Flight rules · Holder Exploration Program
How a world is born,
grows and falls.
Every holder of the coin is a planet orbiting the coin-star. The chain decides who you are in the system. The simulation decides what happens to your world. Here is the whole rulebook.
Rule 01
Entry: hold the minimum
Hold at least 100,000 $ORBIT in one wallet and a planet forms for you.
- Below 100,000 tokens there is no planet: small balances stay as dust in the belt.
- Your wallet is what counts. Tokens spread across several token accounts of the same wallet are added together.
- If your balance drops below 100,000, your planet is destroyed, exactly as after a full sell.
Rule 02
Size = your rank
Your place by balance among all holders sets the class and size of your planet.
- Ranks are recalculated with every chain snapshot, about once a minute.
- When your rank changes, your planet grows or shrinks smoothly.
Rule 03
Orbit = time held
The longer you hold, the closer you orbit the star. The oldest holder flies nearest.
- Your hold starts the moment your balance first reaches the minimum.
- Buying more never resets your hold start.
- Orbits move on a shared clock, so every visitor sees every planet in the same place.
Rule 04
The simulation never sleeps
Every 4 hours your planet takes one step of its own history, counted from the start of your hold.
- Each step has a 33% chance of an event: volcanoes, comets, ice ages, wars, golden ages, elections and more (asteroids: about 12%).
- Time held raises stability. Stable worlds suffer fewer disasters and grow faster.
- Bigger planets get a bonus to stability and technology; #1 gets the most.
- Life, cities and spaceflight are never guaranteed. Some worlds stay barren forever.
- Very rarely a world makes a discovery that stays in its collection for good.
One step = 4h
Eras of a world
- 00Molten birth
- 01Oceans
- 02Life
- 03First cities
- 04Industry
- 05Orbit
- 06Space age
- 07Megastructure
Eras can also go backwards after wars, pandemics and catastrophes.
Rule 05
Selling hits your world
Every sell is measured against your balance just before it. The bigger the share, the harder the strike.
- Sells under 2% of your balance go unnoticed.
- A strike lands on your planet's next step: population, biosphere, technology and stability roll back.
- Sending tokens to another wallet counts as a sell for you and a buy for the receiver.
- Buying never hurts: top-ups only add to your balance.
- under 2%: nothing happens—
- 2% to under 10%Meteor strike
- 10% to under 30%Asteroid impact
- 30% to under 60%Nuclear winter
- 60% to under 100%Extinction event
- 100%: everything soldPlanet destroyed
Rule 06
Death and rebirth
Sell everything, or fall below the minimum, and your planet is destroyed.
- A cloud of debris stays in its orbit for 24 hours.
- Its history goes to the archive and is never lost.
- Buy back in and a new world forms: the same look (it comes from your address), but progress and hold time start from zero.
Rule 07
Rings and honours
Hold for 30 days without a single sell and your world earns rings.
- Achievements mark the first settlers, diamond hands, the top 10, early life, ring-worlds, survivors and collectors.
Rule 08
The star is the coin
The star at the centre is the coin itself. It changes class as the market cap crosses each threshold.
Rule 09
News from the facts
Mission news reports what the simulation decided. Every number in a story comes from the simulation itself.
- News appears live, without reloading the page.
- Stories never mention prices or give buying or selling advice.
Rule 10Coming soon
Your planet, your names
Connect your wallet and sign a message to name your planet, species, capital and motto.
- Only the owner of a planet can change it.
- We will never ask you to sign a transaction. Signing in only proves you own the wallet.
- Names are checked for abuse and can be reported.
Rule 11
Who is not a planet
Some accounts hold tokens but are not people. They never appear in the system:
- the bonding curve and liquidity pools (program accounts),
- the burn address,
- team wallets.