# Welcome to Hashed

## What is Hashed

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2F96iiV1wvx2Bf524Ftdpe%2FLogo_text_banner.png?alt=media&amp;token=448839fd-165b-4989-9d62-f190fd3287a2" alt=""><figcaption></figcaption></figure>

[**Hashed**](https://www.hashed.farm/command) **is a strategic, blockchain based mining simulation game built on Solana.**

Players build and manage mining nodes, deploy them across four competing datacenters, and earn $HASH tokens through ongoing mining operations.&#x20;

{% hint style="success" %}
The higher the hashrate of the node - the more $HASH could be mined. &#x20;
{% endhint %}

Each node has a hashrate, potential passive skills, and a lifecycle that requires active management over time.

Mining in Hashed is not passive. Like in real life - *nodes deteriorate, datacenters experience disruptive events, and* [*extracting*](#user-content-fn-1)[^1] *rewards introduces cooldowns and tradeoffs.*&#x20;

To earn efficiently, players must decide **when** to deploy, when to extract, and how to adapt their strategy as conditions change.

{% hint style="success" %}
**Join the official Hashed community on X:** [**https://x.com/HashedSolana**](https://x.com/HashedSolana)&#x20;
{% endhint %}

### Core Game Philosophy

Hashed is designed around ***strategy, transparency, and consequence***.

Instead of infinite compounding or guaranteed yields, the game introduces friction: node deterioration, extraction penalties, capacity limits, and random events.&#x20;

These mechanics motivate decision making and prevent set-and-forget gameplay.

### Transparency Manifesto:

> All core mechanics are executed on-chain or derived from provably fair randomness, allowing players to verify outcomes rather than trust opaque systems.\
> \
> Randomness in Hashed is provably fair and verifiable on-chain. Players cannot influence outcomes, and the system itself cannot manipulate results after transactions are confirmed. \
> \
> Hashed rewards players who understand the system, manage risk, and adapt to change. There is no single optimal strategy. Long-term success depends on how well players balance efficiency, timing, and uncertainty in a competitive environment.\
> \
> It’s you and your strategy.&#x20;

<br>

[^1]: collecting, claiming


# Getting Started

### Wallet Requirements

Hashed works with transactions on Solana due to its speed and reliability.

The recommended wallet is Phantom. (Works as well with Backpack and Solflare)

### Connecting Your Wallet

Head to the website <https://www.hashed.farm/command>&#x20;

You will see the wallet connection request.&#x20;

You need to sign up using your Solana wallet extension and sign the transaction.&#x20;

### Website navigation - Command&#x20;

#### Nodes&#x20;

Your nodes dashboard. You can repair, extract and see your node specs there.

#### Grid&#x20;

Datacenter & predictions dashboard. See what events are currently happening at the datacenters, make bets on the next events, see global game stats.

#### Scanner&#x20;

Leaderboard and search engine for accounts who hold nodes.&#x20;

#### Dealer

A place to buy game-related items like Flux Rescript or Flux Expanders.

#### Activity Log

It is located right at the bottom of the screen. It shows the log of datacenter and node-related events. By clicking on those events you can see more details and verify randomness.&#x20;

### $HASH Token Overview

$HASH is the core utility token of the Hashed ecosystem.&#x20;

#### The only official contract address:&#x20;

```
z69K9UUMSdBPuqgSTWH5jhMAUXDSSgceWVcPKwDhash
```

### How $HASH Is Earned

Players earn $HASH primarily through **mining**:

* Mining rewards distributed by datacenters
* Rewards are proportional to a node’s effective hashrate
* Accumulation bonuses increase rewards the longer a node remains deployed (but capped at 3% to avoid abuse)

**Additional $HASH enters circulation through:**

* Event-related redistributions (such as Siphon events)
* Prediction event payouts
* Learn more about tokenomics and distribution here

Jump to:

<table data-view="cards"><thead><tr><th></th><th data-type="content-ref"></th><th data-hidden data-card-cover data-type="image">Cover image</th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td></td><td><a href="/core-concepts/nodes">Nodes</a></td><td><a href="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2Fy9xOgZ45BOhwOXfNq75K%2F24.png?alt=media&amp;token=df9de24e-977e-417d-838d-3d2fc56990eb">24.png</a></td><td><a href="/core-concepts/nodes">Nodes</a></td></tr><tr><td></td><td><a href="/core-concepts/datacenters">Datacenters</a></td><td><a href="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FEwwZBnEsdrPVbyLMhKVb%2F25.png?alt=media&amp;token=e33072b1-9de6-4e0f-a8ef-9a84732f3ebb">25.png</a></td><td></td></tr><tr><td></td><td><a href="/core-concepts/mining-and-rewards">Mining &amp; Rewards</a></td><td><a href="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2Fvoe5OUCsX0HZ54BNYVy8%2F26.png?alt=media&amp;token=4811034f-36e1-4f24-8022-5a2133e75e49">26.png</a></td><td></td></tr></tbody></table>


# Nodes

### What Is a Node

A node is a key digital asset on hashed.farm that mines (generates) $HASH tokens when deployed to a datacenter.&#x20;

### Node Lifecycle

A node follows a clear lifecycle:

1. Built by selecting a tier and paying SOL
2. Deployed to a datacenter to begin mining
3. Deteriorates over time, reducing effective hashrate
4. Repaired or fused (upgraded) to maintain long-term value
5. Extracted to claim accumulated $HASH and redeploy to another datacenter for effectiveness.

