Whitepaper · Pre-Season Referral Build

Dank Siege Whitepaper

A free-to-play meme tower defense built mobile-first for Solana Seeker: guest play, wallet-linked cloud save, strict 5-type teams, Campaign, Co-op, PvP, private lobbies, Daily Mutations, Chaos Waves, Meme Blessings, Degen Challenges, tower card upgrades, and transparent pre-season economy rules.

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19Tower types
5Different tower types per team
3Core modes: Campaign / PvP / Co-op
4In-game currencies
1 · Vision

Defend. Earn. Dank.

Dank Siege is designed as a fast, phone-first tower defense where meme characters become strategic tower units. The goal is simple: quick runs, satisfying progression, wallet-linked ownership, daily reasons to play, and a pre-season economy that can evolve after testing without pretending every test reward is already a real token.

Mobile-first

Built for Seeker-style play sessions with safe-area UI, Mobile Wallet Adapter integration, and wallet-linked cloud save.

Competitive but readable

Campaign, PvP, and Co-op each use different pressure. Boss warnings, end-match stats, and clearer team rules make the meta easier to understand.

Pre-token economy

$DANKS is treated as a pre-SPL in-game currency for Season 1 testing. Future SPL utility is planned, but no 1:1 conversion is promised.

2 · Gameplay Loop

Build teams, summon towers, merge stars, survive bosses.

Core loop

  • Collect tower copies from chests, rewards, and packs.
  • Build teams of 5 different tower types.
  • Start a match, summon from your active team, and merge equal-star towers.
  • Earn mode rewards, tower XP, currencies, pass XP, and leaderboard progress.

Team rules

  • Each team must contain 5 different tower types.
  • A tower type can be equipped only once per team.
  • Copies still exist for ownership, inventory, copy-level XP, and selection.
  • Copies cannot be abused for duplicate tower-type stacking.
Mode
Current pre-season role
Main rewards
Campaign
100-wave solo defense with stronger enemy pressure and boss milestones.
COPIUM, LEAN, $DANKS milestones, tower XP, pass XP.
PvP
Pre-season AI ladder with legal archetype teams; real player matchmaking planned for Season 1.
Rank progress, $DANKS, pass XP, competitive testing.
Co-op
Shared-exit defense with AI ally teams and separate HOPIUM-focused progression.
HOPIUM, stash conversion, pass XP, co-op pressure testing.
3 · Towers

19 meme towers across five rarities.

Towers are designed around roles, not just bigger numbers: economy, AoE, slow, vulnerability, boss damage, support auras, execute pressure, and legendary flex picks. Towers are currently in-game collectibles and gameplay units. Any future on-chain collectible plans are subject to final Season rules.

Click/tap a tower name for its current in-game face, role, ability, and stats.

Rarity-weighted summons

In-match summon odds use weights so low rarities stay useful and Legendaries do not flood the board.

  • Common 30
  • Uncommon 24
  • Rare 18
  • Epic 12
  • Legendary 7

Star merge curve

Merging is space-efficient, not raw-DPS efficient. Current total power curve:

  • 1★ 1.00×
  • 2★ 1.75×
  • 3★ 3.20×
  • 4★ 5.50×
  • 5★ 8.75×

Economy towers

Doge and Stonks now have separate identities.

  • Doge: 35% chance for +1 gold on hit.
  • Stonks: marks enemies for +4/+20 bounty gold and earns star-scaling Dividends.
4 · Balance Rules

Less exploit, more strategy.

Support stacking

Support auras use diminishing value: first aura full value, second half value, third and later quarter value. This prevents support deathballs from becoming the only meta.

Slow stacking

Slows stack with diminishing returns and an 85% hard cap. Weak slows no longer overwrite stronger slows.

Boss fairness

Rug Prophet now targets high-star towers first and acts as a merge-tax boss. It only destroys 1-star towers if no merged tower exists.

Level integrity

Merge, reroll, and derank rebuild stats in the correct order: base stats → star tier → copy level → in-match upgrades.

Enemy pressure

Campaign HP, speed, enemy count, and boss scaling have been raised for mid/late waves without making early waves annoying.

End-match stats

Balance stats help identify overperformers: damage, kills, gold generation, boss pressure, and economy contribution.

5 · Economy

Pre-season currency design.

The current economy separates progression, packs, co-op conversion, and future Season 1 sinks. It is intentionally not treated as a finished real-value token economy.

$DANKS

Pre-SPL in-game currency used in the current pre-season progression loop.

  • Utility and reward rules may change before Season 1.
  • No real-world value or 1:1 SPL conversion is promised.
  • Future utility will be announced only after final balancing and review.

Current tower collectibles

Towers are currently in-game collectibles and gameplay units, not live minted tower on-chain collectibles.

  • Owned copies, tower levels, and team selection matter in-game.
  • Any future on-chain collectible plans are subject to final Season rules.
  • Final rules remain subject to testing, anti-farm controls, and legal review.

