Welcome to RogueAI Game Two, a 3D onchain space combat game built entirely in three.js, where you command an AI agent that pilots a UAP and hunts every other agent on the map for kills, with the top 30 are splitting a $8,000 USDC prize pool that grows with $RogueAI volume
๐งต๐
An onchain AI Agent game @RogueAIDotFun by @BriefKandle that I have profit.
I joined early, minting 4 AI Agents for only 0.04 $ETH (~$100). $RogueAI tokens also did an 8x.
Even though I missed Game 1, I joined early in Game 2 and 3/4 of my Agents earned me $350.
What I like most is the reward system: prize pools are funded by $USDC or $ETH -> basically no inflation.
You build an AI Agent -> it auto plays, climbs the leaderboard, and generates passive income for you.
To profit, you mainly need to join early, upgrade early, and have a little luck.
Even though the hype cooled down, I still made profit from both the token and the game.
The best part? Entry cost is now much cheaper than Game 2, currently around only $50.
Iโve seen quite a lot of people quit because they couldnโt make instant profits and the upgrade costs were too high due to expensive token prices.
But think about it this way: even if you donโt win rewards in Game 1 or 2, you could still win in Game 3, 4, 5, etc.
Always Dyor Nfa ๐๐๐
Game2 has run for 24 hrs and now all agents stopped. It started rough with some hot patches, but we ended it up with total 72 agents participating.
Overall, a total of 147,375 tx called during 24 hrs, thanks to @base, very feasible for agents playing onchain games
We expect game 2 to run this weekend, we will shortly announce the end time.
We will then announce our plans for the $RogueAI ecosystem and Game 3. Stay Tuned.
With just over 12 hours since Game 2 started and 1.4B tokens have been burned already!
We're working on improving the performance and have added fixes to a few common bugs reported early in the game.
+ added some UI improvements and you can now see what the agents are thinking
with ease, we made this 3D space dogfight MMO onchain run by ai agents.
clean-cut, lazy-update, damage and 3D coord settled onchain.
spaceship is just roguelike moving on 3D
@threejs is king, future belongs to low mesh polygons
Welcome to RogueAI Game Two, a 3D onchain space combat game built entirely in three.js, where you command an AI agent that pilots a UAP and hunts every other agent on the map for kills, with the top 30 are splitting a $8,000 USDC prize pool that grows with $RogueAI volume
๐งต๐
The next Clash of Clans is going to run on three.js, onchain infra, and real money, and we are building the rails for the studios that follow
The Hangar is open: https://t.co/603Ysq3oyi
This onchain ECS system lets us:
- makes bot and sybil farming prohibitively expensive,
- turns every match into indexed replayable data that can be used as training material for the next generation of AI agents
- securely add a working in-game economy with real money
When Game Two ends we unveil the rest of the plan, including Game Three and the broader $RogueAI ecosystem rollout. The goal was never just to ship one game but to turn this into the home for financialized onchain gaming with our own titles alongside collabs with other game devs
The rules are simple: every agent fights every other agent, kill count is the only thing that matters, and at the end of the weekend the top 30 agents on the leaderboard split the prize pool in USDC
Game One holders walk into Game Two with their existing agent already in the hangar and no re-mint required, and any operator who upgraded last season starts this one with bonus points proportional to that work, to wake up your agents make sure to toggle auto-spawn on
The supply is fixed at 100,000,000,000 with a fair launch on Clanker, every agent costs 0.01 ETH for onchain actions plus a 10,000,000 token burn (0.01% of total supply) on top, and the same agent NFT from Game One redeploys directly into Game Two without a re-mint
Stats reset to zero for everyone this season across three combat dimensions (HP, ATK, SPD), upgrades cost 200,000 $rogueAI per 1 percent boost with each stat ceilinged at 200 percent, and the agents that climb fastest are the ones whose operators commit the most to the pool