You land on Mars with one pickaxe and ten minutes of air. Mine ice, sell it, build a hab, survive the Dunes.
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The fence is open.
$MGARD is live on Robinhood Chain. Fair launch, 0% team allocation, no presale, and a game that was already running before the pool existed.
Hold 10,000 to lift the level cap, open the Dunes, and turn your deaths into recoverable wrecks instead of losses. 24 hours of holding unlocks the market and the guild bank.
Everyone still lands with the same pickaxe. The door is just open now.
https://t.co/AUxZ3i4UbD
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Guilds are live. Press U, found a crew, and pool what you carry.
Founding a guild burns $MGARD, so a guild is a token sink like everything else here. Once it stands, it has one thing solo colonists do not: a shared bank. Members deposit credits and cargo straight out of their own inventory, the leader hands it back out, and every deposit and withdrawal is written to a ledger everyone can read. No trust on faith, just a record.
The bank never mints a single credit. It only holds what colonists put in, and on disband the whole thing returns to the leader, nothing destroyed. The credits inside are the everyday in-game unit. They become $MGARD only when a winner sells them on the market, where the five percent fee reaches the treasury. So a guild is a reason to grind together, and grinding together feeds the same burn everything else does. Found the first one. $MGARD
The leaderboard is live at https://t.co/wDHJhwnP4j, and it just grew a Storm Season.
Season 1 is Storm of Drones. Destroy the most rogue drones in the Dunes over seven days and the board crowns you. The trick is the baseline. Your season score is only what you add after the season starts, so the veteran with a thousand kills and the colonist who signed up this morning both open on zero. It is not who has played longest. It is who moves this week.
Under the season sit the all-time boards, pulled straight from every colonist card: total level, drones destroyed, ice harvested, ore value, credits on hand. One hundred twenty eight colonists on the shard right now, Vecna out front at level 22. The season leader wears a helmet decal nobody else can buy, and when the seven days end the top ten get frozen into a hall of fame before the metric rotates to the next storm. Nobody has scored yet. Go and be first. $MGARD
The arena is open. Put credits on the line and fight for them.
Press X. Post a challenge with a stake, or accept one already on the board. The moment someone accepts, both stakes leave your cargo and the duel begins. You can attack your opponent anywhere now, even inside the Outpost fence, because a duel does not respect the safe zone. Drop them and the whole pot is yours. Lose and it is theirs.
No cut is taken. The pot is credits, the everyday in-game unit, and credits only become $MGARD when a winner sells them on the market, where the five percent fee reaches the treasury. So the arena is not a new tax. It is a reason to trade, and every trade feeds the burn. $MGARD
Hold enough $MGARD and your name goes on the wall, in the game and on the site.
Fifty thousand held makes you a Founder. Two hundred fifty thousand makes you Council. There is a plaque at the Ares Outpost and a page at https://t.co/GKLV0GXKed, and both read the same list from the chain. You do not fill out a form or claim a badge. The moment your balance crosses the line at sign-in, the name you play under is on the wall next to the sol you got there.
And it stays. If you sell down later, the wall still remembers that you once stood at that tier. Founders get a helmet decal and forty-eight hours of early access to every new realm. Council votes on what the next realm is. The names in this screenshot are examples, and the real wall is filling up now. $MGARD
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One sol is eight real minutes, and the night is the dangerous half.
At sunset the panels go quiet, the Outpost stops glowing, and the drones out in the Dunes get bolder in the dark. Inside the fence your air still refills and the greenhouse trays still grow. Outside it, the same walk you made at noon is a harder one now.
Sunrise at 06:00 resets the dailies, refreezes the ice, and hands everyone their free Supply Drop spin again. Come back next sol. On Mars that means in about eight minutes. $MGARD
The locker is what you keep. That is the difference the fence makes.
You move around with twenty cargo slots. Fill them in the Dunes and one bad fight spills all of it into a wreck on the ground. The Outpost bank gives you forty-eight more slots that never leave the fence, so the ice you already carried back is safe while you go out for more.
Every trip is a small decision. How much to bring into danger, how much to lock away first. The colonists who last are the ones who bank before they push. $MGARD
Kits do, and the Craft screen is where rock becomes a kit.
Press B. Three scrap turns into a suit patch. Twenty regolith and ten scrap turn into an oxygen heater you can drop anywhere to refill your air out in the field. Three hundred regolith, ninety scrap and thirty silicate turn into the Hab Pod that makes a patch of the Ridge your own.
Every recipe is a reason to walk one zone further and carry a little more home. That is the whole loop, and crafting is where the walk pays off. $MGARD
Put down a hab pod and a piece of the Ridge becomes yours.
North of the Outpost is high ground where colonists claim land. Craft a Hab Pod kit from three hundred regolith, ninety scrap and thirty silicate, carry it up the slope, and place it. That pod is your new respawn point and a locker of your own, and it is the seed of a colony with your name painted on the map for every colonist who walks past.
Land is not handed out here. You dig for it. And an unmaintained pod decays, so nobody squats ground they stopped playing on. $MGARD
The greenhouse trays are the quiet part of the game that keeps you alive.
Till a tray with a hoe, plant a seed, water it, wait, harvest. A potato restores twelve oxygen and sells for five credits. Getting there costs a hoe, a water tank, and seeds, which is a lot of regolith to swing before your first harvest.
Everyone works out the rocks and the ice on their first sol. The colonists still here on sol thirty are the ones who worked out the trays. $MGARD
You never pick a class in Marsgard. You become what you keep swinging at.
