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Nimbo Arena runs on Solana devnet. Every amount below is denominated in devnet SOL, a free test token with no monetary value.

The loop

You stake to spawn. You grow by eating. You only keep anything if you survive long enough to complete an extraction. Everything else — every pellet, every corpse, every point of value on the map — came out of a player’s stake. No value is ever created out of nothing. That constraint drives every rule below.

Entering

Stakes are fixed tiers: 0.1, 0.25, 0.5 and 1 SOL. The floor exists on purpose. A one-lamport snake would be the smallest and fastest-turning body in the game — a free kamikaze against someone who staked real size. Your stake splits three ways the moment your deposit confirms: The pellet share is the part most people misread. It is not a pool that trickles out over time: it becomes your pellets, on the map, at the moment you join. One player alone on a map sees only the food their own stake paid for. A sparse map at low population is the intended behaviour, not a bug — food density follows deposits, and there is no free ambient respawn.

Score and SOL are the same thing

Internally the game runs on score, at a fixed rate of 1000 score per SOL, and it uses the same rate in both directions — SOL to score when you join, score to SOL when you extract. That symmetry is what makes the arena conserve value exactly. So a 0.1 SOL entry gives you 84.5 score to start with, and one pellet is worth one score point. On the way out, amounts round down to the lamport: the dust stays in the vault rather than being owed to anyone.

Growing

You grow by eating, and there are only three things to eat:

Pellets

Worth 1 score each. They exist because someone staked.

Corpse orbs

Worth 5 score each. Someone died where you are standing.

Boost trails

Worth 1.5 score. Dropped by players who are burning score to go fast.
Boosting doubles your speed and costs score continuously, shedding it as orbs behind you. Running away is never free, and a panicked chase feeds whoever is behind you. Size is not a pure upgrade. As your score climbs, your body gets longer and wider, and your turning gets slower. Past roughly 1 SOL of accumulated value a brake kicks in and length growth flattens, capped so that no snake can ever be long enough to wall off the map. A large snake is a slower, more valuable, more obvious target.

Dying

The arena is a disc, and its border is lethal. Beyond that, you die by running your head into another snake’s body. Head-to-head, both die. When you die, your value does not vanish and it does not all go to your killer:
  • 70 % stays on the ground as a corpse, exactly where you fell, for anyone to eat;
  • 30 % is recycled as ordinary pellets scattered across the whole map.
That 30 % is a deliberate brake on snowballing. A kill is worth taking, but a third of it escapes your killer and goes back to the commons. It is also what keeps the map fed: player traffic, not a faucet, is the arena’s food supply.
Freshly spawned snakes are briefly protected. While that grace lasts they cannot be killed — and they also cannot pick anything up or make progress on an extraction. It buys you a moment to orient, not a moment to farm.

Disconnecting is dying

If you close the tab, lose your connection, or quit mid-run, your snake dies immediately and drops its corpse like any other death. This is intentional and the cost is accepted. An earlier rule froze disconnected snakes and left them killable, but a frozen body behaves like temporary invulnerability, and pulling the plug became a way to dodge a fight. The price of closing that hole is that a genuine network drop costs you the run.

Extracting — the only way out

Growing is not winning. The only way to convert what you are carrying back into SOL is to complete an extraction.
1

A point appears

Roughly every 10 seconds of downtime, a single extraction zone opens somewhere on the map. It never spawns hard against the lethal border, but that is the only promise about its position — you may be nowhere near it.
2

You stand in it for 12 seconds

The zone is a circle you must stay inside. Leave it, even for an instant, and your progress resets to zero. Twelve seconds is a long time to stand still in the open, and that exposure is the entire point of the mechanic.
3

One player wins it

The first to complete the channel extracts — and the zone closes immediately. Everyone else’s progress is wiped and the cooldown restarts. An extraction point is not a queue; it is a contest with one winner.
4

Your value leaves the arena

Your score converts to lamports at the same 1000-per-SOL rate, becomes a payout claim, and your snake despawns. There is no corpse — this is the one exit where value crosses out of the game. Playing again means staking again.
The zone detonates. An extraction point has a lifetime of about 40 seconds. When it runs out, anyone still standing inside dies on the spot and leaves a corpse. Camping the circle hoping to outlast the competition is a losing strategy — if nobody completes the channel in time, the zone kills whoever is left in it.

Rounds

The world is persistent. Behind the scenes it is divided into rounds of 24 hours, but you should never notice one: joining routes you to whichever round is currently open, and nobody is ever ejected from a run in progress. A round is an accounting boundary for the escrow, not a match. This matters because of one non-negotiable rule: the end of a round is never a payout. Paying surviving players when a round closes would be risk-free money, which is farmable by anyone willing to sit still. Extraction stays the only exit, always.

Latency

Paid play has a ping ceiling, measured by the server rather than reported by your client. Above it you are kept out of staked arenas. The reason is fairness, not gatekeeping: other players are rendered to you slightly in the past, and once that gap grows wider than a snake’s own radius, collisions start killing people who genuinely believed they had room. The threshold is currently set generously — deliberately, so that high-latency players can tell us whether deaths feel unfair at that distance. It is a measurement in progress, not a settled number.