// Flight manual :: declassified_

THE MANUAL

Everything on board: how the black hole eats the supply, how the collectibles work, and where the contracts live.

D0Chronicle

The red planet, before us.

Four billion years ago, Mars had a sky worth envying. Rivers braided across its lowlands, an ocean pooled in the north, and clouds moved over volcanoes three times the height of ours. Then the core cooled. The magnetic field failed, and the solar wind peeled the atmosphere away, atom by atom, over a hundred million patient years. The water left or went under. What remained was the color of rust, and it waited.

For most of our history it was only a red wanderer in the night. Babylon called it Nergal, Rome named it for war, and when the first telescopes arrived we drew canals on its face because we so badly wanted neighbors. We were wrong about the canals. We were not wrong that the place mattered.

Then we went. A flyby that returned craters where we hoped for cities. Landers that tasted the soil. Rovers that outlived every warranty their builders dared to print, tracing dry riverbeds and drilling into stone that remembers water. A helicopter that flew in air too thin to whisper in. Mars is the only world we know whose entire population is robots, and every one of them was sent by us, still calling home.

This project takes its name from that chronicle. A world that endures by letting go: an atmosphere surrendered, a supply devoured, and something patient at the center of it all, growing stronger the longer it waits. The next entry in the log is ours to write.

-4.1B yrsOceans and sky
-3.7B yrsThe field fails
1610First telescope
1965First flyby
1976First landing
1997First rover tracks
2021First flight
NextUs
D1Protocol

The black hole, explained.

Sagittarius A* · PRIME

Every taxable MARS transfer pays 5% total friction: 3% reflects pro-rata to every holder and 2% accrues to the liquidity treasury.

The black hole (the dead address) is a holder like any other, except it can never sell. It holds over half the supply, so it silently absorbs the majority of every reflection. Its share grows with each trade, which makes it absorb even more of the next one: exponential deflation from a simple feedback loop.

Protocol contracts (the mint, the staking bay, the defense grid) are exempt from friction, so rewards, prizes and burns always move at face value. Tax applies to trades and wallet transfers, where it belongs.

Reflection3% to all holders
Auto-liquidity2% to treasury
Supply1,000,000,000 fixed · mint closed forever
Worked exampletrade 10,000 · 300 reflected · 200 to LP
Protocol movesalways untaxed
Live telemetrywatch the hole feed on The Void
D2Collectibles

Handcrafted. Never reprinted.

10,000 handcrafted artifacts, and no two are alike. 596 base models across 56 archetypes, each piece finished with its own Background and Effect, and every one of them in motion. Tradeable. Stakeable. Never reprinted.

Mars · PRIME
Saturn · MK-III
Luna · MK-II

Tiers

TierSupplyShareModels
Legendary3003%40
Epic9009%140
Rare2,60026%192
Common6,20062%224

Backgrounds

Deep Space42%
Dense Starfield20%
Nebula Veil14%
Ember Drift10%
Aurora8%
Crimson Storm5%
The Void1%

Effects

None58%
Comet Flyby12%
Signal Static10%
Orbital Ring9%
Solar Glint7%
Ghost Echo4%

Each archetype's MK-I is its PRIME edition, minted at 0.45x supply. A sha256 provenance hash of the full trait assignment is committed on-chain before reveal, so the rarity draw is verifiably untampered.

D3Minting

Blind. Then revealed.

Step 01

Connect

Connect your wallet from the right rail. Minting runs on Robinhood Chain; your wallet is switched automatically.

Step 02

Mint blind

Pick a quantity on the Launch Pad (up to 20 per wallet) and mint. Every token shows the blindbox until reveal: rarity is pure draw.

Step 03

Reveal

After the mint the collection reveals against the pre-committed provenance hash. Your artifacts, models and traits appear.

D4Staking

Idle hangars pay rent.

