Computers RH is LIVE. ๐๏ธ
Official $CRH Contract:
CA: 0xd421141b9d6afa274572a747e9a3fdd24ba8c400
๐ https://t.co/r6lTvVBEyS
At launch, 60% of the total supply was purchased through the dev buy and sent directly to the reward pool.
The reward contract will automatically distribute 10% of the current pool every day to players.
All in-game prices are fixed in USD and every purchase is made with $CRH
60% of every token spent in-game goes back into the reward pool, adding to the following dayโs rewards.
The island is open.
See you in-game. ๐ฅ๏ธ๐
It's been almost a month since I launched Computers RH.
My first project. My first game. And probably one of the biggest learning experiences of my life.
I've wanted to write this for a while.
I did some things right. I did a lot of things wrong. I made decisions I'm proud of, and others I genuinely regret.
I tried my best to manage everything, but the reality is that I was inexperienced. Sometimes I reacted too slowly. Sometimes I made the wrong calls. And sometimes I didn't realize something was a mistake until I saw the consequences.
I want to talk about all of it. The good, the bad, what I learned, and what I'd do differently if I could start over.
Maybe this will also help someone preparing to launch their first game.
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๐ฅ๏ธ HOW COMPUTERS RH STARTED
The idea actually came from something very simple.
I built a PC in real life.
I enjoyed choosing the components, putting everything together, and seeing the final result so much that I thought: why not make a game out of this?
That's how Computers RH was born.
I wanted to create something different from the usual P2E games.
Look around the space. Most projects follow one of the same few concepts: mining, farming, or some kind of RPG/combat game.
There's nothing wrong with those genres, but I wanted something that felt different.
A cozy, pixel-style 3D world where you could build your own computers, choose individual components, manage electricity, cooling, efficiency, and earn tokens through your setups.
I genuinely don't know of another game, even in Web2, that combines this particular visual style and detailed PC-building gameplay in quite the same way.
I believed in the concept from the beginning.
And it turned out that a lot of people liked it too.
โโโโโโโโโโ
๐ THE LAUNCH, AND MY BIGGEST MISTAKES
Let's start with the biggest one.
I shared the token contract address 13 minutes late.
There's no excuse for this. It was a serious mistake.
On launch day, I ran into server issues while deploying the game. I couldn't get everything working properly, and I was struggling to connect the token to the live game.
Instead of publishing the CA immediately after creating the token, I focused on fixing the game.
That was completely the wrong decision.
I had also made a roughly 2โ3 ETH purchase from the dev wallet. Snipers noticed the transaction and started buying.
By the time I finally shared the contract address, the token had already reached around $300K market cap.
People who were waiting for the official announcement had lost the opportunity to enter at the beginning.
I understand exactly why this created distrust.
The game not working should never have been a reason to delay sharing the CA. Those are two completely separate things.
I should have published it the moment the token was created, regardless of whether the game was ready.
If I ever launch another token, the CA will be public immediately. Not 13 minutes later. Not one minute later. Not even five seconds later.
That's one lesson I'll never forget.
Unfortunately, it wasn't the only launch mistake.
Before launch, the documentation included $1 and $5 PCs.
But one day before launch, I decided to remove them.
Looking back, changing something that important right before launch, without properly communicating it, was a terrible decision.
When the game finally launched, players first encountered a bug on the opening screen that prevented them from entering for around 10โ15 minutes.
Once I fixed that, they discovered there was a $2 entry fee.
And after paying, they found out that the $1 and $5 PCs they had seen in the documentation were gone, and the cheapest PC now cost $25.
Imagine experiencing all of that as a new player.
Of course people were upset.
I created unnecessary FUD myself, simply because I hadn't prepared and communicated things properly.
I reacted quickly afterward.
I removed the entry fee, refunded everyone who paid the $2, and brought back the $1 and $5 PCs.
But fixing something afterward doesn't erase the damage to the first impression.
A good launch isn't just about having a good game. It's about being prepared, communicating clearly, and making sure players know exactly what they're getting into.
And I learned that the hard way.
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โ๏ธ GAME BALANCE AND COMMUNICATION
Another major mistake involved the $25 PC.
