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Push the line.
Bank the ground.

Two teams, one frontline that bends where you stand. Take a metre and it pays. Spawn with a sidearm, loot something better off the people you kill, and haul crates forward until the line is somewhere it wasn't.

Deploy

No account. No wallet. No download.
You are in the fight in about two seconds.

In the field
Match ends in
Zones held
/
Season

The line drawn down this page is the live front, right now.

The hook

It is not a progress bar.

Most tug-of-war games move one number. Here the frontline is a contour sampled at 26 points down the map. Each point is pushed by the players standing near it, then elastic tension drags its neighbours along.

Bulge
Push hard on one flank and the line visibly bows into enemy territory.
Tension
Punch a hole without support and the neighbouring line drags you back.
Drift
It bends fast, but it can never snap or teleport. Ground changes hands as ground.
Delivery
Bank a crate and the line bends at your position — not everywhere at once.

The line running down this page is that same simulation. Move your cursor near it.

The loop

Six minutes, start to payout.

  1. Deploy

    Pick a loadout and a side, or let it auto-balance you.

  2. Arm yourself

    Everyone spawns on the same weak sidearm. Real guns are found on the map or looted off bodies.

  3. Push the line

    Standing near the front is what moves it. There is no capture button.

  4. Run crates

    Haul ammo forward and bank it to bend the line where you delivered it. Slow and defenceless while carrying.

  5. Take ground

    Cross a zone boundary and everyone who pushed gets paid, split by time spent at the front.

  6. Bank the season

    WAR accrues to an account you already have. Attach a wallet later, if ever.

The field

Everything on the map is free.

Nothing in CryptoWar is bought with money. The heaviest weapon in the game costs only the ground you had to hold to reach it.

Mortar emplacements

Six neutral pits sit on the map. Man one with F and you are rooted in place with a live reticle, steering a ten-shell barrage with your mouse — and standing still and visible for seven seconds while you aim.

Trenches

Six dug lines cut incoming damage by 45%. They give a losing team somewhere to stabilise, which turns falling back into a tactic instead of a collapse.

Team goods

The in-match shop sells supply drops, barricades, smoke, rally beacons and artillery — for your whole side. Everything is consumable, timed and counterable. Nothing is a permanent advantage.

Arsenal

Ten lootable weapons, one starting sidearm. Figures read from the running server.

Weapon Dmg RPM Mag Range Source
Reading from the server…

Five loadouts, all sidegrades

  • Reading from the server…

Seasons and WAR

Spenders fund earners.

Each match's reward pool is funded by what players burned in that match, plus a bootstrap subsidy that decays as the game grows. Emission is a function of what the game consumed, not an open faucet.

What pays

  • Taking groundLargest payout, split by time at the front
  • Banking cratesSteady, repeatable, low per unit
  • Contested killsScaled by proximity to the line and how outnumbered you were
  • Field supportHealing and assists
  • Last standDefending while pinned near your own base
  • First win of the dayOnce, daily

A kill in an empty corner pays almost nothing. That is deliberate — it is the anti-farming lever.

Read this part

WAR is a testnet token. It has no monetary value and none is promised. It exists to make contribution legible and to decide who is eligible for a future airdrop. Season points are the record. Nothing is on-chain yet.

If a token ever launches

Three slices. They add to one hundred.

60% — Launch

Open to everyone at the same time and the same price. No private round, no allocation to sell into you later.

20% — Player airdrop

Earned on testnet, now. Season points from the trial version decide the split, so the people who played the game before it was worth anything get the largest share of it.

20% — Contributor grants

Paid to whoever ships. The game is open source; merged work draws from this pool, sized by what the change was worth to the game.

The three numbers add to one hundred. There is no team slice, no treasury slice and no investor slice, because there is nothing left to put in one.

The board

One board, two fronts.

Taking ground and shipping code are the same activity from the game's point of view: someone moved the line. So they are ranked on one board, paid from two pools, in public.

Ground taken

Season 1 · paid from the airdrop pool

  1. Reading the season ledger…

Patches merged

Paid from the grant pool

  1. No patches merged yet.

    The repository opens with the first season. The first merged change sets the bar for what a grant is worth — and lands at the top of this column.

Anyone can open a proposal. Whoever builds it gets the grant when it merges — not whoever suggested it. Contribution is measured the same way ground is: by what actually moved.

The line is where you left it.

Deploy

No account. No wallet. No download.