Playing
Rooms & matchmaking
Classic and Chaos, private contacts and rotating shared cabinets.
Three ways to play#
Matchmaking finds a ranked opponent in the selected Classic or Chaos mode. The queues are separate. Invite someone opens contacts and username or wallet-address search for a friendly duel. Create room opens a shared cabinet with up to eight people, including the two current players. Connect once with your existing Mera passkey. The chosen action continues after connection or renewal. An unexpired Interlude session is restored after F5 in the same tab.
A two-hour arcade-family authorization covers the approved human arenas. Your Mera address stays the same. The contract checks the player, limited key, arena, epoch, match and expiry before accepting controls. Moving to another approved arena does not itself require another passkey approval. This authorization cannot spend betting credit, withdraw MON or administer contracts. Disconnect attempts revocation for future admissions and any active arena, then removes the local key. A failed network revocation is shown as pending.
If a game command loses its response, PONGIT preserves its signed transaction in this tab and checks its receipt before allowing another command. It can retry the exact same bytes, but cannot replace an uncertain transaction with a new nonce. This recovery does not open a passkey prompt. Keep the tab open while the game service reconnects.
Accept a duel#
A targeted invitation is reserved for its recipient and expires after ten minutes. A group-room link requests one of the available seats. The invitation shows the identity and Accept / Back. Accepting a room invitation also accepts its first proposed duel when available.
Every pairing requires both players' approval of the same contract proposal within twenty seconds. Back, or failing to respond, marks a player away. Rejoin queue places them at the end of the room queue. Monad contracts choose and reserve the pairing. The testnet admission bridge transports that exact reservation to its assigned engine; it cannot change a published score or award a valid result to different players.
Once both players are ready in the engine, a shared 3, 2, 1 appears over the court. The contract requires both its timestamp deadline and 300 engine ticks before the ball starts. The numbers expand and fade; reduced motion keeps them still. Reloading restores the current countdown rather than starting a separate local countdown. The matchmaking timer is a local browser stopwatch: it starts at zero for a new search and does not depend on server clock updates.
Share a cabinet#
Two members play while the others automatically see the match. After a verified result, the winner stays and the loser moves to the end of the queue. The next available member is proposed. With two members, both can accept another game. Leaving the room transfers the host role to the longest-present member. A connection loss is not a concession.
During a match, Members opens the room list and Tools contains network status and Concede. Copy address and Copy room link provide a brief confirmation or a manual copy field when the clipboard is unavailable. The court remains rectangular, with the score and touch controls visible. Technical panels and financial forms do not sit below it.
A player can occupy one room or matchmaking queue at a time. Empty rooms expire after thirty minutes; inactive rooms expire after twenty-four hours. Initially, two matches can run concurrently. Other rooms remain open and display Waiting for an arena while publication capacity is unavailable.
Contacts and recent rivals#
Use Unlock contacts, add or remove a username or address, then Save encrypted. Contacts and notebook use separate encrypted records on Monad. Your passkey decrypts them locally. Existing contacts can be imported through their authenticated legacy route; the server does not publish them in plaintext. Suggested rivals use verified results from the last thirty days, with the most recent encounter breaking ties. Historical suggestions depend on indexer progress.
Rules, rankings and old balances#
Games remain first to seven. Each successful paddle return increases ball velocity by ten percent, without a gameplay speed cap; every point resets the next serve. Walls do not increase speed. If a human game exceeds the thirty-minute engine limit, it is technically cancelled without a winner or ELO. A long interruption cannot require an unbounded physics calculation to release the match.
Classic and Chaos inherit verified published ratings. New players start at 1000 in each mode. The header has one Ranking entry with a mode selector. The common Monad registry applies placements, repeated-pairing restrictions and each published ranked result once. Rooms and invitations are friendly. An engine score is live; a published result may still be contested. The rating journal retains corrections rather than silently replacing historical results.
Chaos rooms offer continuous prediction markets to spectators through Market after the match's initial publication. They use a separate vault; new testnet payouts use the first published result. Ordinary wins never award a MON prize. V4 arcade retains its original Chaos, tournaments, markets, payouts, notebook, rankings and replays. Existing vaults are not migrated, and old match links continue to refer to their original contracts. Rooms retain result summaries, not an unlimited recording of gameplay frames.
Betting and maintenance#
The rooms account opens Betting credit & wallet for credits, signed withdrawals and recent positions. In Chaos, the testnet VPS bridge queues authenticated paid totals while the ball keeps moving. The next point applies the latest totals already received by the game; delayed updates wait for a future point. There is no 40-block pause in new matches. Old markets keep their original rules. Chaos rules.
An arena being closed stops accepting games while other ready arenas remain usable. The hub's actual challenge period still applies to that arena. If the reserve is unavailable, new games wait; there is no automatic Monad gameplay fallback. New testnet markets pay to the fixed wallet after the first published result, even if the recipient is disconnected. Later disputes are logged and never cause a second automatic payment. Previous markets keep their original settlement rules. Payment states.