Computers RH has detailed mechanics for temperature, efficiency, maintenance, electricity consumption, and component performance.
All of these are based on formulas. In general, more expensive setups were designed to be more efficient.
But I eventually noticed that the $25 PC didn't fit the balance I had intended.
So I changed its hashrate.
The problem?
More than 90% of players owned this PC, and I made the change without announcing it beforehand.
That was a huge mistake.
Even if I believed the change was justified mathematically, players had already spent money based on the original values.
I should have explained the problem, announced the proposed change, and given everyone time to understand what was happening.
Instead, players saw their earnings change unexpectedly.
Naturally, that created another wave of FUD.
I eventually reverted the hashrate to its previous value.
This taught me something that seems obvious now:
When players spend real money on your game, you cannot treat balance changes like you're adjusting numbers in a private test environment.
Communication is just as important as the balance itself.
I also received a lot of feedback about upgrade and construction times being too long.
I shortened them, and the response was immediately positive.
Sometimes a relatively small change can make the entire experience feel better.
The important thing is listening before frustration builds up.
โโโโโโโโโโ
๐งฉ THE GAME WAS TOO COMPLICATED FOR MANY PLAYERS
This is another lesson I want to share.
I spent a lot of time building detailed systems.
Different motherboards, CPUs, GPUs, RAM, coolers, cases, power requirements, temperatures, efficiency calculations, maintenance, and so on.
As someone who loves technology and PC building, I thought all of this depth was amazing.
And for players who understood PC hardware, it was.
But I underestimated how overwhelming it would be for everyone else.
Players could buy components that weren't compatible with their existing setups.
And initially, there wasn't a good way to exchange those components if they made a mistake.
I eventually introduced a trade-in system, allowing players to exchange components while accounting for their previous purchase.
But that should have existed from the beginning.
I could also have implemented a PC-building wizard, compatibility warnings before purchases, or a much simpler upgrade experience for players who didn't want to learn every technical detail.
Looking at the data, over 90% of players preferred buying prebuilt PCs rather than building everything component by component.
That tells me a lot.
I was building the game around something I personally enjoyed, without fully understanding how most players wanted to experience it.
More mechanics don't automatically mean more fun.
A game can have incredible depth, but the basic experience still needs to be simple, intuitive, and enjoyable.
If I ever build another game, I'd keep the depth for people who enjoy it without forcing everyone else to deal with unnecessary complexity.
โโโโโโโโโโ
โณ THE SYSTEMS I INTRODUCED TOO LATE
Over time, I added a lot of features.
Overclocking, GPU upgrades, gacha packs, staking, new claim rules, and more.
Some of these made the game significantly better.
But looking back, I made another important mistake:
I focused too much on adding mechanics after launch instead of making sure all the essential systems were ready before launch.
One example was the Social Pot.
One of the biggest challenges for any P2E game is consistently attracting new players.
A system that rewards people for creating content and talking about the game can help bring new attention to the project every day.
I implemented this much later.
It should have been ready from day one.
The same applies to the feedback system.
For most of the early period, I was trying to collect feedback through DMs, while receiving more messages than I could realistically handle.
Eventually, I added an in-game feedback system.
But by then, I had already missed a lot of valuable feedback.
I also didn't create a Discord or Telegram community before launch.
This was a major weakness.
Computers RH grew almost entirely through my personal X account and the project's account.
That worked surprisingly well for generating attention, but it wasn't enough to manage a growing player base.
There was no dedicated place for players to communicate, ask questions, report problems, or easily receive updates.
And I was trying to handle almost everything myself.
If there's ever a next time, I'd want a proper community before launch, an experienced community manager, and clear communication channels from the very beginning.
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๐ฐ THE ECONOMY
I also made mistakes with the game's economy.
Initially, claiming rewards had almost no restrictions.
Later, I introduced claim taxes and other rules to help manage token emissions.
Those systems should have been designed and communicated before launch, not introduced reactively.
I also eventually implemented better incentives for players to keep tokens circulating inside the game instead of immediately claiming and selling them.
For example, encouraging in-game spending by removing certain claim-related costs.
Again, something that should have existed from the beginning.
The bigger lesson is that adding new features and token sinks after launch cannot completely replace a well-designed economy.
