The game runs on nested clocks. A daily heartbeat settles every reward. Levels loop from purchase phase to jackpot phase on no fixed schedule. Every tenth level fires event jackpots, and every hundredth closes a season with the century crescendo, then resets prices and targets so the ladder can climb again.
Everything in Degenerus settles on a daily tick. Each processed day brings:
| The communal coinflip | Every FLIP reward earned that day, and every manual stake, rides one 50/50 for the whole game |
| Two quest slots | 100 FLIP each; completing both adds one point of quest streak per day, uncapped |
| The drip | Every purchase-phase day, 1% of the futurepool pays bonus tickets and ETH to trait-matched holders, plus a FLIP jackpot |
| Draws and re-grades | Daily winning traits pay jackpot prizes, re-grade every live foil ticket, and reveal pending lootboxes |
| Expiries | Boons rolled that day die at day's end unused; a missed quest day resets an unshielded streak |
The afKing subscription exists because of this clock: it executes one configured buy per processed day so the streaks that ride the clock survive it.
A level is the game's basic loop, and it has no fixed length. During the purchase phase, sales fill the prize pool toward a target: whatever the previous level raised. The moment the target is met, the jackpot phase runs five logical days of trait draws that pay out the active pool, partly as ETH and partly as next-level tickets. Then the level advances and the prior level's tickets expire.
A fast level compresses the whole loop into days. A slow one leans on the drip, which can close a funded level's gap by itself over time. The only hard boundary is the deadline: 120 days without completion at any level past the first ends the game, the scenario covered in the endgame.
Every tenth level is a checkpoint where the event layer fires on top of the base game:
| Big Ass Flip | At every x0 transition, a VRF bit decides whether 10% of the futurepool pays out across coinflip leaders and ticket samples, 20% at level 50 and x00. The leaderboard resets each window |
| The Decimator | Fires at x05, x15 through x85 of each cycle, skipping x95, plus every x00. Burn FLIP for a weighted slice of 10% of the futurepool |
| Streak bonus | Quest streaks pay a direct FLIP bonus every 10 levels, escalating and capped |
| Lazy pass windows | Sale checkpoints at x9 and x0 levels queue a ticket per level for the next ten, one level before the BAF fires |
The ten-level rhythm gives forward positions a payday cadence: future tickets and coinflip scores are the raw material the BAF and Decimator draw from.
The century is the game's season. Ticket prices climb a ladder inside it, 0.04 ETH at x01 up to 0.16 by x90, and each level's pool target must beat the last, so both stakes and jackpots ratchet upward for a hundred levels. Because 1,000 FLIP always buys one ticket while the ETH price climbs, FLIP's purchasing power rises 6x inside every cycle, 24x from level 0 to the first century.
Then the x00 level lands at 0.24 ETH, and everything fires at once:
| Accumulator release | Half the segregated accumulator, stETH yield and insurance banked over the whole cycle, flows into the futurepool |
| The transfer roll | A VRF roll keeps 30–65% of the enlarged futurepool for future levels and moves the rest into the current pool for immediate jackpots |
| Century BAF | Doubled to 20% of the futurepool, with most scatter rounds sampling the previous 99 levels: a season-finale payout to the cycle's participants |
| Century Decimator | Tripled to 30% of the futurepool, and the best odds bucket drops from 5 to 2 for top-score burners |
| Bonus mints | Ticket buys at x00 mint up to 100% extra entries, scaled by activity score and capped at 20 ETH of bonus tickets per player |
The result is by far the largest scheduled payout of the cycle, funded by a hundred levels of accumulated growth. After the crescendo, the ladder resets: tickets drop back to 0.04 ETH, the next target is set at one-third of the remaining futurepool, and the climb starts over. Neither prices nor targets rise forever.
Each clock feeds the one above it. The daily tick is what the activity score measures, and score decides your cut of everything the longer clocks pay: BAF eligibility rides daily flips, Decimator weight and buckets ride score, and the century's bonus mints and backward-looking BAF pay the players who were there all season. The reset is the other half of the design: a pure ratchet would price everyone out, so every hundred levels the game takes its biggest payday and then reopens the door at 0.04 ETH.
Century bonuses scale with the score you build one day at a time.
Quests & Activity Score The Jackpots