{% hint style="warning" %}
Nodes that are **not** actively managed become less efficient over time.
{% endhint %}

### Node Tiers&#x20;

There are five tiers, each tier has&#x20;

* a randomized range of hashrate
* a chance to get a passive skill&#x20;

| **Node Tier** | **Build Cost (SOL)** | **Hashrate Range (MH/s)** | **Passive Skill Chance** |
| ------------- | -------------------- | ------------------------- | ------------------------ |
| Common        | 0.125                | 18–30                     | 25%                      |
| Uncommon      | 0.25                 | 40–65                     | 50%                      |
| Rare          | 0.5                  | 85–135                    | 75%                      |
| Ultra         | 1                    | 180–280                   | 100%                     |
| Superior      | 2                    | 370–590                   | 100%                     |

To build a node you need to have a corresponding amount of $SOL in your wallet. Make sure to deploy it to the datacenter, otherwise the node won’t generate the hashrate.

<br>


# Passive Skills

Passive skills provide permanent advantages to the node.&#x20;

The skills appear in the node during the building process or upgrading (buying items at the Dealer).&#x20;

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FPWwmU9Rl2S1WPYNov5ql%2Fimage.png?alt=media&amp;token=ec420e7f-9c3b-4ef1-a7f2-bbfe6f2df9c4" alt=""><figcaption></figcaption></figure>

Players cannot choose a skill, it is randomized through onchain mechanics and there is an equal 25% chance for the skills to be one of four types.

* **Hashrate Boost**: Permanently increases the node's base hashrate by a percentage which varies by the node tier.
* **Cooldown Reducer**: After the miner extracts their node rewards, the automatic cooldown is applied and users wait to redeploy the node. This skill shortens the 15–30 minute waiting period required after extracting rewards before a node can be redeployed. Cooldown rate is also randomized through extraction transaction onchain characteristics.&#x20;
* **Deterioration Reducer**: As in real life - nodes lose power naturally over time. This skill lowers the rate at which a node loses power while deployed (base rate is 1% per hour), helping to maintain effective hashrate for longer periods.
* **Event Shield**: Protects against negative datacenter events, allowing for partial payouts during Blackouts and reducing the amount of rewards stolen during Siphons. (we'll cover the events in the datacenters in the next article)

Check out the % effect ranges for every skill, when rolled it is randomized within the range according to the node tier:

<table><thead><tr><th width="112.40625">Skill Type</th><th>Effect</th><th width="112.21875">Common</th><th width="124.3359375">Uncommon</th><th width="107">Rare</th><th width="101.26171875">Ultra</th><th>Superior</th></tr></thead><tbody><tr><td>Hashrate Boost</td><td>Permanent increase to base hashrate</td><td>6–21%</td><td>6–23%</td><td>6–24%</td><td>7–26%</td><td>7–27%</td></tr><tr><td>Cooldown Reducer</td><td>Reduces redeploy cooldown after extraction</td><td>11–25%</td><td>11–27%</td><td>12–29%</td><td>12–32%</td><td>13–34%</td></tr><tr><td>Deterioration Reducer</td><td>Slows power loss over time (base 1% per hour)</td><td>13–33%</td><td>13–36%</td><td>14–39%</td><td>14–42%</td><td>14–45%</td></tr><tr><td>Event Shield</td><td>Reduces losses from negative datacenter events</td><td>10–24%</td><td>10–26%</td><td>10–27%</td><td>11–29%</td><td>11–30%</td></tr></tbody></table>

### Skill Stacking Rules

Stacking: A single node can have a maximum of two of the same skill type.

Max Slots: The total number of skill slots depends on the tier, ranging from 2 slots for Common/Uncommon nodes to 4 slots for Superior nodes.

Modification Items: There are two items that can help you modify the passive skills on your node:

* Flux Rescript to reroll an existing skill&#x20;
* Flux Expander to attempt to add a new skill slot.

To buy modification items go to `Command` >> `Dealer` and select an item for the node of your tier and good luck rolling!

<br>


# Datacenters

### Overview

After you’ve built a node, it needs to be put[^1] to the datacenter in order to start mining $HASH.

### Available Datacenters

* **Neon Haven**
* **Phoenix Foundry**
* **Shadow Mines**
* **Void Hive**

Each datacenter distributes 1% of its current $HASH pool, unless affected by Datacenter Events.&#x20;

The rewards are distributed at randomized periods to avoid abuse.

