◀ MEMPOOL INVADERS

FAIRNESS

NOTHING ON THIS PAGE IS A SUMMARY

Every number that decides a run is printed here in full. If a number in the game disagrees with a number on this page, the page is the bug report.

What this game is not. There is no paytable, no return-to-player figure, no jackpot, no meter, no near-miss, no loss-disguised-as-win, and no random payout of any kind. Not one value below is drawn at random. Every reward in Mempool Invaders is a pure function of what you did — which is why all of it can be published without weakening it.

1 · THE SAUCER TABLE

The saucer's value is never random. It is a frozen 15-entry table, indexed by a counter that advances on every shot you fire — hit or miss — and resets at the start of each wave. Entry direction is the low bit of the same counter: even enters from the right, odd from the left.

INDEX01234567891011121314
POINTS 1005050100150 10010050300100 10010050150100

Composition: five 50s, eight 100s, two 150s and exactly one 300, at index 8.

THE 23RD-SHOT RULE

Fire 22 shots and the pointer sits at index 8. Shot 23 lands on the 300, and every 15th shot after that does the same — shots 38, 53, 68 and so on. The rhythm a wave gives you is 22 · then 14 · then 14. The counter is drawn live in the HUD as a 15-tick ring with the 300 marked, because a mastery layer that requires a 1980 strategy guide is not a mastery layer.

Every SHOT transaction records the table index it advanced to, so this whole layer is auditable from the chain alone — you do not have to take our word for where the pointer was.

2 · THE SPAWN CYCLE

The formation's starting height steps down on a fixed nine-wave cycle and then repeats from wave 10. It never starts below Y=64. The cap is deliberate: difficulty plateaus, so a run is an endurance test with a knowable ceiling rather than an escalation you already know you cannot win.

WAVE12345678910 →
SPAWN Y 12080727272 64646464repeats from 120

Bunkers are never rebuilt between waves. Whatever you eroded in wave 1 is still eroded in wave 6, while the rack starts 56 pixels lower. That is the entire difficulty curve, and it has no numbers in it that you did not create yourself.

3 · THE ALIEN RELOAD TABLE

How fast the aliens shoot back is indexed by your score, not by the wave number and not by a clock. A good player reaches their own cliff earlier because they earned it.

SCORE REACHEDRELOAD DELAYRELATIVE DENSITY
0 – 51148×1.00
512 – 4,09516×3.00
4,096 – 8,19111×4.36
8,192 – 12,2878×6.00
12,288 and above7×6.86

There are three alien shot types. Only one of them — the Rolling shot — tracks your column; the other two are pattern noise. Shots step 4 pixels normally and 5 pixels once eight or fewer aliens remain.

THE MARCH

Rack step interval = clamp(917 ms × alive / 55, 33 ms, 1100 ms), driven by a wall-clock accumulator and never by a frame counter — so a 144 Hz monitor plays the exact same difficulty as a 60 Hz one. Your own kills are what accelerate the thing that is killing you. The rack steps 2 pixels (the last alien 3 right, 2 left) and drops 8 pixels on the step after it touches an edge. You lose when the rack reaches the cannon's row, not the bunker line.

4 · SCORING

TARGETPOINTSNOTE
Bottom two ranks (22 aliens)10closest, fastest to farm
Middle two ranks (22 aliens)20
Top rank (11 aliens)30furthest, slowest — the one bullet is the price
Saucer50 – 300from the published table above
Maximum per rack990(22×10) + (22×20) + (11×30)

Extra base: exactly one per run, at 1,000 points (operator switch: 1,000 or 1,500). There is no repeating extra-life threshold.

Clean-wave streak: clear a wave without any bunker dropping below 90% integrity and the multiplier climbs ×1.0 → 1.1 → 1.2 → 1.3 → 1.4 → ×1.5. The first breach resets it. It is off in PURE '78.

5 · THE TAPE

Every payload broadcast by a run carries the same header, then a body that depends on the kind:

OP_FALSE OP_RETURN <push N>

  'MINV'   4 bytes, ASCII   the app tag
  ver      1 byte           0x01
  kind     1 byte           see the fee table below
  seq      2 bytes, big-endian   the run's monotonic event counter
  body     kind-specific

THE DIGEST

The closing SEAL carries tapeDigest, computed like this:

tapeDigest = sha256( concat( payloads sorted by ASCENDING seq ) )[0 .. 15]
             // 15 bytes = the first 30 hex characters

To verify a run yourself: take the funding txid (the tape root), walk its sub-chains on any block explorer, decode each OP_RETURN, sort by seq, concatenate, hash, and compare against the SEAL. A match is VERIFIED. A missing or reordered event breaks the digest. The replay page does exactly this and nothing more.

The precise scope of the ordering claim. Order comes from the seq field and from the SEAL digest that binds the complete set — not from the spend graph, because a run uses two parallel sub-chains. We are not claiming wall-clock ordering across chains, and we will not pretend to.
And the anti-cheat claim, stated honestly. None of this makes botting impossible. What it does is make a faked score cost exactly what a real one costs: roughly 800 sequentially dependent transactions, broadcast at human cadence, against real block space. The rate is the proof. You will not find a "cheat-proof" badge anywhere in this build, because it would be a lie.

6 · WHAT EACH TRANSACTION COSTS

Fee formula, identical for every kind: max(25, ceil((209 + payloadLength) × 0.12)). You pay the miner. The house takes nothing out of these.

KINDBYTEWHENBODYSATS
SHOT0x01you pull the trigger11 B27
RESOLVE0x02that bullet resolves13 B27
UFO0x03the saucer is destroyed16 B27
WAVE0x04the last alien of a rack dies24 B28
DEATH0x05a base is lost12 B27
CONFIRM0x06a real block landed — off by default15 B27
ECHO0x07THE CHRONICLE's sweep — perk only, batched16 B27
TURRET0x08THE MINTER's turrets — perk only, batched16 B27
WING0x09THE CYBORG's wingman — perk only, batched16 B27
SEAL0x0Athe closing record40 B30
SPLITfan the funding into 2 sub-chains41
SWEEPreturn every leftover sat to you120

WHOLE-RUN ARITHMETIC

RUNINTERACTIONSSATSSUSTAINED
Short — 3 waves, 250 shots50913,910~2.8 tx/s
Median — 5 waves, 400 shots81422,147~3.0 tx/s
Long — 8 waves, 620 shots1,25934,192~3.2 tx/s

A default session funds 250,000 sats — about eleven median runs from one wallet popup. Whatever you do not spend is swept back to your own address when the run ends, and a session abandoned by a page reload is swept on your next visit. Nothing is ever stranded.

THE HOUSE CUT

Session rake: 0 basis points. Every money feature in this build ships switched off, and the rake is one of them. If it is ever turned on, the split becomes a visible second output in your own funding transaction — auditable on WhatsOnChain, per transaction — and the exact number replaces this paragraph on this page before it goes live, not after.

7 · THE METERING RULES

These exist so the game can never flood the relay, and they are hard limits in code, not guidelines:

The one event that removes many aliens at once costs nothing to broadcast. When a real block confirms, the bottom rank lifts off the rack. Those aliens are not kills: they pay zero points and emit zero transactions, in every configuration, because the mempool drained itself and you did not shoot. That is the structural safety guarantee of the whole design.

8 · WHAT RANKED REFUSES

Ships are cosmetic in RANKED, and it is enforced in four independent places rather than promised in one: