Section 01
THE PROBLEM WE'RE SOLVING
Every play-to-earn game faces the same fundamental tension: players earn tokens and sell them immediately, creating constant downward price pressure. If more tokens leave the economy than enter it, the price falls. Prizes become worthless. Players stop playing. This death spiral killed Axie Infinity, Pegaxy, and hundreds of others between 2022 and 2025.
The research is clear on what sustainable 2025-2026 models look like. Gameplay comes first. Tokens are tools within the experience, not the reason to play. And critically — every token that flows out needs real buy pressure flowing in.
⚠ What we are avoiding
Minting REKT as prizes from thin air. No treasury allocation. No team tokens. No printing. Every REKT that enters circulation as a prize was first purchased from the open market using real USDC from game fees.
✓ What we are building
A circular economy where
every game played creates real buy pressure on REKT (50% of fees → market buyback),
supply permanently shrinks over time (20% burn every game), and operations are funded by game revenue alone — not by selling tokens.
The dev team holds zero REKT and cannot hurt the token price.
The Core Decision: Charge USDC, Reward REKT
Players pay 0.10 USDC per game — a stablecoin everyone already holds. This removes the barrier of needing REKT before trying the game. Phase 1 (now): 70% of fees go to the weekly USDC prize pool, 30% to operations. Phase 2 (post token launch): 50% buys REKT off the open market for prizes, 20% buys and burns REKT permanently, 30% operations.
The more people play → the more REKT gets bought → the higher the price → the more valuable the prizes → the more people want to play. This is the virtuous cycle.
50%
Prize buyback every game
20%
Burned forever every game
30%
Dev & ops from fees only
Section 02
THE FAIR LAUNCH MODEL
REKT launches on Hey.LOL using a fair launch bonding curve — the same proven model popularised by Pump.fun on Solana. There is no presale, no team allocation, no VC bags, no whitelist, no early access for anyone. Every single person who buys REKT — including the dev team — buys it from the open market at the same price as everyone else.
01
🚀
TOKEN LAUNCHES
REKT goes live on Hey.LOL with a bonding curve. Price starts low and rises automatically as people buy. Equal access for everyone from the first second.
02
📈
BONDING CURVE
As buyers come in, the price increases along the curve. Early buyers get lower prices — a natural reward for early community members, not insider allocation.
03
💧
LP MIGRATES
When the bonding curve completes, liquidity automatically migrates to Jupiter DEX. The LP is then locked permanently — it cannot be removed. Ever.
04
🔥
MINT REVOKED
Mint authority is permanently revoked on launch. No additional REKT can ever be created beyond the initial 1 billion supply. Verified on-chain by anyone.
Why the Dev Team Holds Zero Tokens
This is deliberate and important. The dev team does not receive any REKT allocation. If we want REKT, we buy it from the market like everyone else. This means we have no ability to dump tokens on the community — because we have no tokens to dump.
Developer revenue comes entirely from the 30% treasury cut of game fees. The only way we make money is if people play the game. Our incentives are perfectly aligned with yours: we need the game to be good and the token to hold value, because that's what keeps people playing and paying fees.
✓ What this means for you
No team dump risk. No vesting schedule that unlocks and crashes the price. No insider bags being sold on your buys. The dev team's only financial upside is game volume — which only grows if you love playing. This is as aligned as it gets.
Permanently Locked Liquidity
Once liquidity migrates from the bonding curve to Jupiter, it is locked permanently — not for 12 months, not for 24 months. Permanently. The lock contract address will be published and verifiable by anyone on Solana Explorer. There is no mechanism to remove this liquidity. REKT will always be tradeable.
🔒 Verification
LP lock address, mint revocation transaction, and all on-chain actions will be published in the Rekt Defender Telegram and on this page the moment they occur. Trust nothing — verify everything on-chain yourself.
Section 03
THE FEE FLOW MODEL
Every 0.10 USDC game fee is split three ways and processed manually by the team. Initially this process is handled by hand — automation via smart contract will be introduced as volume grows.
Where your 0.10 USDC goes — every single game
→
$0.05
50% · Prize Buyback
+
$0.02
20% · Burn Forever 🔥
+
Breaking Down Each Split
50% — Weekly Prize Buyback. This USDC goes to Jupiter DEX and buys REKT off the open market at current price. That REKT is held in the weekly prize pool and distributed to the top 3 players on Monday. Every game = a real market buy order on REKT. 500 games a week = 500 buy orders. This is the primary buy pressure mechanism.
20% — Permanent Burn. This USDC also buys REKT on the open market, then sends it immediately to a verifiable dead wallet. Gone forever. With a fixed 1 billion supply and ongoing burns, circulating supply decreases with every game played. Burns are publicly announced and verifiable on-chain.
30% — Development & Operations. This is how the dev team is paid — entirely from game revenue, not from selling tokens. Covers server hosting, development work, marketing, legal, and keeping the game running and improving. Transparent and necessary. Without this the game dies and so does the token.
📊 Buy pressure at volume
At
500 games/week: $25/wk prize buyback + $10/wk burned = $35/wk in REKT buy pressure
At
2,000 games/week: $100/wk prize buyback + $40/wk burned = $140/wk in REKT buy pressure
At
10,000 games/week: $500/wk prizes + $200/wk burned =
$36,400/year in REKT permanently removed from supply
Section 04
WEEKLY PRIZE STRUCTURE
Prizes reset every week. Best single game score counts — not cumulative. This rewards genuine skill in a single session rather than whoever plays the most hours. Leaderboard resets every Monday at 00:00 UTC. Winners paid within 24 hours.