I learned how important it is to think about emissions, player incentives, retention, and long-term sustainability as one connected system.
Not as separate problems to fix later.
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๐จ NFTS: ANOTHER DECISION I REGRET
This is one of the biggest things I would change.
I made the NFT mint free.
And I scheduled it after the game launched.
Looking back, I believe both were mistakes.
Several experienced founders in the space reached out before launch and told me I was approaching the NFT release the wrong way.
I didn't listen.
Maybe I was too attached to my original plan. Maybe it was pride. Maybe I simply didn't have enough experience to understand their reasoning.
Probably a combination of all three.
What I understand now is that a reasonably priced NFT mint before launch, with transparent funding and delivery plans, could have given the project a proper budget.
A budget for better infrastructure, professional testing, community management, additional developers, and a much smoother launch.
Instead, I chose to make the NFTs free and release them after much of the initial hype had already disappeared.
And despite all of that, the NFTs still generated over $20K in secondary trading volume.
Some rare NFTs sold for more than $100.
Even though the mint was free, and even though the token's market cap had already fallen significantly.
Imagine what the NFT launch could have looked like if it had happened at the right time, with the right preparation, while interest was at its peak.
Of course, charging for an NFT isn't automatically the right decision for every game.
But in my situation, I genuinely believe a properly planned pre-launch mint could have made a big difference.
And I ignored that opportunity.
โโโโโโโโโโ
โ WHAT DID COMPUTERS RH DO RIGHT?
After all these mistakes, it might sound like I did everything wrong.
But that's not true.
I'm genuinely proud of what I built.
Computers RH was different.
It had its own identity, its own visual style, and gameplay that stood out from most projects in the space.
And I think that's one of the biggest reasons it attracted attention so quickly.
My first tweet about the game received around 250K impressions.
The Early Access application tweet reached almost one million impressions.
More than 30,000 people applied for Early Access.
Think about that.
It was my first project, built around an idea I got after assembling a PC in real life.
And tens of thousands of people wanted to try it.
That's something I'll always be proud of.
We also reached #2 on PlayToEarn and gained a lot of attention across the space.
Some players even purchased PCs worth $15,000 in-game.
I doubt some of them have PCs that expensive in real life. ๐
And many players who got into Early Access immediately managed to recover their initial spending and make a profit.
Some people spent only a few minutes filling out an application form, got access on the first day, and benefited enormously from being early.
But I also know that not everyone had that experience.
Players who entered later faced a very different situation.
I don't want to celebrate the people who made money while ignoring those who lost money or were disappointed.
Both are part of the story.
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๐ฃ MARKETING AND COLLABORATIONS
Another thing I'm happy with was how we approached marketing.
I didn't want the project to become a constant stream of random giveaways.
We only ran around two or three Twitter giveaways.
I preferred selective collaborations, especially with other gaming projects and communities that were actually interested in what we were building.
We also rewarded people who submitted content about Computers RH through our platform with whitelist allocations for the NFT launch.
And we received a lot of support from creators and communities.
Looking back, I think the project's strongest marketing asset was simply that it looked and felt different.
People wanted to share it because the game itself was interesting.
That's much more valuable than trying to manufacture attention around something that isn't ready.
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๐ ONE THING I WANT TO MAKE CLEAR
I've seen projects in this space raise hundreds of thousands of dollars from NFT mints, sometimes months before releasing a game.
I've also seen projects launch with barely functional gameplay, little testing, or economies designed almost entirely around extracting as much value as possible.
I never wanted Computers RH to be that kind of project.
For every token spent inside the game:
โข 20% was burned.
โข 20% went to the treasury.
โข 60% returned to the reward pool the following day.
I never sold a single token from the treasury.
The NFTs were free.
Apart from the Pons-related fees, I didn't generate revenue by selling the game's token or NFTs.
I wanted the value generated inside the game to support the game's economy.
That doesn't mean the economy was perfect. Clearly, it wasn't.
And it doesn't mean the project was successful for every player.
But I think it's important to distinguish between making mistakes while genuinely trying to build something and deliberately launching something with no intention of delivering.
I made plenty of mistakes.
But I actually built and delivered the game.
