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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.
Wallet balance100,000 $ORBIT
0100,000200,000
DustWorld forms

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.
Supergiant#1
Gas giant#2–10
Ice giant#11–50
Rocky world#51–200
Asteroid#201+

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.
Oldest holdersNewest holders

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

  1. 00Molten birth
  2. 01Oceans
  3. 02Life
  4. 03First cities
  5. 04Industry
  6. 05Orbit
  7. 06Space age
  8. 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.
  1. under 2%: nothing happens—
  2. 2% to under 10%Meteor strike
  3. 10% to under 30%Asteroid impact
  4. 30% to under 60%Nuclear winter
  5. 60% to under 100%Extinction event
  6. 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.

M · Red dwarfunder 100K
K · Orange dwarfunder 1M
G · Yellow dwarfunder 10M
F · White starunder 100M
O · Blue giant100M and above

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.