The bay emits a fixed stream of MARS every second, and docked collectibles split it by weight: higher tiers carry more weight, so a Legendary earns five times a Common. Fewer stakers means a bigger share for everyone docked. Emissions are pre-funded per season and can never exceed the pool. Unstake or claim at any time; rewards transfer untaxed. The pool itself holds MARS, so it earns reflections from every trade; when a season ends, that surplus becomes the next season automatically. Trading volume literally funds the future of staking.Staking is wired into the war: docking requires an open hangar, and your hangar level boosts your effective share, from 70% at level one to 115% at level ten. Hangar levels are bought with MARS, and 60% of that burns, so the emission stream itself feeds the hole.

Season 1 pool180,000,000 MARS · 18% of supply
Emission~989,000 MARS / day, shared
Tier weightLegendary 5x · Epic 3x · Rare 2x · Common 1x
Lockupnone, unstake any time
Claimany time, no cooldown
Season 2starts itself, funded by the pool
Hangar boost65% + 5% per hangar level
D5The War Economy

Defend Mars. Everything you spend feeds the hole.

The Defense Grid is the flywheel. Pilots open a hangar once (a small ETH commission), fly missions against the harvest fleet, and spend MARS on the machinery of war: ship modules, new hulls, hangar levels and extraction rigs. Every MARS spent in the hangar splits the same way, on-chain, every time: 60 percent devoured by the black hole forever, 25 percent into the weekly prize pool, 10 percent to the treasury, 5 percent to the pilot who recruited you.

Missions drop materials: Scrap, Plasma and Void Shards, minted as tokens you can trade or burn into permanent ship enhancements. Your best weekly score lives on-chain, and when the round closes the prize pool pays the board.

The Extraction Bay is the idle wing of the hangar. Twelve classes of mining rig, from the Scrap Pick to the Singularity Loom, each a tradeable token with its own output (alpha) and seat cost (bandwidth). Your hangar level grants four seats per level; seated rigs mine MARS every second from a fixed pool whose rate halves every 30 days. Collect whenever you like. Early rigs drink from the richest stream.

Recruiting is on-chain: share your hangar link and you earn 5 percent of everything your recruits ever spend, forever.

Hangar entry0.002 ETH, once per pilot
Action fee0.0002 ETH per purchase
Every MARS spent60% burned · 25% prizes · 10% treasury · 5% recruiter
Ship modules6 tracks · 10 levels each
Hulls5, from issued to flagship
Hangar levels10 · +2% mission rewards · +4 rig seats
Extraction rigs12 classes · alpha 1 to 9,500
Mining emissionshalve every 30 days
Weekly prizespool pays the leaderboard every round
Recruiting5% of recruit spending, for life
Where every MARS spent in the hangar goes
60% black hole
25% prizes
10%
5%
10% treasury5% recruiter
The fleet · five hulls
MDF-1 Vanguard
VANGUARD
The line holder. Balanced across the board.
Issued
MDF-2 Raptor
RAPTOR
Strike fighter. Fast trigger, thin skin.
25,000 MARS
MDF-3 Bastion
BASTION
Gun barge. Slow, armoured, hits like a wall.
50,000 MARS
MDF-4 Ghost
GHOST
Slips between bolts. Wide salvage field.
100,000 MARS
MDF-5 Sovereign
SOVEREIGN
The flagship. Twin cannons, command armour.
250,000 MARS
The extraction rigs · twelve classes, tradeable
SCRAP PICK
SCRAP PICK
alpha 1 · 1 seat
250 MARS
RUST HOUND
RUST HOUND
alpha 4 · 1 seat
1,000 MARS
VULTURE
VULTURE
alpha 12 · 2 seats
3,000 MARS
TUNNEL RAT
TUNNEL RAT
alpha 32 · 2 seats
8,000 MARS
MAGNETAR RIG
MAGNETAR RIG
alpha 85 · 3 seats
20,000 MARS
PLASMA LEECH
PLASMA LEECH
alpha 200 · 3 seats
45,000 MARS
CORE BORER
CORE BORER
alpha 420 · 4 seats
90,000 MARS
CRYO CRACKER
CRYO CRACKER
alpha 800 · 4 seats
160,000 MARS
VOID SIPHON
VOID SIPHON
alpha 1500 · 5 seats
280,000 MARS
QUASAR LATHE
QUASAR LATHE
alpha 2700 · 5 seats
480,000 MARS
DYSON MITE
DYSON MITE
alpha 4800 · 6 seats
800,000 MARS
SINGULARITY LOOM
SINGULARITY LOOM
alpha 9500 · 8 seats
1,500,000 MARS
The salvage · dropped in battle, burned into ships
SCRAP
SCRAP
Torn hull plating. One enhancement point.
PLASMA
PLASMA
Bottled starfire. Five enhancement points.
VOID SHARD
VOID SHARD
A splinter of the hole. Twenty five points.