And when something went wrong, I tried to fix it.
โโโโโโโโโโ
๐ง WHAT THIS EXPERIENCE GAVE ME
Before Computers RH, I had never launched a project like this.
I did almost all the testing myself.
There was no proper external testing team, no experienced launch team, and no established community infrastructure.
Just me, trying to build and manage something much bigger than I had ever handled before.
That was a mistake in itself.
But things are different now.
There's a group of players who genuinely enjoyed Computers RH and have told me they'd be willing to test anything I might build in the future.
People who understand the product, know what can go wrong, and aren't afraid to give honest feedback.
If I build something again one day, I wouldn't do it alone.
I'd want proper testing, more people involved in development, a community manager, a Discord established before launch, clearer announcements, and much better preparation.
I also had opportunities I never expected.
I applied to the Pons Builder program and got selected.
I met founders, creators, and people who have been building in this industry much longer than I have.
I presented my project to people from different parts of the world, doing my best with my English.
Every conversation taught me something.
Every mistake taught me something.
Even dealing with FUD, criticism, angry messages, and difficult decisions taught me things I couldn't have learned by simply reading about them.
And most importantly, I now have real experience.
Not theories.
Not hypothetical simulations.
Real experience from launching a game, attracting thousands of players, handling real money, dealing with unexpected problems, and seeing how people actually behave.
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๐ญ IF I EVER BUILD AGAIN
If there's one thing I've learned, it's that having a great idea isn't enough.
Execution matters.
Testing matters.
Communication matters.
Timing matters.
And trust matters more than anything else.
I can't promise that I'll never make another mistake.
Anyone who builds something new will make mistakes.
But if I ever start another project, I won't approach it with the same lack of experience I had when I started Computers RH.
I know what went wrong.
I know what should have been ready before launch.
I know which systems mattered most, which mechanics were unnecessary, and how important the player experience really is.
And I know how much it matters to have people around you who can help make the whole process better.
I don't know when, or if, I'll build another game.
But if I do, I'd want it to be better in every meaningful way.
Better gameplay. Better visuals. Better economy. Better testing. Better communication. Better launch execution.
I used to think about reaching $5M.
Today I'd aim for something that deserves to reach $15M, maybe even $30M.
Who knows?
But none of those numbers matter if the product isn't good enough to earn people's trust.
I wouldn't want to repeat Computers RH.
I'd want to take everything it taught me and build something far beyond it.
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๐ AND FINALLY, THANK YOU
To everyone who played Computers RH, supported it, shared it, applied for Early Access, created content, gave feedback, or simply believed in the idea.
Thank you.
And to those who had a bad experience, lost money, or felt disappointed by some of my decisions: I understand the criticism.
There are things I should have handled differently, and I take responsibility for them.
Computers RH was my first project.
It wasn't perfect. Far from it.
But it was real, it was different, and it taught me more than I could have imagined.
And to me, that experience is worth more than money.
If you're building your first game, I hope you can learn something from my mistakes without having to experience all of them yourself.
Whatever I do next, I'll carry this with me.
โ 0xArtix
Updates on ComputersRh๐
YOUR GAME CREDIT HAS A CARD.
Social Pot wins, the week's prize and scrapped parts are one balance, and it is now in Rewards & Claim where you can see it.
You no longer have to open the Social Pot panel to find your own money.
It is spent in the game and never withdrawn, as it always was.
SPARE PARTS BECOME CREDIT.
Inventory โ pick a part you do not use โ Scrap for credit.
You get 80% of what the market asks for that part today, so if a sale is running the part is worth less too. Installed parts, free starter parts and pack parts stay out of it, and a graphics card with GPU Workshop levels is kept out as well.
Merge that one instead.
A scrapped part is gone for good.
"WHERE DID MY TOKENS GO?"
One screen, opened from your credit card: all your island has mined, all you claimed to your wallet, all you paid and how (wallet, rewards or credit), all the credit that came in.
Then every movement, one by one, newest first.
Every one of these came out of the feedback box.
Please keep writing.
https://t.co/RBb7399gCU
๐ ๏ธ Fixed: your pot credit can be spent
If you won a Social Pot day or a place in the week's top 50, "Pay with pot credit" was missing from the checkout. It is there now.
