Degenerus has hard-coded liveness exits. If an unmet level sits in purchase phase too long, or the advance machinery stalls past its safety limits, a permissionless call can end the game and distribute available funds. The terminal pot may strengthen incentives to buy into a slow level, but it does not guarantee survival or make any ticket profitable.
| Level 0 inactivity | More than 365 days without completing the opening target |
| Later-level inactivity | More than 120 days in purchase phase with the target still unmet |
| Stuck RNG request | An outstanding advance request stalled for 14 days can activate liveness; a separate 120-day no-progress deadman also works across jackpot and transition phases |
| Control | The conditions are contract rules. No admin can declare GAMEOVER early or cancel it once latched |
Meeting the pool target suppresses the ordinary inactivity exit. A stalled-randomness deadman can still terminate a game whose advance path is broken. When fresh randomness cannot be obtained, the terminal path can derive a fallback from previously verified VRF words, combined by a fixed contract rule no player can select or steer.
Existing liabilities come first, ticket wins depend on traits and random selection, and some value can remain in the contract. Not everything goes to the last ticket buyers. Players can claim during the 30-day post-GAMEOVER window.
Thirty days after GAMEOVER, anyone can advance the cleanup. The contract first pays amounts owed to the vault, sDGNRS, and GNRUS, then splits the remaining ETH and stETH roughly one-third to each. Unclaimed player balances, winnings included, are forfeited at that point and later claims revert. If you won anything, claim it within the 30 days.
Ticket ETH cannot be withdrawn from the pools on demand. As participation falls, a visible terminal balance may be shared among fewer eligible entries, which can make buying a slow level more attractive. That is a stabilizing force, not a proof that someone will rescue the level: bankroll constraints, risk beliefs, trait variance, opportunity cost, and coordination failure can still produce GAMEOVER.
| Entry | Burn at least 1,000 FLIP while level > 0 and the purchase target is not already met |
| Closing window | New burns are blocked with 7 or fewer days left on the level's death clock |
| Weight | Earlier burns receive up to 20x time weight, plus the activity multiplier on the first 200,000 FLIP |
| Payout | Only if GAMEOVER occurs at that level and the bettor's subbucket wins; winners split the terminal 10% pro rata by weighted burn |
| If the level completes | The burned FLIP is gone and that level's terminal position never pays |
Deposits are non-withdrawable except through defined winnings and salvage paths. Individual players can lose; nominal multipliers are not guarantees. Terminal settlement also retains smart-contract risk and dependencies on Chainlink entropy and Lido-held stETH. See the trust model for the exact control and dependency boundaries.
The game-theory paper explains why the terminal pot may attract rescue capital, along with the assumptions and failure modes.
Game Theory How levels normally end