Dynawind
A hooded stone oracle, one hand raised speak to
Whitepaper
An adventure for all

Ruins, a river of wind, and one stubborn statue.

Dynawind is an on-chain game about sending a champion into the ruins and deciding, every time they come back, whether to bank the haul or push on.

A collection of 2,222 champions.

Collect champions

Four orders. Thousands of faces.

Every champion draws a hood, an armor, a scarf, and a weapon from the same pixel grid. Champions are yours to trade, and they take a cut of the treasury while active.

A purple-robed mage with a staff
A red-bearded brawler
A hero in a crimson dress
A hooded figure carrying a torch
The loop

Send. Wait. Decide.

1

Stake your champion

A staked hero leaves the ruins and can be sent on runs. Unstaked champions sit safely at home and earn nothing.

2

Pick a run

Longer runs pay more and cost more health.

  • Short · 2h~0.9x
  • Medium · 8h~1.1x
  • Long · 24hup to 3x
3

Claim, or push on

Take what came back, or roll again for double at the cost of 20 HP. Under 30 HP the reward climbs and so does the chance of being downed.

$WIND

One token. Four places it goes.

Entry fees

Every run costs a little. 40% to the treasury, 60% burned.

Heals and revives

Impatience is the second sink. Half burned, half to treasury.

Bunker upgrades

Cot, forge, watchtower. Each changes a number in the loop.

Locked $WIND

Half of every reward. Unlocks 10% a day, only while you play.

The Oracle is waiting.

Mint a champion and send them into the ruins.

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