Pick anything on your island.
And choose Pay with pot credit. No claim tax, no wallet, no gas.
Thank you to everyone who wrote in from the feedback box.
๐ The Social Pot has paid the days it missed
Ten game days had closed without paying anyone.
All ten are now paid: 12,072,970 tokens of game credit to 67 players.
Nobody was paid twice, and every winner was someone who had never won before.
From now on the pot pays out every day, automatically.
๐ฅ๏ธ New: the week's top 50 spenders each win a $25 PC
Every week, the 50 biggest spenders of that week each win $25 of game credit โ the same prize for every place. That buys a strong prebuilt PC, where the median one sells for $5. Spend it on anything on your island: a PC, parts, energy, repairs.
The first week is already paid, to 50 players.
๐ Updates from the feedback box
โข An overclock has its own line on your hashrate now, with the time left
โข When it runs out, the line stays and tells you โ that drop used to happen with nothing to explain it
โข Your raid shows even while it is taking 0 H/s, and says why
โข The Social Pot button no longer slides off a short screen
All of it came from the bubble beside the gear. Keep them coming.
๐ The Social Pot has paid the days it missed
Ten game days had closed without paying anyone.
All ten are now paid: 12,072,970 tokens of game credit to 67 players.
Nobody was paid twice, and every winner was someone who had never won before.
From now on the pot pays out every day, automatically.
๐ฅ๏ธ New: the week's top 50 spenders each win a $25 PC
Every week, the 50 biggest spenders of that week each win $25 of game credit โ the same prize for every place. That buys a strong prebuilt PC, where the median one sells for $5. Spend it on anything on your island: a PC, parts, energy, repairs.
The first week is already paid, to 50 players.
๐ Updates from the feedback box
โข An overclock has its own line on your hashrate now, with the time left
โข When it runs out, the line stays and tells you โ that drop used to happen with nothing to explain it
โข Your raid shows even while it is taking 0 H/s, and says why
โข The Social Pot button no longer slides off a short screen
All of it came from the bubble beside the gear. Keep them coming.
๐ ๏ธ Updates on Island
๐ฅ The token burn, in the open
20% of every token purchase is burned to the chain's dead address, for good.
The Rewards window now shows the total burned and what went today, and the link beside it opens the block explorer, so the figure is the chain's, not ours.
๐ Your hashrate, line by line
Hover the HASHRATE card at the top of the screen, or tap it on a phone, and it shows what the number is made of:
Your PCs and how many of them are mining, the island bonus with its matched PCs and your Island Level, the NFT boost and the first 500 H/s it counts on, your stake multiplier with the time left on the lock, and what running raids take or give.
The rows add up to the number on the card.
๐ The Daily Social Pot pays game credit
A win is now credit you spend on your island.
Pick "Pay with pot credit" at checkout, instead of tokens sent to your wallet.
Plainly: that credit cannot be withdrawn, and spending it does not count toward Top Spenders. The reason is that every token the pot has paid so far went straight out of the game. As credit the prize keeps its full value where you play.
๐ง Merge a spare graphics card
A loose card can be merged into one already in a PC: the card you keep gains half the loose card's speed as permanent extra hash. The fee is three days of what that extra hash earns, and a card never carries more than its own speed, so a card can at most double.
๐ฑ Two faults fixed
The STAKE tile is back on a phone held sideways, where the raid tile had pushed it off the bottom of the screen. And NFT activate and fuse no longer fail with "the price check expired"
The game now takes a fresh price check after your wallet's approval step, instead of letting the first one run out while you confirm.
๐ https://t.co/RBb7399gCU
4-DAY INVITE RACE is LIVE ๐
$1,000 for the top 10 inviters
โ Share your invite link (REFERRALS on your island)
โ A friend counts when they spend $25+ in the game during the race
โ Top 10 share $1,000 in tokens: $300 / $200 / $150 / $100 / $80 / $60 / $40 / $30 / $20 / $20
โ Live board: LEADERBOARD โ Invite race (you need your own PC to rank)
Best time to invite: new players get their FIRST PC 50% OFF, up to $100 ๐
โข Seed $25 โ $12.50
โข Sprout $50 โ $25 (that alone counts for the race)
โข Grove $500 โ $400
๐ฃ The Daily Social Pot keeps paying too: post about the game on X, tag @ComputersRh and add your invite link.