Burn salvage into any module track for permanent enhancement points: Scrap is worth 1, Plasma 5, a Void Shard 25.

Ship modules · six tracks, ten levels, what each one does
CANNONS

+60% shot damage per level and a faster firing cycle. The single biggest lever on your kill rate.

HULL

+1 hull point per level on top of your ship's frame. Hull is how many hits you survive.

THRUSTERS

+26 flight speed per level. Speed is dodge, and dodge is life against boss barrages.

MAGNET

+22 pull radius per level. Salvage and power-ups drift to you instead of dying at the screen edge.

SHIELD GEN

Passive shield charges: launch with one at LV3, two at LV6, and the cap rises to three at LV8. Higher levels regenerate faster mid-mission.

MUNITIONS

+3% critical chance per level. At LV6 every bolt pierces through one extra target.

Power-ups · shaken loose from the harvest fleet
RAPID

Cannon cooldown cut to less than half for 8 seconds. Stack it with SPREAD and delete waves.

SPREAD

Two extra forked bolts above and below your line of fire, for 8 seconds.

SHIELD

+2 shield charges on pickup, up to your Shield Gen cap. A charge eats one hit.

REPAIR

+1 hull, and it can overcharge you one point past maximum.

Combos: kills in quick succession build a multiplier, x2 up to x5. Let the chain lapse and it resets.
Hangar bonus: every hangar level adds +2% to mission rewards before they hit the chain.
Bosses: three phases, shields cycling harder each one. Aim for the core, everything else is armour.
Checkpoints: clearing a zone unlocks it as a launch point. Progress is saved on-chain as a short save string, so it follows your wallet.
Escape velocity · outrun the hole, or feed it

Wager MARS and launch. The multiplier climbs from 1.00x as your ship accelerates; eject at any moment to lock in wager times multiplier, but the black hole closes on a hidden point committed before your flight, and if it catches you the wager is devoured. Every launch pays a 1% fee straight through the burn split, the house edge feeds a bankroll, and everything the bankroll grows beyond its target is devoured too, 80% into the hole. Each flight's fate is committed cryptographically before launch and revealed after, so the referee can never move the crash point on you. The hazard climbs with altitude: quick ejects are nearly fair, deep flights fly against the odds, and the curve caps at 100x. It is a casino. Fly accordingly.

Launch fee1%, split 60/25/15 on the spot
House edgeescalates with altitude: ~4% low, brutal past 10x
Bankroll surplusdevoured 80/20, anyone can trigger
Fairnesscommit before launch, reveal after
Cap100x · payouts bounded by bankroll
D6Command Deck

The contracts, live.

MarsToken[ ● deployed ]
0x6f51ff..2452c2
Devoured by black hole--
Total reflected--
Transfer tax3% reflect + 2% liquidity
MarsCollectibles[ ● deployed ]
0x309f04..8a1744
Minted--
Mint price--
Sale--
MarsStaking[ ● deployed ]
0x7feda6..0d80fd
Total emission--
Staked shares--
Reward pool--

* Robinhood Chain testnet deployment.