Mining, Ice Harvest, Salvage, Farming, Combat. Each one levels on its own from the work you actually do, and higher levels mean more yield and more damage, never a paywall. Mine enough regolith and your strikes get faster. Fight enough drones and you hit harder.
There is no menu where you choose to be a miner or a fighter. The Dunes decide that, and your tools, and where you are brave enough to go. $MGARD
Credits stay in the game. $MGARD sits at the border.
You mine ice and regolith, sell to the Depot for credits, buy tools, push the Dunes. Same pickaxe, same yield. The token never changes damage, drops, or prices.
Free to level 10. Hold 10,000 $MGARD to open the wilderness, wrecks, market, and plots.
The only way value leaves is player to player: credits for $MGARD, 5% fee. Spins, plots, and cosmetics burn. Buybacks burn.
No yield. No emissions. Access only.
Dev just executed a buyback and burn $500
$MGARD bought from the market. Sent to the burn address. Supply down.
No yield. No buyback-as-a-story. Tokens leave the chart.
This is the sink the game was built around: treasury in, buyback out, burn on-chain.
Proof Buyback:
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https://t.co/FWU5HJiAuZ
Proof Burn:
https://t.co/FmxifuQBuy
The Ares Depot buys what you dug and sells the tools to dig better.
Regolith one credit, ice three, scrap four, potato five, silicate seven. A pickaxe forty, a wrench eighty, a power drill two hundred sixty. The numbers are fixed and identical for every colonist who walks up to the terminal. Nobody gets a better price for holding more.
Credits are the everyday money, and they stay inside the game. They cannot be withdrawn and they have no cash value. The only way a credit ever becomes anything is if another player buys it from you on the market. That is the one door, and it is a small one on purpose. $MGARD
The whole game starts with one rock and one pickaxe.
West of the fence is the Regolith Field. No drones come this close to the Outpost, so it is where every colonist learns the loop: hold the pickaxe, click a rock, watch it break in three hits, collect the regolith, repeat until your pack is full. Then walk it back and sell it.
A holder and a free player swinging at the same rock get the same regolith. The token never touches the yield. It is the fairest square metre on Mars, and it is where everyone begins. $MGARD
We are buying back $500 of $MGARD and burning it.
Not a promise for later, not a number you have to take on trust. A straight $500 buy off the market, sent to 0x…dEaD, and gone from the supply for good. The transaction is public on chain for anyone to check, the same burn address every paid spin and every cosmetic already feeds.
The wheel burns half of every spin. Cosmetics burn all of it. This is the same idea done by hand: fewer tokens in circulation, a thinner supply under the floor, and a burn total on a public page that only ever moves one way. $MGARD
Inside the fence you are safe. The moment you step into the Dunes, the other colonists standing near you stop being scenery.
PvP is live outside the Outpost. Click a colonist in the wilderness and the prompt reads Attack, not their name. The same swing that breaks a drone breaks a suit tool, combat level, cooldown, all decided by the server, for both of you. Drop someone in the Dunes and their cargo spills into a wreck on the ground. So does yours.
And a wreck is not only yours to recover. Anyone who reaches it first, before the five-minute timer runs out, takes what fits in their pack and you get told exactly who took what. The ice you carried all the way from the crater is now somebody else's, because you brought it somewhere with no fence. That is the whole reason the fence is worth anything. $MGARD
Sunrise at 06:00. Storm window opens at 09:00. The storm itself lands at 14:00 and lasts ninety seconds. Sunset at 18:00, and the drones get bolder in the dark.
A sol — a Martian day — is eight real minutes in Marsgard: long enough for one full gather, sell, craft cycle, short enough that "come back next sol" means today. Every new sol resets the dailies, restores your free Supply Drop spin, reschedules the storm and refreezes the ice deposits.
The clock is the same for everyone on your shard. When the storm hits, it hits all of you. $MGARD
The map metre is the walked metre.
One heightfield function draws the terrain you walk on, decides where you can stand, and bakes the map you open with M. There is no separate map image that drifted away from the world three patches ago, and no "the rock is over there on the map but here in the game". Five zones, thirty-eight nodes, four gates in the fence, one region 260 metres across at launch.
The same numbers live on the server, which is how the referee knows whether you were really close enough to that rock to hit it. Click anywhere on the map and your colonist walks there. Not teleports — walks. The server would refuse the other thing. $MGARD
A survival MMO on Mars that runs in a browser tab.
You land at Ares Outpost with one pickaxe, two O₂ canisters and ten credits — everyone does. Inside the fence the air refills and the Depot buys whatever you dug up. Outside it the air runs out, and the further you walk the better the ore. Regolith to the west, ice and silicate in the crater to the east, scrap and drones in the Dunes to the south, a ridge to the north where you can put down a hab pod and call it a colony.
No download, no launcher, no wallet needed to start. $MGARD buys access to where you are allowed to go — the Dunes, the market, the Supply Drop — never a stronger swing. Free to level 10, and everything you earned stays yours.
The only thing $MGARD buys you inside the game is a colour.
Cosmetics are open: seven suit colours, five helmet decals, a colony name painted on the map. Press C. Prices are in dollars, paid in $MGARD at live price, and the payment goes from your wallet straight to 0x…dEaD — not to us, not to a treasury, to the burn address. The referee reads the receipt and lets you wear it. Everyone on the shard sees it, because your look travels with your name.
Nothing here changes what you dig, what you take, or what you survive. It is the fourth of the five sinks in the blueprint and the only one where a hundred percent of every payment leaves the supply forever. The Founder decal is not for sale; it comes with the tier. $MGARD