You can move nodes between datacenters by extracting a node and rewards, but timing and strategy matter.

**It is important to check the specs of the datacenter when deploying a node.**&#x20;

You’ll see capacity, available $HASH to mine in the pool and cumulative hashrate.&#x20;

| Spe                 | What It Means            | Why It Matters                    |
| ------------------- | ------------------------ | --------------------------------- |
| Capacity            | Max nodes that can mine  | Limits competition                |
| Pool                | Total $HASH available    | Bigger pool = bigger rewards      |
| Cumulative Hashrate | Total MH in pool         | More power means more competition |
| $HASH / MH          | Reward per unit of power | Shows efficiency                  |

<br>

[^1]: deployed


# Datacenter Events

While your node is deployed, the datacenter can trigger random events.&#x20;

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2F0XMytKENGY6uKIVJDbWs%2FUntitled%20design%20(2).png?alt=media&amp;token=ff9aa703-d1ad-4fd4-bf40-946686e09018" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
These events affect all nodes inside that datacenter for a certain period of time.
{% endhint %}

Events are not constant. They come and go, which means players who pay attention can react faster and reduce losses or increase gains.

### Event Types

#### Boost Event

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FihxMMvlR3d4VZYi28TLt%2Fimage.png?alt=media&amp;token=aefefde0-d6c1-43dc-8668-e3f7890c327b" alt=""><figcaption></figcaption></figure>

A boost temporarily increases $HASH mining rewards for all nodes in the datacenter.\
It has a 30% probability of being triggered and lasts between 30 and 75 minutes.

**Key mechanics:**

**Increased Distribution Cap**

While the standard distribution is 1% of the datacenter's current $HASH pool, a Boost event adds an additional percentage based on the event's "power" (ranging from 0 to 100).&#x20;

**Activity log => Boost event (click on it) => You’ll see the power % calculation&#x20;*****(it applies to other events as well).***

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2F96STZ6nTXBjPD3RhuoQg%2Fezgif-1ca9affbc1e5a2e5.gif?alt=media&amp;token=76514809-ccc6-42ff-9523-e1c5b7fe8065" alt=""><figcaption></figcaption></figure>

> *If power is 75 it means that the overall pool distribution is boosted 0.75%, making it 1.75%.*

**Maximum Payout**

The total distribution cap can reach a maximum of 2% (1% base + 1% maximum boost).

**Stacking**

If multiple Boost events occur simultaneously in the same datacenter, their effects stack additively up to the 2% limit

***Example***

> If your node normally receives 100 $HASH (1%) per hour and a boost is active (75%), it might mine up to 175 $HASH per hour for the duration of the event.

This is a good time to keep nodes deployed and avoid extracting too early.

#### Breach Event

A Breach is a datacenter event with a 30% probability of occurring, lasting between 30 and 75 minutes.&#x20;

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2F1UJ15Y3AWZulWU0GOSHq%2Fimage.png?alt=media&amp;token=49d717b0-9ca2-4d46-bb60-82a629682f55" alt=""><figcaption></figcaption></figure>

During this event, one datacenter "breaches" another, causing a transfer of (1%-2%) $HASH tokens from the breached datacenter’s pool to the breaching datacenter’s pool.

Lock icon represents breach, if the lock icon has '+' sign, it means this datacenter is a beneficiary of the breach, not the victim.

**Key mechanics:**

* Tokens are transferred during every distribution cycle of the breached datacenter at a rate of 1% to 2% (calculated as `1% default rate + [event power × 1%]`).
* The amount drained is a percentage of the breached datacenter’s total pool balance.
* Shield Event Passive Skill **cannot be used with Breach** events.

#### Blackout Event

Nodes cannot work without power. **During a blackout, mining rewards are heavily reduced or paused.** It is an event with a 30% probability.

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FMQuzxEAZzPx0O66rsmdS%2F%2B%20(3).png?alt=media&amp;token=d3320a2b-788d-4f0c-8ab1-37ed3b66f33c" alt=""><figcaption></figcaption></figure>

While distributions are paused, nodes deployed in that datacenter continue to deteriorate at their normal rate.

**Key mechanics:**

* **Nodes receive zero payout during the event.**
* Nodes equipped with an Event Shield passive skill are the only ones that receive rewards during a blackout, earning a partial payout (payout × shieldPower).&#x20;

***Example***

> *A node with a 20% Event Shield will receive 20% of its normal rewards while the blackout is active.*

Users are still permitted to extract their nodes during a blackout, but a 10–20% fee is applied to their accumulated rewards based on the event's power. This fee is permanently <mark style="color:$danger;">burned</mark> and is not reduced by the [Event Shield](/core-concepts/passive-skills) skill

Blackouts encourage players to decide whether to wait it out or extract (with some penalty + cooldown) and redeploy elsewhere.

