01 · the idea
Every coin is a game. Every game is a community.
On Nexus you don't launch a coin and then hope someone builds something around it. The coin and the game are the same launch. You give it a name, a ticker and one line about the game you want, and an AI builder makes a playable first version within minutes, then a full build within the hour. From that moment the coin has a world attached to it, and the people who hold the coin are the people who get to shape that world.
That is the point of the whole thing: a team launches a coin and builds a game for their own community, and they do not build it one at a time. Up to fifty people build the same game together, at the same time. The top 50 holders are all in the park at once: directors prompting the brain, architects arguing systems in the builders' chat, editors placing and tuning things live while the others are inside the game testing the last round. Every change lands for everyone the moment it lands. It is a shared build, live, with the whole room in it, not a queue of solo edits. And because every one of those games lives on Nexus, every community that builds here makes the Nexus community larger. One pad, many crews, each with its own world.
Under every game is the strongest AI game-building engine we could put together. The builder is not one prompt into one model. It is a studio of them: a designer that writes the spine, a builder that codes it, a blind critic that plays the result and sends back what is wrong, a fixer that only touches that, and the loop runs again before anything reaches the portal. It builds on a library of more than three thousand game-ready models, real multiplayer rooms, pathfinding, particles and sound, so round one is a real game and not a grey box. We keep adding to it. The goal is simple: the best AI engine for making games, open to any team that brings a coin.
This is built for you to build on. Nexus is not a catalogue of our games, it is a platform for yours. Bring a team, get creative, launch something strange. Every game has a game chat where the team, the builders and the players all talk to each other, a builders' chat where the seats work out the next round, and the brain the directors prompt. The team that launches a coin gets a community with a voice, not just a chart.
02 · the coin
The coin decides who builds.
Each game has its own coin. Launching one takes a dev buy of at least 1 SOL, and that buy is locked for the first hour, so nobody who launches on Nexus can rug in the first hour. Holding the coin does two things. Anyone who holds it can play the game. The top 50 holders get a build seat: they are the only people allowed to direct the AI and change the game. Seats are ranked by how much you hold, re-ranked every few seconds from the chain, so the list moves as people buy and sell.
- 1–10directorstalk to the brain, all at the same time; call and cast the votes; start build rounds
- 11–25architectschange systems, levels, rules and the look
- 26–50editorsplace, remove and tune things live
- 51+playersplay every version the moment it lands, watch the builders work
03 · the playground
Every coin gets its own playground.
A playground is a 3D place that belongs to one coin. In the middle is a fenced park with a fire circle, and the AI builder is the flame over the fire. The top 50 walk in through the gate, stand around the fire and talk to the brain and to each other about what the game should be; the top 10 are the ones the brain answers. Everyone else is on the promenade outside the fence: they can see the builders, read the chat, see what's being proposed and walk through the portal to play, but they can't step into the park. The gate checks your wallet, not a password.
04 · the servers
Each game runs on its own server.
Every game gets its own world process with server-side physics, and its own playground alongside it. Nothing is shared between coins: one game's players, chat and builds never touch another's. A playground is built for hundreds of people at once, and when a coin blows up the world shards so the park and the promenade stay smooth.
05 · building
How a game gets built, round by round.
Building is not a separate mode and it is not one big prompt. It is rounds, and the brain runs the room. The top 10 directors all talk to it at once in one shared conversation; it listens for a moment and answers the room once, by name, instead of answering ten people ten times. Everyone with a seat, the top 50, talks it through in the builders' chat with the directors. One coin, one game: ideas become cards on the board, three at most; a director calls the vote, every director picks one, and the count picks the game. Nothing gets added while a vote runs. Then the brain shapes it one question at a time, and round one builds a base. After that the room plays it and asks; three asks build straight away, more means a vote and the top three build. This is how the rounds go:
Round one is the spine. Movement, one enemy or obstacle, one objective, one way to win or lose. That is it. A game with a working spine is already a game; a game with five half-built systems is not. The brain will refuse to bolt five things on at once, and so should you.
Play it before you change it. Every builder plays round one. The notes you leave in the corner chat while playing are the raw material for round two. Say what you felt, not what you imagine.
One system per round. Round two adds inventory. Round three adds crafting. Round four adds combat depth. Round five adds a boss. Each round lands, everyone plays it, the next ask comes from that.
Ask in parameters, not adjectives. "Make the enemies harder" builds nothing. "Small groups of slow enemies at the start, spawn density up every minute, a fast one every third wave" builds exactly that. The brain works from numbers, counts and timings.
Disagree in the chat, settle it with one vote. If people want different things, the options sit on the board, a director calls the vote, every director gets one ballot, and the count decides. One vote at a time, never an endless list. Nobody fights the brain; the room decides.
Watch the stages, not the log. A round runs through five stages: designing, building the systems, graphics and sound, making sure it works, finishing touches. A sketch lands in minutes so there is always something at the portal; the full round replaces it when the checks pass.
Stop when you all agree. There is no finished. There is the round where the room plays it and nobody has a change they'd fight for. That is the game, until the next idea.
06 · the floor
The flame wakes at a market cap.
Every coin gets its playground the moment it launches, but the AI builder does not work for free. The flame only wakes, and build rounds only run, once the coin reaches a market-cap floor. Below it the park is open, builders can talk and everything they say is kept, but nothing is built and no credits are spent. The moment the coin crosses the floor the flame reads the whole conversation and gets to work. The floor is the same for every coin and shown on every game page.
07 · the flywheel
Creator fees feed four things.
Every game coin launched on Nexus runs the same split on its creator fees. 40% buys $NEXUS. 20% buys the game's own coin and burns it. 20% buys the AI credits that run that game's builder. The last 20% is paid out to the top 50 holders, weighted to the top: the ten directors share the biggest slice, the architects the next, the editors the rest. Holding a seat pays. A coin that trades pays for its own game, lifts the platform coin, burns its own supply and pays the people building it, all at once. On top of that, every command a builder gives burns a very small amount of the coin, so building is never free.
- 40%buys $NEXUSevery game feeds the platform coin
- 20%buys and burns its own coinsupply only goes down
- 20%AI creditspays for its own builder
- 20%top 50 holdersseats 1–10 share half of it, 11–25 share 30%, 26–50 share 20%
08 · genres
Start from a base, or from scratch.
A launch can start from one of 15 to 20 genre bases that already play: shooter, racing, fighting, RPG, building, platformer, survival, tower defense, battle royale, horror, puzzle, sports, rhythm, stealth, strategy, sandbox, roguelike, party, idle and more as they land. The AI takes your one line and bends the base toward it, so round one is already a real game and the top 50 spend their time making it theirs instead of waiting for the floor to exist. You can also build from scratch with no base at all. That is the slower road: the first playable version takes longer and the early rounds go to fundamentals before the game gets its own character. Pick it when nothing on the shelf is close to what you mean.
shooterracingfightingRPGbuildingplatformersurvivaltower defensebattle royalehorrorpuzzlesportsrhythmstealthstrategysandboxroguelikepartyidlefrom scratch · slower
09 · the platform coin
$NEXUS is the platform coin.
Playing or building a game only ever needs that game's coin. $NEXUS is the pad's own coin, the one that touches every game; it launches after the pad opens.