    New turn

    Dailies reset, the free pod spin is restored, ice re-freezes, algae vats reseed, wrecks are cleared.


Economy

The Depot board

Joules are an in-game unit of stored heat. Off-chain, instant, fee-free between colonists, never withdrawable. Value leaves the game in exactly one place: when one colonist buys another colonist's joules with $TGARD.

Depot buys (you sell)

ResourcePrice
Tholin1 J
Water ice3 J
Scrap alloy4 J
Algae cake5 J
Ammonia crystal7 J

Depot sells (you buy)

  • Ice axe40 J
  • Melt tank50 J
  • Vat rake60 J
  • Torque driver80 J
  • Thermal drill260 J
  • Algae spores4 J
  • Fuel cell25 J
  • Seal kit30 J

Crafted from cargo

  • Seal kit
    3 scrap alloy
  • Thermal flare
    20 tholin + 10 scrap alloy
  • Melt tank
    40 scrap alloy + 5 ammonia
  • Hearth kit
    300 tholin + 90 scrap alloy + 30 ammonia crystal

joule model

depot prices Ā· 60 strikes per turn
What you cut
Tholin20% Ā· 1 J
Water ice60% Ā· 3 J
Scrap alloy10% Ā· 4 J
Algae cake5% Ā· 5 J
Ammonia crystal5% Ā· 7 J
Turns played12
12 turns ā‰ˆ 120 real minutes
Net joules
1,260 J

mostly water ice Ā· 180 J/turn āˆ’ 3 fuel cells Ɨ 25 J

What that buys
  • Ice axeāœ“ 40 J
  • Melt tankāœ“ 50 J
  • Vat rakeāœ“ 60 J
  • Torque driverāœ“ 80 J
  • Thermal drillāœ“ 260 J
  • Hearth kitcut, not bought

A model, not a promise. Real yields depend on skill level, respawn timers and how often you die in Belet.

Supply pod: the wheel from saturn orbit

A resupply launched from Earth today arrives in seven years. What the wheel drops is whatever the orbital depot already had. Twenty-two segments, every one of them a real prize.

  • ā–ø 22 segments, odds posted in-game and here
  • ā–ø Free spin every turn at total level 5+
  • ā–ø Paid spin: $3 of $TGARD, holders only, 50% burned
  • ā–ø Every segment pays. No empty prize.
Read the odds

Token utility

The dome

Free to total level 10. Holding 10,000 $TGARD opens everything past the dome — and nothing else.

Field briefing Ā· what the token buysBRIEF-04
00:00 / 00:00
The gate swings out, the sinks light up, and the list of things the token can never touch stays crossed out at the end.
Free Ā· inside the dome
  • ā—‹Station, Flats, Sinlap, Xanadu
  • ā—‹Sell to the Depot only
  • ā—‹Belet death = cargo lost
  • ā—‹Total level cap 10
  • ā—‹Free supply pod spin
  • ā—‹Progress kept forever
Holder Ā· ≄ 10,000 $TGARD
  • āœ“+ Belet Sands, Kraken Mare, every future realm
  • āœ“Player market: joules ↔ $TGARD
  • āœ“Belet death = frozen cache, 5 min
  • āœ“No level cap
  • āœ“Free and paid spins
  • āœ“After 24 h: trading, guild bank, plots

The token may never change

  • heat
  • damage
  • drop rates
  • Depot prices
  • node respawns
  • rain odds

A holder and a free player swinging the same ice axe get the same tholin. Fairness is the brand, because pay-to-win economies die within months.

Free0
  • āœ“Safe zones, Depot, bank, quests, dailies
  • āœ“One free supply pod spin per turn
  • āœ“Total level 10
Holder10,000
  • āœ“Cap lifted, Belet, frozen caches, paid spins
  • āœ“After 24 h: market selling, guild bank, Xanadu plots
Founder50,000
  • āœ“Founders wall
  • āœ“48 h early access to every new realm
  • āœ“Founder visor decal
Council250,000
  • āœ“Votes on realm order, rain calendar, plot releases
  • āœ“Council badge

Each tier includes everything below it. Cosmetic and access only.