#### Siphon Event

**A siphon drains 10-20% of mined $HASH from all nodes in the affected datacenter. This is an event with 10% probability.**&#x20;

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FQjHzy7YDtKd6mkHHQZoG%2F%2B%20(2).png?alt=media&amp;token=45a98f7d-3322-4aa4-91c2-e3e47cd44c73" alt=""><figcaption></figcaption></figure>

**Key mechanics:**

**The Drain**: It targets every node in a "source" datacenter, taking 10% to 20% of their unclaimed rewards depending on the event's power.

**Redistribution**: All tokens drained from the source are redistributed proportionally by hashrate to nodes deployed in the "target" datacenter.

**Event Shield Protection**: Nodes with the Event Shield passive skill can reduce the amount of rewards stolen. For example, a 20% shield would turn a 15% drain into a 12% loss.

***Example***

> *If a siphon drains 15% and your node mines 100 $HASH, only 85 $HASH is left .*\
> *With an Event Shield, the 15% drain is reduced.*

When a Siphon occurs, players should consider extracting their nodes quickly if they are in the source datacenter to prevent further loss, or moving nodes to the target datacenter to receive bonus rewards

Siphons reward players who monitor events and react quickly.

### Why Events Matter

Events introduce uncertainty and strategy.&#x20;

Players must decide when to:

* Keep mining through an event
* Extract and accept a cooldown
* Move nodes to another datacenter
* Rely on passive skills for protection

There is no perfect setup that works continuously, players have to keep up.


# Mining & Rewards

Mining is the process of deploying built nodes to one of four datacenters Neon Haven, Phoenix Foundry, Shadow Mines, or Void Hive to earn $HASH tokens.&#x20;

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FEJjU1o1VzHfULN4P6ObK%2Fimage.png?alt=media&amp;token=5a20647a-877c-49cc-b19e-67e9ab5d3486" alt=""><figcaption></figcaption></figure>

Once a node is deployed, it begins mining and earning rewards based on several dynamic factors.

### Distribution Intervals and Capacity Modifier

#### Base Interval

Rewards are not distributed at static times, instead, they occur at dynamic intervals to ensure the health of the ecosystem.

{% hint style="success" %}
Every datacenter has a random **base interval of 20–50 minutes** between distributions to prevent predictable patterns.
{% endhint %}

#### Capacity Modifier

To balance reward rates as more users join, the interval could be extended based on how full the datacenter is.&#x20;

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2Fn4OPwEs3PAygsAOHXBWH%2Fimage.png?alt=media&amp;token=a92c90a4-f7b6-44d4-9927-7201a374a63b" alt=""><figcaption></figcaption></figure>

If a datacenter reaches a high percentage of its capacity, distributions will occur less frequently.&#x20;

***Example:***

For example, a 30-minute base interval in a datacenter that is 90% full results in an actual wait time of 43.5 minutes.

The formula: `totalInterval = baseInterval + (baseInterval × capacityPercent / 2).`

### Reward Share Formula

During every distribution cycle, a datacenter distributes **1%** of its current $HASH pool by default (which can increase up to 2% during [Boost](/core-concepts/datacenters/datacenter-events#boost-event) events).

Your specific share of these rewards is calculated based on your node's hashrate compared to the total hashrate currently deployed in that datacenter.

> The higher your node's hashrate, the larger the portion of the distribution you receive.

#### Accumulation Bonus

The system rewards "loyalty" or long-term deployment through an accumulation counter.

Earning Points: For every hour a node remains deployed, its accumulation counter increases by 1 point = 0.1% to your reward bonus rate.

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2F28fmd12kDVTTvgEI6ZgN%2Fimage.png?alt=media&amp;token=d0cab6d5-aeef-4400-b2b1-19cb65bf6780" alt=""><figcaption></figcaption></figure>

> **This bonus peaks at 3% after 30 hours of continuous deployment.**

**Calculation**: The bonus is applied as a percentage of your current unclaimed rewards, meaning the longer you stay deployed without extracting, the more you earn from each subsequent distribution.

<br>


# Extraction & Cooldowns

**Claiming your mined tokens is done through the Extraction process.**

When you extract, all accumulated $HASH tokens move from the datacenter pool directly to your wallet.

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FGxGLOEHWEDQueHXGsK9X%2Fezgif-23aca7024d704454.gif?alt=media&amp;token=d8b57225-8c8e-4098-83f8-e12366723408" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
To extract - **you need to have a few $HASH tokens in your wallet** (to open a Solana token account).
{% endhint %}

Extracting withdraws your node from the datacenter and triggers **a random 15–30 minute cooldown.**&#x20;

### Node Cooldown

Your node cannot be redeployed until this period ends, though this can be shortened if your node has a Cooldown Reduction passive skill.

If you fail to maintain your node and its power drops **below 25%**, the system will automatically extract it for you (with a 10% penalty fee) and send it to your wallet.

<br>


# Node Deterioration & Repair

Hashed simulated the way equipment works. Nodes can deteriorate with time and slowly lose crumbles of power after repairs.

