DEPTH OF GREED ▶ PLAY
The town of Depth of Greed seen from above: the first house, the quarry, the smithy under the cliff, the tavern, the wizard's house and the market stalls.

DEPTH OF GREED

A pixel-art adventure on Solana. One island, one town, and everything under it. Pick a class, chop, mine, fish, craft, fight in the open, and trade with other players for $GREED.

THE TOWN

Screenshots, not mock-ups — every one of these is the running game.

The game running: the player outside the wizard's house with the health bar, hotbar, chat panel and minimap on screen.
What it looks like to play. The player card, the health rail and hotbar, the chat plate and the minimap with its run-energy medallion.
The tavern interior with the bar counter, stove, dining tables and two staff.
The tavern. Tavern goods sells bread and cooked shrimp at the sink. The Cook Tutor works the stove.
The wizard's house with a lit fireplace, a chest and a writing desk, the Wizard of Change standing inside.
The Wizard of Change. He hands out one starter kit — melee, ranged or magic — and only once.
The smithy under a stone cliff, its forge lit, with the Blacksmith Tutor at the anvil.
The smithy. A lit forge and an anvil under the cliff, with a cave cut into the rock behind it.
Two striped market stalls of fruit and vegetables beside a well and a cherry blossom tree.
The player market. Player-to-player trading, paid for in $GREED and nothing else.
The town: houses, the market square, lamp posts, a graveyard and a cherry tree.
The square. Houses, lamp posts, the graveyard, and the road that runs through the middle of it all.
A wooden pier reaching out over blue water with the Fishing Tutor standing on it.
The pier. The Fishing Tutor, out over the water at the south end of the island.

DOCS

What the game is, in the order you meet it.

THE ISLAND

One land mass, hand-painted tile by tile. The town is the tutorial: past its steps you are in T1, and over the bridge is T2. There is no zone select and no loading screen — you walk.

PICK A CLASS, ONCE

The Wizard of Change asks who you are and gives you one kit: a rusty saber and copper plate, a crude bow and leathers, or a crooked staff and mage robes.

It is character bound and it is a single claim. If you want to use something else, you craft it.

FREE FIRE

WASD to move, left click to attack wherever the mouse is pointing. Nothing is targeted and nothing is locked: arrows, spells and sword arcs fly, and both you and whatever you are fighting can dodge them.

Bows spend arrows. Magic spends mana. Every swing is drawn before the shot leaves.

SKILLS TO 100

Hitpoints
1 – 150
Everything else
1 – 100

Woodcutting, fishing, farming, mining, cooking, smithing, ranged, strength, defence, slayer and magic.

MINING

Eleven families in the ground: stone, copper, iron, coal, gold and platinum; sapphire, emerald, ruby and diamond speckled through grey rock; and a mana crystal that glows, ground down into the powder that makes mana potions.

TWO CURRENCIES

Gold
The vendor's shelf — arrows, bread, cooked shrimp, mana potions. A sink.
$GREED
The player market, and only the player market.

Nothing converts one into the other.

LEADERBOARD SOON

The ladder opens when the world does.

Total level, each skill, and the richest accounts on the island — read off the server, which is the only thing that decides what anyone owns. Nothing here is live yet, so there is nothing here: a board with invented names on it would be the first lie on the page.

BURN SOON

$GREED, and what the game does with it.

Every player-to-player trade pays a 10% tax in $GREED. Where that goes — how much is burned, how often, and to which wallet — is the dev's call and it has not been set yet.

When it is, this section carries the contract address, the burn wallet, the amount burned to date and a link to every transaction, so it can be checked on chain rather than taken on trust.