Five utilities, four sinks

  • Gatehold 10,000 to work past the dome
    demand
  • Supply pod$3 of $TGARD per paid spin
    50% burn
  • Marketjoules ↔ $TGARD, 5% fee to treasury
    fee
  • Xanadu plots1,024 plots priced in $TGARD
    100% burn
  • Cosmeticssuit colours, visor decals, colony names
    100% burn

The loop it feeds

  1. 01new colonists (free)↓
  2. 02hit the dome↓
  3. 03hold $TGARD↓
  4. 04spins Ā· plots Ā· fees↓
  5. 05treasury + burn↓
  6. 06new realms and events→ loop

Revenue and tokenomics

Where the treasury comes from

Joules stay off-chain. The treasury never pays anyone out. Four sinks, one gate, no emissions.

01

Supply pod

$3 in $TGARD per paid spin at live price. Half burned, half to the treasury.

02

Market fee

5% of every joules-for-$TGARD sale. Item-for-joules listings are free.

03

Xanadu plots

1,024 plots, three tiers, paid in $TGARD, 100% burned. Supply reduction with a map reference.

04

Cosmetics

Suit colours, visor decals, named colonies. 100% burned.

05

Launch fees

Creator and trading fees from the launchpad pool cover the first months of server cost.

Treasury allocation

  • Development: server, realms, art40%
  • Events and prize pools25%
  • Buyback → burn, monthly15%
  • Marketing and creators10%
  • Reserve: RPC, indexers, incidents10%

Supply reduction

  • šŸ”„50% of every paid supply pod spin
  • šŸ”„100% of Xanadu plot payments
  • šŸ”„100% of cosmetic purchases
  • šŸ”„15% of treasury inflow, monthly buyback

Draft month-3 model

targets, not promises
Monthly actives5,000
Convert to holder12%
Spins / holder / mo6
Holders
600
12% of MAU
Paid spins / month
3,600
6 per holder
Spin volume
$10,800
$3 per spin
Treasury in
$5,400
50% of spin volume
Burned
$5,400
50%, straight to 0x…dEaD
Server + RPC
$830
covered

The treasury never pays anyone out. It covers servers, events and a monthly buyback. Market fees and plot sales are excluded here on purpose — they arrive later than month three.

Contract facts

Ticker
$TGARD
Chain
Robinhood Chain (EVM, chainId 4663)
Supply
1,000,000,000
Launch
Robinhood Chain launchpad, 100% fair launch
Team allocation
0% at launch, team buys on market, disclosed
Presale
None. The product goes live first.
Gate
10,000 $TGARD = 0.001% of supply
Emissions
None. No staking rewards, no yield.

Gate = 10,000 $TGARD of a 1,000,000,000 supply. No staking rewards, no yield, nothing minted by playing.


Architecture

Nothing of value in the browser

The client is a window, not a referee. Anything with value or randomness runs on the server.

NODE

Browser client

Vite + TypeScript + Three.js. Isometric voxel renderer, HUD, atlas. Sends intents only.

AUTHORITATIVE

Game server

Authoritative world per realm shard. Validates every intent: range, tool, cooldown, cargo.

NODE

Managed Postgres

Colonists, inventories, banks, plots, guilds, listings. Append-only ledger.

NODE

Robinhood Chain

Wallet sign-in, gate balance checks, market settlement, spins, plot registry.

Client decides

camera, animation, haze particles, UI, which node you clicked

Server decides

position validity, node hp, loot rolls, XP, heat drain, death, joules, escrow, crawlers, rain, the clock

Attack vs defence

AttackDefence
Teleport and speed hacksserver integrates positions at colonist speed, rejects jumps
Fake harvestsdistance ≤ 2.8 m, tool in cargo, node active, cooldown = clip length
Macro spam1 intent / 100 ms, 3 strikes / 4 s
Node duplicationnodes are global, hits serialised per node
Joule bot farmsthe free tier cannot sell to players, so value has no exit
Flash-borrowed gatere-check every 10 min, 24 h continuous holding before trading
Rigged spinsserver RNG, per-turn seed hash published before, revealed after
Market exploitsescrow both sides, joules released only after tx confirmation

Roadmap

From playable slice to Xanadu

Product first, token after the server is public. No presale.

