No player-vs-playerPlayers never hurt each other, and they are drawn see-through. The enemy army is the threat.
Gold means shootEvery trooper you can kill has a gold outline and marker, and your crosshair turns gold on it. Anything see-through can't be hit: other players and your own side's troopers.
Paper wallet and real walletThey are two separate things. The paper wallet is practice money: it starts with 1,000 USDC, so your first trade is a buy, and it is kept in this browser only. The real wallet is your own: you can connect Phantom to see your address and balances beside the paper wallet. That connection is read-only. Trading with the real wallet is not built yet, so every run uses the paper wallet.
Your wallet, your sizeYour trade is a % of your balance, capped by your rank so nobody moves huge size without earning it.
Skill lowers feesBetter runs earn a lower swap fee, from 0.80% down to 0.10%.
Risk paysWhere you stand changes what your damage is worth. Close to the enemy titan it fills your trade meter up to 40% faster. Beside your own titan, where it is safer, up to 30% slower. The chip next to your trade meter shows the current multiplier.
Titan fieldsThe same distances work on your health. Beside your own titan you heal, up to 5 health a second, even mid-fight. Close to the enemy titan you lose up to 2.5 a second, down to a tenth of your health. Push in to earn, fall back to recover. A titan that is down has no field.
Each front, its own arenaSOL is fought in the Mining Wasteland and FRONT in the Underground: same cover, decks, ziplines and rules, a different place. The tutorial is fought on a plain range with a simple layout and no ziplines, launch pads, deck guns or fuel drums.
The tutorial needs no walletThe first card on the campaign screen is the tutorial: eight short steps, no clock, and you cannot die. It always runs on paper money, on the SOL price, and earns no rank.
Use coverTall stacks and containers block rifle fire, titan cannon volleys and shockwaves. Crouch behind a low wall or crate to drop out of sight. Standing in the open costs you.
Take the high groundJump onto crates, walk up a ramp, or step on a blue launch pad. Shockwaves and melee troopers can't reach you on a deck; gun drones can. Each overlook has a mounted gun and a zipline back to the middle.
Patch upHealth slowly comes back after 4 seconds out of the fight. Troopers sometimes drop a glowing green + (walk over it when hurt for +30 HP), and three med stations heal 45 HP, then recharge for 40s.
Grenades and supply dropsG throws a grenade every 8 seconds. Every 30 to 45 seconds a crate parachutes in near you with ammo, armor or a damage boost. First one there takes it. Orange fuel drums explode when shot.