The team picks the 10 best posts every day.
Go ๐
https://t.co/alhRUTo44M
Island Raid ยท first hour on recap โ๏ธ
68 raids, by 41 different islands.
65 islands hit:
All within ยฑ20% hash range, so nobody punched down.
5,563 H/s changed hands.
How they ended:
46 success ยท 3 jackpots ยท 10 defended ยท 9 counterattacks
72% landed.
The Defense Tower and the Island Shield did the rest.
What players played:
41 Quick ยท 14 Power ยท 13 All-In
And 54 Island Shields bought in the same hour.
Defence is selling about as fast as attack.
Your island is already mining. Now it can be a target.
๐๏ธ https://t.co/1CoPCO6zg8
Island Raid is live. โ๏ธ
Let's compete with other players, online.
Press RAID on your island.
The game picks you a target itself.
An island whose hash record is within ยฑ20% of yours. One raid per island per 24h, two running at most.
Pick a card. Each costs a share of the target's own daily mining, in tokens:
โ๏ธ Quick ยท 5.6% โ 66% to take 25% of its H/s
โ๏ธ Power ยท 7.5% โ 49% to take 50%, or a Counterattack
โ๏ธ All-In ยท 8.0% โ a 12% Jackpot for 90%, or a Counterattack
Win and that hashrate mines for you for 12 hours, then goes home. No tokens are minted.
A raid moves hashrate, it doesn't create it.
Your gain is exactly what the other island stops earning.
So defend:
๐ฏ Defense Tower
9 levels, each cutting every raid's success chance by 6%. At Lv 9 raids on you land less than half as often. A builder job, priced in days of your island's mining.
๐ก๏ธ Island Shield
6h, 12h or 24h from 0.5% of a day's earnings.
Stops raids outright.
And nobody gets farmed: raided islands get a free 12h Shield, a Counterattack shields the raider, new islands are safe for 72h, and no island can lose more than 90% of its H/s at once.
Your island is already mining. Now it can be a target.
๐๏ธ https://t.co/1CoPCO6zg8
Two updates, live now for ComputersRH
Stake: your lock boosts your island's first 500 H/s in full. 7-day lock, 500 H/s island = +150% hashrate.
Rewards: spend your unclaimed rewards in the shop and pay 25% less than from your wallet. A $25 pack is $18.75. No claim tax, no gas.
4-DAY INVITE RACE is LIVE ๐
$1,000 for the top 10 inviters
โ Share your invite link (REFERRALS on your island)
โ A friend counts when they spend $25+ in the game during the race
โ Top 10 share $1,000 in tokens: $300 / $200 / $150 / $100 / $80 / $60 / $40 / $30 / $20 / $20
โ Live board: LEADERBOARD โ Invite race (you need your own PC to rank)
Best time to invite: new players get their FIRST PC 50% OFF, up to $100 ๐
โข Seed $25 โ $12.50
โข Sprout $50 โ $25 (that alone counts for the race)
โข Grove $500 โ $400
๐ฃ The Daily Social Pot keeps paying too: post about the game on X, tag @ComputersRh and add your invite link.
The team picks the 10 best posts every day.
Go ๐
https://t.co/alhRUTo44M
PAY WITH REWARDS is live ๐ฐ
Your unclaimed rewards can now buy things in the game directly without any fees:
โ No claim tax
โ No wallet popup, no gas
โ Delivered instantly
โ PCs, Island Levels, GPU Workshop, packs, builder jobs and more
โ Same price as paying from your wallet (sales apply too)
At checkout, pick "Pay with rewards" ๐
https://t.co/alhRUTo44M
9 days ago I launched my first game.