#### Power Deterioration

While a node is deployed in a datacenter, **it experiences constant wear!**

Nodes lose power at a base rate of <mark style="color:green;">1% per hour while active.</mark> This loss directly reduces the node's effective hashrate for mining (rewards as well.)&#x20;

{% hint style="danger" %}
**To ensure a node always contributes some value, power cannot drop below a minimum floor of 25% of its base power.**
{% endhint %}

[The Deterioration Reducer passive skill](/core-concepts/passive-skills) can lower this hourly decay rate based on the skill's specific percentage.

### Automatic Extraction Rules

The system enforces a "maintenance minimum" to prevent nodes from running at critically low efficiency.

If a deployed node's power drops below 25%, it is automatically extracted from the datacenter and accumulated $HASHED are sent to the wallet (minus the 10% penalty fee).

### Repair System Overview

Nodes require repairs to restore their effective hashrate to 100%.

Repairing a node that is not deployed is free.&#x20;

Any $HASH spent on repairs is auto burned, helping to regulate the token supply.

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FX7hfnhb8V0Zy9IfZVLqh%2Fcyberpunk%20cup%20of%20coffee.gif?alt=media&amp;token=553dc875-cbc7-4746-8268-89d125a3ab57" alt=""><figcaption></figcaption></figure>

**Repair Cost Formula**

For nodes currently deployed, the repair cost is tied to your unclaimed rewards, it will be shown before transaction.

***Example***

If power is 60% (0.6), missing power is 40%, so 40 units. Cost = 0.01 × 40 × unclaimed = 40% of unclaimed rewards.

• Formula: `repairCost = unclaimedRewards × 0.01 × missingPowerUnit`s.

• Calculation: `missingPowerUnits` is defined as the percentage of power lost divided by 0.01 (e.g., 30% lost = 30 units).

### Permanent Hashrate Degradation

Repairing a node is not a perfect restoration, it causes permanent structural damage to the node's base hashrate.

A node permanently loses 1% of its base hashrate for every 100% of power restored.

• Degradation Formula: `newBaseHashrate = oldBaseHashrate × (1 - powerRepaired × 0.01)`

• Cumulative Effect: This degradation accumulates over time.&#x20;

***Example***

If you repeatedly let a 100 MH/s node drop to 25% and repair it, its base hashrate will drop to approximately 99.25 MH/s after the first repair and roughly 8.3 MH/s after ten such repairs.

> Managing deterioration is vital for maintaining a profitable mining operation over the long term.

#### Tips:&#x20;

Repairing when power is still high (e.g., above 80%) results in smaller degradation per repair, preserving more of the node's absolute hashrate value for a longer period.

Strategic players use [Deterioration Reducer skills](/core-concepts/passive-skills) or [Flux Expanders](/core-concepts/items-and-inventory) to add maintenance-related skills, minimizing repair frequency.

*Because nodes eventually lose value through degradation, there is a natural demand to build new nodes or use the Fusion system to replace older, less efficient hardware.*

<br>


# Prediction Events

Event Predictions allow players to bet $HASH tokens on&#x20;

* upcoming events,&#x20;
* datacenters where the events will occur next
* or both&#x20;

It adds a layer of gamified strategy to the mining ecosystem.

**Every 30 min a new bet is available.**

Bets are in $HASH with pre-set % tiers, ranging from 0.1% to 2%. To ensure fairness, only one bet per user is permitted per event cycle

The prediction pool is funded by 5% of each distribution from all datacenters.

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FnDzXjhHiIvdvs4vkXwfc%2Fimage.png?alt=media&amp;token=4d159f47-5fd4-4cfe-87a0-9c8b8225a397" alt=""><figcaption></figcaption></figure>

### Bet Types and Odds

Players can choose between three different levels of risk and reward:

• Event Bet: Predict only the event type (Boost, Blackout, Breach, or Siphon). Standard events pay 3.3x, while the rarer Siphon pays 10x.

• Datacenter Bet: Predict which datacenter will be the "beneficiary." This offers 4x odds.

• Combined Bet: Predict both the type and the beneficiary. This offers the highest rewards: 13.3x for standard events and 40x for Siphon.

*Prediction is correct if you as the user can identify the event and/or the primary datacenter where the event occurs.*

#### Timing and Settlement

Betting opens when an event enters "preparing" status and closes 1 minute before the event starts. Bets are settled automatically once the event becomes active.

**Fees**

A 5% fee is applied to all winning payouts, with 1% of the total payout being permanently burned on-chain to support the token economy.

#### Security and Fairness

All prediction outcomes are determined by a [provably fair on-chain randomness system](/core-concepts/how-to-know-that-it-is-truly-random).&#x20;

Because results are derived from immutable blockchain data like transaction slots and timestamps, **neither** **the server nor the players can predict or manipulate** the outcome before the transaction is confirmed.

