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Game · Solana

Extraction

An async idle battle royale game built on Solana, blending on-chain progression with low-touch, drop-in play sessions.

Problem

Play sessions that don't demand your attention

Traditional battle royale games ask for long, focused sessions — great for dedicated players, but a barrier for anyone with a busy schedule. The brief was to design a game that still delivers real stakes and competition, but resolves matches asynchronously so players can check in for a couple of minutes at a time.

On-chain ownership needed to feel meaningful rather than bolted on: gear and progress had to be genuinely owned by the player, not just database rows dressed up as tokens.

Approach

Idle-first design, on-chain where it matters

We designed a tick-based match engine that runs matches over hours rather than minutes, so players can drop in, make a decision, and drop out. Kill and survival outcomes are split cleanly so the scoring system rewards both aggressive and cautious playstyles.

Solana was used specifically for the parts of the game where ownership and provable fairness matter — match results and asset ownership — while everything latency-sensitive stays off-chain for a responsive feel.

Result

A game built for the way people actually play

Extraction is currently in active development. Early internal playtests have validated the core loop: short, meaningful decisions, resolved asynchronously, with a leaderboard that rewards consistent play over marathon sessions.

Gallery

In-progress screens

Extraction deploy screen, where a player enters a callsign before dropping in