PHASE 0ā— LIVE

Playable slice

  • āœ“Isometric voxel client on a terraced heightfield
  • āœ“Turn cycle: dawn, rain window, methane rain, eclipse, dusk
  • āœ“5 zones, 860+ nodes, Depot, crafting, crawlers, frozen caches
  • āœ“Seven-quest chain, five skills, local saves, full HUD
  • āœ“Playable now — no install, no wallet
PHASE 1WEEKS 1–6

Multiplayer

  • ›Authoritative server, shared world
  • ›Wallet sign-in, server saves
  • ›World chat, nearby colonists, visible caches
  • ›Landing, docs, colonist cards
  • ›Closed beta: 100 colonists
PHASE 2WEEKS 7–10

Token and economy

  • ›$TGARD fair launch
  • ›Gate: 10,000 held, 24 h before trading
  • ›Player market
  • ›Supply pod wheel
  • ›Treasury page with burns
PHASE 3MONTHS 3–4

Belet Sands

  • ›PvP outside the dome, cache looting
  • ›Arena, guilds, guild bank
  • ›Rain seasons with leaderboards
  • ›Founders wall, cosmetics
PHASE 4MONTHS 5–12

Xanadu and the seas

  • ›1,024 plots, plot NFTs, named colonies
  • ›Offline colony production with upkeep
  • ›Kraken Mare: boats, methane sailing, sea salvage
  • ›Sotra Patera cryovolcano, Council votes

Mission log

Decisions, metrics, and the honest take

What we chose, what we watch, and what could go wrong.

Decisions

No classes, everyone starts equal
specialisation comes from tools and zones; the economy needs colonists to move between roles
Joules off-chain, non-withdrawable
everyday trading has to be instant and fee-free; value exits only through player trades
Gate = fixed 10,000 $TGARD
simple, no oracle, and it appreciates with the game
Wallet required from the start
one signature, no email, every colonist is a real address
Token after the product is live
no presale, no promises; holders buy a door that already exists
Supply pod kept, 50% burn
the strongest sink in the category, and every segment pays
Heat instead of oxygen
Titan hands you 1.5 bar of nitrogen for free; the honest scarcity here is temperature
1 turn = 10 minutes
a Titan day is sixteen Earth days; nobody is waiting sixteen days for a daily
Plots burn 100%
land is supply reduction with a map reference, not a revenue line

What we watch

  • ›D1 / D7 retention of free colonists
  • ›% reaching level 10 Ā· % converting to holder
  • ›Joule faucet vs sink per turn (≤ 1.3 : 1)
  • ›Market fill rate, joule price in $TGARD
  • ›Spins per holder per week, burn per month
  • ›Cache recovery rate (the fun metric)

What we ignore

  • āœ•Token price as a KPI
  • āœ•Total registered wallets
  • āœ•Daily transactions for their own sake
  • āœ•Discord member counts

Strengths

  • āœ“A loop proven elsewhere, on a world nobody has claimed
  • āœ“Token touches only the border; joules stay off-chain
  • āœ“Loss creates stories, and caches spread themselves
  • āœ“Server-authoritative from day one
  • āœ“Plots and cosmetics burn, never emit

Risks, stated plainly

  • !Paid spins are a lottery in some jurisdictions: every segment pays, free spin every turn, geofence if needed
  • !Faucet outrunning sinks: measured per turn, Depot prices adjustable
  • !A fixed gate rides the token price: revisit if it prices out newcomers
  • !An MMO without a crowd feels empty: launch with a pod event and share cards
  • !Server cost scales with concurrency: shards per realm

FAQ

Asked before landing

To play past level 10, yes. The first ten levels need nothing but a browser. When you do connect, it is one signature on a login message — never a seed phrase, never a transaction you did not start.

It opens doors. Holding 10,000 $TGARD lifts the level cap, opens Belet Sands and every future realm, turns death into a recoverable cache, and unlocks the player market. It never changes heat, damage, drop rates or Depot prices.

Not to a bank. Joules are an in-game unit with no cash value and no withdrawal path. The only exit is another colonist choosing to buy your joules with $TGARD on the market, and the free tier cannot sell at all.

In a safe zone, nothing: you keep everything and wake on the Station pad. In Belet, a free account loses its resources and keeps its tools. A holder's cargo freezes into a cache at the spot they fell — five minutes on the clock, marked on everyone's map.

Because Titan is the one place in the solar system where that is the truthful answer. The surface sits at 1.5 bar, so a colonist needs a mask, not a pressure suit. It also sits at 94 kelvin, which will kill you in twelve minutes without a working core.

After the multiplayer server is public — phase 2 on the roadmap. Fair launch on the Robinhood Chain launchpad, no presale, no team allocation at launch. Until then there is no contract address, and anyone who shows you one is lying.

Turn 1 is waiting.

Twelve minutes of heat. One ice axe. The ice is fifty metres east, the rain window opens in three hours, and something old is still crawling the dunes.