<br>


# Node Fusion

Node Fusion is a core mechanic that allows you to combine **two existing nodes into a single, more powerful node of a higher tier.**&#x20;

#### Fusion Rules

To perform a fusion, you must meet several specific requirements:

You must fuse two nodes **of the same tier to create one node of the next higher tier.**

Neither node can be currently deployed in a datacenter or undergoing an extraction cooldown.

Superior tier nodes **cannot** be fused because they already represent the highest possible tier in the system.

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FpjoBnTXl9FegXzs3xn0H%2Fcyberpunk%20cup%20of%20coffee%20(1).gif?alt=media&amp;token=b54eaafa-5c3d-4c48-8351-a2748c47ef54" alt=""><figcaption></figcaption></figure>

#### Fusion Costs

Fusion requires the payment of $HASH tokens. The cost doubles with each subsequent tier level:

• **Common to Uncommon:** 2,000 $HASH

• **Uncommon to Rare:** 4,000 $HASH

• **Rare to Ultra:** 8,000 $HASH

• **Ultra to Superior:** 16,000 $HASH

#### Skill Slot Preservation

{% hint style="warning" %}
A critical rule for fusion is that **both nodes must have the same number of passive skills** to be eligible.
{% endhint %}

The resulting fused node will retain the same number of skill slots as its "parent" nodes. While the number of slots is preserved, the actual skills are not.&#x20;

All skills are randomized (re-rolled), and their power levels are adjusted to match the ranges of the new, higher tier.

#### Fusion Randomness

The properties of the newly created node are determined using the platform's [provably fair on-chain randomness system.](/core-concepts/how-to-know-that-it-is-truly-random#verifying-randomness)

Data Sources: Random values are derived deterministically from the transaction slot, timestamp, your public key, and a unique client seed.

Attribute Mapping: For fusion, the system generates four random values: the first determines the new hashrate, and the subsequent values determine the skill type and power for each preserved skill slot.

Verifiability: Because these values are logged on the Solana blockchain as a commitment hash, you can independently verify that the outcome was not manipulated after the transaction is confirmed.

#### Strategy Implications

**Upgrading Degraded Nodes**

Fusion serves as a primary method for dealing with permanent hashrate degradation caused by repeated repairs. Instead of mining with a weakened node, you can fuse it to "reset" it into a higher-tier node with a fresh hashrate range.

**Skill Power Scaling**

Since fused nodes roll skills at the new tier's power ranges, fusion is a strategic way to obtain higher percentages for [passives](/core-concepts/passive-skills) like Event Shield or Deterioration Reducer.

**Slot Preparation**

If you want a high-tier node with multiple skills, you should use [Flux Expander](/core-concepts/items-and-inventory) items to add slots to your lower-tier nodes before fusing them. However, you must ensure you add the same number of slots to both nodes to satisfy the fusion rules.

**Superior Tier Path**

Fusion is the only way to reach the maximum potential of the Superior tier, which allows for up to 4 passive skill slots, providing the most powerful combinations for long-term mining

***Read more:***&#x20;

{% content-ref url="/pages/b7zvIFqcy9QOyL2nPc1n" %}
[Items & Inventory](/core-concepts/items-and-inventory)
{% endcontent-ref %}

{% content-ref url="/pages/SogEJJiei7O0UFvJYgaO" %}
[Passive Skills](/core-concepts/passive-skills)
{% endcontent-ref %}


# Items & Inventory

### The Dealer: Item Supply & Refresh Logic

The Dealer provides a <mark style="color:red;">**limited**</mark> <mark style="color:red;">**inventory**</mark> of items that refreshes every 3–6 hours.

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FDmtmNZkAhJKaklXqcMn8%2Fcyberpunk%20cup%20of%20coffee%20(17).png?alt=media&amp;token=7622ee2b-208a-42ee-b91c-baaf34b2aa26" alt=""><figcaption></figcaption></figure>

#### Supply Calculation

The available stock for each rarity is determined by *the total number of nodes of that rarity currently in the game*.&#x20;

The formula used is `random(nodeCount ÷ 10, nodeCount ÷ 5)`.

{% columns %}
{% column %}

<h4 align="center">Availability</h4>

<p align="center">If an item sells out, you must wait for the refresh countdown timer to end before more become available.</p>
{% endcolumn %}

{% column %}

<h4 align="center">Pricing</h4>

<p align="center">Item costs are pegged to the SOL cost of building a node of that specific rarity: Flux Rescripts cost 5% of the build cost, while Flux Expanders cost 10%.</p>
{% endcolumn %}
{% endcolumns %}

### **Flux Rescript**

*This item is used to completely* [*reroll*](#user-content-fn-1)[^1] *the passive skill on a node of matching rarity.*

**Guaranteed Skill:** If a node does not currently have a skill, the Rescript guarantees it will receive one.

**Requirements:** The node cannot be deployed in a datacenter or undergoing an extraction cooldown, and the item's rarity tier must match the node's rarity.

