the shop

Wait less. Catch more.

Three things you can buy, and each one changes a number you can point at. You pay in $GRASS plus a little ETH, from the wallet you play with.

How the prices work

  • Prices are in dollars.
    The $GRASS amount is worked out from the pool as this page loads, and held for fifteen minutes once you tap Buy.
  • Half of every price is burned.
    The other half goes to the shop wallet, on the chain, where you can watch it arrive.
  • Real stock costs double.
    A boost that hands you a fragment costs twice what that fragment costs us. One that does not costs a couple of dollars.
The rule, in one sentence

If your day cannot end with more stock in it, the price is what it is worth to you, and that is a couple of dollars. If it can, you pay twice what that stock costs us, because half of every price is burned and the other half has to cover the fragment.

Same haul, your way

Nothing extra leaves the vault.

  • The Alarm

    Lasts: one door, once
    $4

    Standing at a door that is asleep? Tap catch anyway and this wakes it, for you only. It spends one of your six, so it moves a catch rather than adding one.

    Door wakes in
    10 minnow
    You pay 730 $GRASS + 0.0003 ETH
    For the curious: what it changes and why it costs that
    the setting
    CLAIM.spawnCooldownS, skipped for one wallet at one door, once
    src/lib/antiCheat.ts checkSybil, spent in recordClaim
    what it costs us
    Nothing where there is another door nearby, because you spend one of your six either way. Where there is not, it turns a wasted walk into a catch, which is the one case it is not free, and why it costs four rather than two.
    what a farm does with it
    It buys the right to stand still, which is the one thing the per-spot cap already punishes.

Catch more

You pay for the stock. Twice.

  • Second Wind

    Lasts: rest of the day
    $15

    Thirty minutes between catches instead of two hours, for the rest of the day. Your six were always there; this is what lets you actually go and take them.

    Wait between catches
    2 h30 min
    You pay 3,210 $GRASS + 0.0003 ETH
    For the curious: what it changes and why it costs that
    the setting
    CLAIM.cooldownS, 2 h → 30 min, one wallet, until UTC midnight
    src/lib/geo.ts
    what it costs us
    Real, and this is why it is the dearest thing here. Six catches two hours apart need ten hours of daylight, so almost nobody reaches the cap; at thirty minutes they do, which is two or three fragments that would not otherwise have left the vault. Half of fifteen covers two of them.
    what a farm does with it
    A fleet already runs on a metronome and pays fifteen dollars for a rhythm it had for free.
  • One More

    Lasts: today
    $10

    A seventh catch today, past your daily six. You are handed a real fragment, so you pay twice what the dearest one costs.

    Catches today
    67
    You pay 2,080 $GRASS + 0.0003 ETH
    For the curious: what it changes and why it costs that
    the setting
    CLAIM.perAddressPerDay, lifted by exactly one, one wallet, one day
    src/lib/geo.ts, api/claim/route.ts
    what it costs us
    A fragment is 2.13 to 4.93 dollars of stock. Ten is twice the dearest, so the half that is not burned covers whichever one falls.
    what a farm does with it
    A fleet buying this pays us double for stock it then holds. That is a customer, and we should take the money.
where the money goes

Half of it stops existing.

$GRASS
50% burned50% shop wallet
ETH
50% burned50% shop wallet