$COPIUM

Main tower-level currency. Daily battle COPIUM cap has been removed; rewarded play limits are the cap.

  • Approx. 125k COPIUM to max one tower copy.
  • Tower XP curve is tuned to roughly match COPIUM progression.
  • Pre-season level reset should be compensated with legacy rewards.

$HOPIUM

Co-op-focused currency used for stashes.

  • Stash cost: 25 HOPIUM.
  • Reward: 150–400 COPIUM.
  • Designed to reward Co-op without making it an infinite leveling printer.

$LEAN

Free-pack currency and progression side loop.

  • Basic Loot Pack cost: 450 LEAN.
  • Basic Pack gives +35 COPIUM.
  • Odds: 85% Common, 13% Uncommon, 2% Rare, 0% Epic/Legendary.
6 · Pass, Quests & Chests

Daily reasons to play without flooding the economy.

Dank Pass

Pass XP has been slowed for a healthier 20-day pre-season pace. Casual players should progress meaningfully, active players can push deep, and hardcore players can finish early without finishing instantly.

Daily quests

Quest rewards are diversified across COPIUM, LEAN, HOPIUM, $DANKS, and Pass XP. Easy quests do not all print $DANKS anymore; harder/PvP objectives can still pay premium rewards.

Pass Chest odds

Dank Pass Chest roll logic now matches displayed odds exactly: Common 25%, Uncommon 35%, Rare 27%, Epic 11%, Legendary 2%.

7 · Solana Mobile & Cloud

Wallet-linked, not seed-phrase weird.

Mobile Wallet Adapter

Dank Siege is built around Solana Mobile Wallet Adapter flows for wallet sign-in and transaction approval through compatible wallet apps such as Seed Vault, Solflare, and Phantom.

Supabase backbone

Cloud save, wallet profiles, claim state, tower collection, analytics, economy ledgers, and pre-season reset tracking are handled through Supabase-backed systems.

Security principle

Wallet signing happens in the wallet app. Dank Siege never asks for seed phrases or private keys. Future real-value systems should be server-validated and/or on-chain verified before they count for SPL-related rewards.

8 · Referral Program

Pre-season referral rewards are transparent by design.

Referrals are meant to reward players who bring real new players into Dank Siege. A raw click or wallet connect is not enough for the referrer to earn milestone rewards. The referred wallet must link a code, play, and qualify.

Referred player

The wallet that uses a referral code receives starter help and a qualification bonus.

  • On successful bind: +100 Dank Pass XP and Recruited badge.
  • On qualification: +50 pre-season $DANKS, +450 LEAN, and Sieger badge.
  • Qualification currently requires the wallet to reach Dank Pass Level 15 / 14,000 XP and pass anti-farm checks.

Referrer

The code owner earns milestone rewards only when referred wallets become qualified.

  • Pending: linked, waiting for requirements.
  • Qualified: counts toward reward tiers.
  • Rejected: failed an anti-farm rule such as duplicate device abuse.
Tier
Reward
Notes
1 qualified
+250 Dank Pass XP + Recruiter badge
First real invite milestone.
3 qualified
Basic Loot Pack + Hype Man badge
Small social growth reward.
5 qualified
+500 Pass XP + Dank Pass Chest + Siege Caller badge
Pass progression and chest reward.
10 qualified
Seeker Premium Chest +25 pre-season $DANKS + Siege Marshal badge
First premium referral tier.
25 qualified
Guaranteed Rare tower +75 pre-season $DANKS + Warlord badge
Pre-season reward tier subject to final rules.
50 qualified
Epic/Legendary tower roll +150 pre-season $DANKS + Overlord Recruiter badge
No unsupported Mythic rarity in the current reward pool.
100 qualified
Custom title slot + Season 1 starter lock +300 pre-season $DANKS + Legendary Recruiter badge
Highest pre-season referral milestone.

Pre-season disclosure

Referral rewards, requirements, $DANKS treatment, and future carryover rules are subject to change. Pre-season $DANKS is an in-game pre-SPL currency and does not guarantee any future real-world value or 1:1 SPL conversion.

9 · Current status

Pre-season live. Season rules still evolving.

Area
Status
Notes
Current release
Daily Mutations, Chaos Waves, Meme Blessings, Degen Challenges, Tower Card Upgrades, private Co-op/PvP lobbies.
Live pre-season content.
Rewards
Gameplay rewards, quests, referrals, and economy values may change.
Pre-season only; no real-world value promised.
Collectibles
Towers are currently in-game collectibles.
Future on-chain collectible plans are subject to final Season rules.
10 · Risk & Disclosures

Pre-season means subject to change.

No financial promise

Dank Siege is in pre-season beta. In-game items, balances, progression, and rewards are entertainment features and may change, reset, be rebalanced, or be discontinued. $DANKS in pre-season is not a guaranteed real-world asset and is not guaranteed to convert 1:1 into any future SPL token.