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FvgHbZJde9BBcvG2AshRp%2Fcyberpunk%20cup%20of%20coffee%20(12).png?alt=media&amp;token=3249c551-0f65-4f77-ad0d-96d3fcec6af6" alt=""><figcaption></figcaption></figure>

#### Pricing by Tier:

* **Common**: 0.00625 SOL
* **Uncommon**: 0.0125 SOL
* **Rare**: 0.0250 SOL
* **Ultra**: 0.0500 SOL
* **Superior**: 0.1 SOL

### **Flux Expander**

The Flux Expander is used to **attempt** to add an additional passive skill slot to a node.

**Each Flux Expander must match the rarity tier of the node it is being used on. Each tier has maximum allowed skill slots.**&#x20;

| Node Tier | Flux Expander Price (SOL) | Max Skill Slots Allowed |
| --------- | ------------------------- | ----------------------- |
| Common    | 0.0125 SOL                | 2                       |
| Uncommon  | 0.025 SOL                 | 2                       |
| Rare      | 0.05 SOL                  | 3                       |
| Ultra     | 0.1 SOL                   | 3                       |
| Superior  | 0.2 SOL                   | 4                       |

#### Success Chances

Success is not guaranteed and becomes more difficult as more skills are added:

| Current Number of Skills | Success Chance to Add Slot |
| ------------------------ | -------------------------- |
| 0 Skills                 | 100% Success               |
| 1 Skill                  | 66% Success                |
| 2 Skills                 | 33% Success                |
| 3 Skills                 | 16.5% Success              |

{% hint style="danger" %}
NOTE: The item is consumed **regardless** of whether the expansion succeeds or fails.
{% endhint %}

[^1]: change


# How to know that it is truly random?

## Provably Fair Node Generation

Hashed uses *a fully on-chain, provably fair randomness system* to ensure that all random outcomes are transparent and cannot be manipulated.

All randomness is generated by a Solana program using immutable blockchain data. This makes node stats, fusion results, cooldowns, and events verifiable by anyone.

### Where Randomness Is Used

**Node Building**: hashrate, passive skill chance, skill type, skill power\
**Node Fusion:** fused node stats and preserved skills\
**Extraction Cooldowns:** random cooldown between 15–30 minutes\
**Other Events:** any mechanic that requires randomness

### How It Works

1. You perform an action that requires randomness.
2. A unique client seed tied to your account is used.
3. You sign a transaction that calls the on-chain randomness program.
4. After confirmation, random values are generated from:

* Transaction slot
* Timestamp
* Your wallet address
* Your client seed

5. A commitment hash is written on-chain as proof of fairness.
6. The generated values are applied to the game mechanic.

{% hint style="success" %}
Random values cannot be predicted or changed before confirmation and can be verified after. The same transaction will always produce the same result.
{% endhint %}

In order to check randomness for nodes, go to `Command`, click on your node and `shield icon`, it will open the node and skills details, look for the tick near Randomness verified.&#x20;

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FOPtVhEwdOAjJKnDPJmsW%2Fcyberpunk%20cup%20of%20coffee%20(15).png?alt=media&amp;token=87dbe19a-4f13-4588-b79e-0139f62bef31" alt=""><figcaption></figcaption></figure>

For the Events randonmness go to `Command` - `Grid` - scroll down and at the bottom of the screen you'll see the `Activity Log`. You can verify randomness by clicking on any event there.&#x20;

<figure><img src="https://988927321-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJnfZocObjIxs8vrHpUSS%2Fuploads%2FcBgMJPX5CueAPPps29ru%2Fcyberpunk%20cup%20of%20coffee%20(16).png?alt=media&amp;token=6873b557-8619-4c20-b656-3f42edd1261a" alt=""><figcaption></figcaption></figure>

**The blockchain itself acts as the source of randomness, ensuring full transparency.**

**Randomness Program Address:**

`RanDoMq6rUpzXXN672CGhFwE16txSAaqqCJY3QRyEpE`

***

#### Verifying Randomness

The randomness program computes a commitment hash from the generated random values and logs it on-chain in the transaction.&#x20;

This commitment is computed as SHA256(random\_values + num\_attributes) and encoded as base58.

Since the random values are derived from *immutable blockchain data* (**slot, timestamp, your public key**) combined with your **client seed**, neither you nor the server can predict or manipulate the outcome before the transaction is confirmed. The blockchain itself becomes the source of randomness.

After any action that uses randomness, you can verify fairness by:

* Taking your transaction signature
* Deriving the random values using the same algorithm (combining slot, timestamp, your public key, and client seed)
* Recomputing the commitment hash from the derived values
* Verifying it matches the commitment hash logged in the transaction

If the commitment hashes match, this proves that the random values were generated fairly from blockchain data and were not manipulated.&#x20;

*The same transaction signature will always produce the same random values, ensuring complete transparency and verifiability.*

{% hint style="info" %}
You can use our script to verify randomness by DMing us, we will provide the Github link for the script.
{% endhint %}

#### Deterministic Generation

All random values are derived deterministically from immutable blockchain data. The same transaction signature will always produce the same random values, which means:

1. The randomness is unpredictable before transaction confirmation (depends on slot/timestamp)
2. The randomness is verifiable after confirmation (anyone can derive values from the transaction signature)
3. The randomness is immutable (blockchain data cannot be changed)
4. All game mechanics (node properties, cooldowns, fusion outcomes, etc.) are mapped deterministically from these random values using fixed formulas. (This ensures that the same random values always produce the same outcomes, and the mapping is transparent and auditable.)