Here's where Computers RH stands today. ๐๏ธ
๐ 10,162 wallets connected
โ๏ธ 2,949 players mining on their own islands
๐ธ $366K+ spent in-game across 40,000+ on-chain purchases
๐ฅ 85.3M tokens burned (20% of every purchase)
๐ 402M+ tokens mined & claimed by players
๐ค 4,516 players joined through referrals
๐ผ๏ธ 3,333 NFTs free-minted ยท 1,882 holders
๐ $22.8K NFT volume on OpenSea ยท 222 fusions
Thank you to everyone building an island with me. ๐
Let's keep going.
https://t.co/Sepd9GfDt4
๏ฟฝ๏ฟฝ TRADE-IN is live
Want a stronger PC without losing what you already built?
โ Your old PC counts at its FULL Market price
โ You pay only the difference (sales apply)
โ Your GPU levels come with you: same extra hashrate, kept exactly
โ New PC lands on the same desk (or in storage), skins go back to your inventory
โ You see the exact price before you confirm
No price cuts: early buyers keep the full value of their PCs ๐ค
Open TRADE-IN on the left of your island ๐
https://t.co/alhRUToBUk
Iโm happy about my first reward; it will allow me to build a third computer with a higher-quality system, which in turn will nearly double my earnings. ๐ฅณ
For those who havenโt joined yet, Iโve left the link below. ๐ฅ
@ComputersRh
https://t.co/Qz0n2FTZLt
๐ Island Levels & GPU Workshop now go to 50
๐๏ธ Island Levels 12โ50
โข +2% island hash each โ up to +114% (max island bonus +162%)
โข Each level costs a few hours of YOUR island's mining (6โ12 h)
โข Quick builds: 45โ90 min ยท Level 1 โ 50 in about 4 days
๐ฎ GPU Workshop Level 50
โข Levels 21โ50: +5% each โ up to +275% card hashrate
โข A try = 20% of the card's day at Lv 0, then 25%
โข 2 h per try from Level 10 ยท cards at Level 20 keep climbing
๐ก Alpha: the Island Hall level is the only upgrade that boosts your WHOLE island's hashrate (every PC), not just one card.
Run 2+ matched PCs and climb it first.
๐ก๏ธ Bought levels small and added big PCs later? One tap on "Cover new hash" extends your level bonus to all your hash.
No dollar prices. Climb and pass everyone ๐
https://t.co/alhRUTo44M
Where do you activate your NFT?
Right on your island ๐
1. Click your profile (top-left, next to LEADERBOARD)
2. Tap NFT boost
3. Press Activate and confirm in your wallet
$2 fee in game tokens ยท one NFT boosts at a time
D +5% ยท C +10% ยท B +20% ยท A +40% ยท S +80%
๐ฎ Play: https://t.co/alhRUTo44M
๐ผ๏ธ Collection: https://t.co/v6WElcnoFN
๐๏ธ Builder update is LIVE
Plots, Power Levels, GPU Upgrades and Island Levels are no longer priced in dollars.
Every upgrade now costs a few hours of what YOUR island mines ๐
โข Desk 2 โ ~6 h of your mining
โข Island Level 2 โ ~12 h
โข Island Levels 4โ10 โ ~6 h each
โฑ๏ธ Build times are unchanged
๐๏ธ Small islands can finally grow
How it works
โข Priced on your island's highest-ever hashrate
โข Paid in tokens, locked in when you queue the job
โข Big upgrades have a minimum price, so brand-new islands can't skip the ladder
โข The 25% sale applies too, until Oct 17, 15:47 UTC โณ
Also live since yesterday โก
โข Electricity = just 5% of what your PCs mine
โข Care (fans, paste, repairs) = 10% of a PC's earnings, no minimum fee
โข Overclock & GPU Workshop: no minimum fee
โข Every island got 48 h of FREE energy ๐
๐ฎ GPU Workshop now goes to Level 20
โข Max level 10 โ 20 (Level 20 = +125% card hashrate)
โข Tries are 2โ4ร cheaper: 20% of the card's daily mining at Level 0, 25% after
โข Cards already at Level 10 can keep climbing
๐ฅ 3.06% of the NFT supply is already burned (102 NFTs)
๐ฅ 8.06% of the total $CRH supply is burned (80.5M)
Supply of the NFTs now: 3,282
S 33 ยท A 84 ยท B 239 ยท C 725 ยท D 2,201
๐ฅ Fuse: https://t.co/sLqj5OmTt2
๐ Trade: https://t.co/mBcRR2wMYJ