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AI Project

Unicorn Place

One shared world. A cooperative idle game where every worker joins the same Throng, every season ends in a ritual, and the jackpot lives on Solana.

unicorn.place →
The Unicorn Place settlement filled with Unicorn workers, workshops, crystals, and a ribbon-covered ritual pole
World 001 — every worker belongs to the same settlement.

Most idle games put every player inside a private copy of the same machine. Unicorn Place has one machine. Land on the site without a wallet and you are already looking at the live world: the same workers, weather, structures, objective, and raid state everyone else sees.

Connect a wallet and spend $UNICORN to call a worker. It enters the shared simulation, chooses useful work, and contributes automatically. Rare Unicorns are stronger, but raw population matters too. The game turns collecting into coordination: more players make the same world move faster.

Then the world pushes back. Shadowcorn raids create permanent casualties, age changes risk, and later seasons remember what happened in earlier ones. The cute workers are not decoration. They are the population, the labor force, and the reward ledger.

The Thesis

No private farms

A shared economy is more interesting when it also produces a shared place—something every holder can watch change in real time.

The Loop

Call. Watch. Summon. Earn.

01

Call

Spend $UNICORN to call a soulbound worker into World 001. Every Unicorn rolls a class and rarity that shape how it contributes.

02

Watch

Unicorns gather, weave, defend, and clean without waiting for commands. Anyone can open the page and watch the same simulation unfold.

03

Summon

The entire Throng advances one communal objective. More living hooves increase the pace until the season ritual is complete.

04

Earn

Season rewards accrue from each Unicorn's work. In Season 05, 90% of new calls grows the jackpot and 10% is burned permanently.

The live Unicorn Place interface showing World 001, its Unicorn workers, season jackpot, and communal objective
Season 05 in World 001 — one browser window into the canonical shared state.

5,000

Working Unicorns by Season 05

1

Shared world

90 / 10

Season 05 jackpot / burn split

0

Direct RPC calls per passive viewer

Mortality

Idle does not mean immortal

Seasonal incursions can permanently kill Unicorns. Casualty budgets are committed before a season, newborns receive protection, age changes exposure, and every result is published against the same canonical roster.

Death creates actual scarcity without erasing the work already done. Accrued living-time work remains in settlement accounting, while casualty-adjusted pricing prevents replacement calls from carrying a permanent compounding penalty.

It gives the shared world a memory. A completed structure is not just a progress bar, and an empty place in the Throng is not just an animation that stopped playing.

Architecture

The chain settles. The world breathes.

01One Solana programA compact onchain settlement layer governs pricing, jackpot custody, burns, season commitments, reward roots, and claims.
02No account per UnicornWorld and player PDAs hold the minimum durable state. Workers stay soulbound game entries instead of rent-heavy NFTs.
03One canonical worldA deterministic simulation reconstructs tasks, structures, raids, mortality, and progression from a committed seed and finalized chain history.
04Zero-RPC spectatorsA cached world snapshot feeds every passive viewer. Wallet reads and transactions happen only when a player chooses to act.

The Throng is building

World 001 is live. Watch without a wallet, or call a Unicorn and put another pair of hooves to work.

Enter World 001 →