🥇
1st place — Best single game score this week
60% OF WEEKLY POOL
🥈
2nd place — Best single game score this week
30% OF WEEKLY POOL
🥉
3rd place — Best single game score this week
10% OF WEEKLY POOL
Prizes are paid in REKT tokens. The REKT amount depends on the token price at the time the team processes the weekly buyback. Prize values in USD are not fixed or guaranteed — they fluctuate with the market price of REKT. A rising price means more valuable prizes; a falling price means less. Do your own research.
Hall of Fame — Permanent Winner Record
Every weekly winner is recorded permanently on the Rekt Defender website and in this document: wallet address, score achieved, week, and REKT amount paid. This is a public, immutable record. Anyone can verify prizes were paid. No winner is ever forgotten or unpaid without the community seeing it immediately. This is how we build trust — not promises, but receipts.
Section 05
THE BURN MECHANISM
20% of every game fee is used to buy REKT on the open market and send it to a publicly verified dead wallet — permanently removing it from circulating supply. Initially this is processed manually by the team. Burns are publicly announced and verifiable on-chain as they occur.
With a fixed supply of 1 billion REKT and no ability to mint more (authority permanently revoked), ongoing burns mean the total circulating supply decreases over time. If demand stays constant and supply falls, each remaining REKT represents a larger share of the total ecosystem.
🔥 Burn transparency
Every burn is executed on-chain and verifiable by anyone. The dead wallet address will be published on launch day. Burn transaction links will be posted publicly on X as they occur. No trust required — verify every burn yourself on Solana Explorer.
Section 06
LAUNCH PHASES
Phase 1 · Now — Live
LIVE — USDC PRIZES
Game live at RektDefender.LOL — 0.10 USDC per game. Payment verified on-chain via Solana. Top 3 players win USDC prizes every Monday. Building community on X. Getting players on the board before REKT token launches. Every game fee accumulates in the prize pool — first winners already being paid.
Phase 2 · Token Launch
REKT GOES LIVE ON HEY.LOL
Fair launch on Hey.LOL bonding curve. No presale. No team allocation. Equal access for everyone. LP locked permanently the moment it migrates to Jupiter. Mint authority revoked. All actions published on-chain. Prize pool switches from USDC to REKT tokens — 50% of fees buy REKT off the open market for prizes, 20% burned permanently. Launch day burn event announced.
Phase 3 · Growth
COMMUNITY & VOLUME
Additional DEX listings if trading volume supports it. Influencer and community outreach in crypto gaming circles. Referral system: refer a player → earn a share of their game fees in REKT — pure viral growth at zero extra cost. Weekly winner announcements drive ongoing social engagement and FOMO.
Phase 4 · Scale
AUTOMATE & EXPAND
At sufficient volume, automate prize payouts, burns and buybacks via smart contract — removing the manual steps entirely. Explore additional game modes and seasonal tournament events. Consider CEX listings based on community size and 30-day trading volume. Governance: let REKT holders vote on game decisions.
Section 07
RISKS & MITIGATIONS
⚠ Low player volume
If not enough people play, prize pool stays small, prizes are unattractive, flywheel never spins up.
→ Demo mode builds audience before launch. Low cost ($0.10) minimises friction. Hey.LOL provides built-in crypto-native audience.
⚠ Winner sell pressure
Winners receiving REKT may immediately sell, creating downward price pressure each week.
→ Burn mechanism creates constant counterweight. Buyback creates buy pressure before any selling. Rising price over time makes holding more attractive than immediate selling.
⚠ Bonding curve sniping
Bots buying large amounts at launch to dump immediately on retail buyers.
→ This is a known risk with fair launches. Community-first approach and building a genuine audience before launch reduces sniper impact. Small initial curve size limits early damage.
⚠ Score cheating
Players manipulating scores could drain the prize pool and destroy trust in the competition.
→ Server-side session validation from day one. Every score requires a verified paid session ID. Manual review of anomalous top scores before paying out.
⚠ Regulatory risk
Pay-to-play with prizes may be classified as gambling in some jurisdictions.
→ Framed as a skill competition — score depends entirely on ability, not chance. Geo-restrict high-risk jurisdictions initially. Legal review before major marketing spend.
⚠ Game stops being fun
If the game itself isn't enjoyable, no tokenomics model in the world will keep people playing.
→ This is the most important risk. Ongoing game development funded by treasury. Community feedback drives improvements. Gameplay always comes first.
Section 08
THE FULL PICTURE
Someone finds Rekt Defender. Plays live. Enjoys it. The in-game score is displayed as a $ portfolio value — this is purely a game mechanic and has no relation to prize amounts. Prizes are paid in REKT tokens based on the weekly pool, not on your score's dollar value. They buy some REKT on Hey.LOL, connect wallet, pay 0.10 USDC to play for real. That 0.10 USDC is processed by the team — 50% used to buy REKT for prizes, 20% used to buy and burn REKT permanently, and 30% to treasury. They score high. Monday comes. They win REKT. They tell a friend. The friend plays. More USDC flows in. More REKT gets bought and burned. Price rises. Prizes are worth more in USD terms. More people want to compete.
The dev team makes money only if people play. People only play if the game is fun and prizes feel worth winning. Prizes only feel worth winning if the token holds value. The token only holds value if people keep playing. Every incentive points in the same direction.
Token
REKT — 1,000,000,000 Fixed
Launch
Fair Launch via Hey.LOL
Team Allocation
ZERO — None
LP Lock
Permanent — Forever
Mint Authority
Revoked on Launch
Entry Cost
0.10 USDC per game
Payment Method
x402 / OpenFacilitator
Prize Buyback
50% of every fee
Burn Rate
20% of every fee 🔥
Dev Revenue
30% of game fees only
Winners
Weekly Top 3 (60/30/10%)