<br>


# XP Points Leveling System

### 1. Overview

The leveling system is built around ***Experience Points (XP)***, earned through nearly every core gameplay action. As players level up, they gain a permanent XP bonus that applies to all actions.

Key principles:

* Level progression is infinite.
* Node rarity provides only a small XP advantage - it is done intentionally to enhance engagement.&#x20;
* Active and strategic players outperform passive ones.
* Events significantly accelerate leveling.

{% hint style="info" %}
It rewards activity, timing, and long term engagement
{% endhint %}

### 2. XP Curve and Progression

Each new level requires more XP than the previous one. The curve is steep but intentionally designed so that higher levels feel faster due to scaling XP bonuses.

#### XP Required per Level (Selected Levels)

| **Level** | **XP to Complete** | **Total XP Reached** |
| --------- | ------------------ | -------------------- |
| 1         | 500                | 500                  |
| 5         |                    |                      |
| 10        |                    |                      |
| 20        |                    |                      |

{% hint style="success" %}
There is **no** maximum level.&#x20;
{% endhint %}

### 3. Level Bonus System

Starting from Level 2, players receive a bonus XP multiplier that applies to **all XP sources**.

The bonus grows linearly by **+10% per level.**

**This bonus applies to:**

* Building nodes
* Fusing nodes
* Using items
* Extracting rewards
* Deploying nodes
* Repairing nodes

#### XP Bonus by Level

| Level | Bonus XP |
| ----- | -------- |
| 1     | 0%       |
| 2     | +10%     |
| 5     | +40%     |
| 10    | +90%     |
| 20    | +190%    |
| 50    | +490%    |

### 4. XP Sources

#### 4.1 Building Nodes

**Base XP: 100 XP. XP is awarded immediately when a node is built.**

| Player Level | XP Gained |
| ------------ | --------- |
| 1            | 100       |
| 5            | 140       |
| 10           | 190       |
| 20           | 290       |

#### 4.2 Fusing Nodes

Base XP: **50 XP**

**Awarded when two nodes of the same rarity are fused.**

| Player Level | XP Gained |
| ------------ | --------- |
| 1            | 50        |
| 5            | 70        |
| 10           | 95        |
| 20           | 145       |

***

#### 4.3 Using Items (Rescript & Expander)

Base XP: **25 XP**

Applies when rerolling skills or attempting to add a new skill slot.

| Player Level | XP Gained |
| ------------ | --------- |
| 1            | 25        |
| 5            | 35        |
| 10           | 47        |
| 20           | 72        |

***

### 5. Passive XP from Deployment

#### 5.1 Extraction XP

Nodes generate XP while deployed. XP accumulates hourly and is claimed during extraction.

Base rate: **5 XP per hour**

The hourly rate decays over time, encouraging frequent extraction.

#### Hourly Decay

* Hour 1: 100%
* Hour 2: 98%
* Hour 3: 96%
* -2% per hour
* Minimum: 50% (after 26+ hours)

#### Example (5 Hours, Level 1)

| Hour      | XP        |
| --------- | --------- |
| 1         | 5.0       |
| 2         | 4.9       |
| 3         | 4.8       |
| 4         | 4.7       |
| 5         | 4.6       |
| **Total** | **24 XP** |

Level bonuses apply to every hour individually.

***

#### 5.2 Node Rarity Bonus

Rarity slightly increases extraction XP. The maximum bonus is intentionally capped.

| Rarity   | Bonus |
| -------- | ----- |
| Common   | 0%    |
| Uncommon | +2.5% |
| Rare     | +5%   |
| Ultra    | +7.5% |
| Superior | +10%  |

***

### Design Philosophy

**Fair Competition** Node rarity provides only a small XP advantage (maximum 10%). A Common node player who plays actively can level up just as fast as someone with Superior nodes.

**Strategic Play Rewarded** Smart players time their extractions with events. Extracting during blackout (+100%) or as an attacker/defender in siphon/breach (+150%/+75%) significantly boosts XP gains.

**Scaling Rewards** Higher level players earn more XP per action, creating a satisfying progression loop where your efforts become increasingly valuable over time.

**Diverse Gameplay** XP comes from multiple sources — building, fusing, using items, extracting, deploying, and repairing. This encourages players to engage with all aspects of the game.

**Infinite Progression** There is no level cap. Dedicated players can always continue growing and improving their standing.


# $HASH Tokenomics

The $HASH ecosystem is designed with a total supply of <mark style="color:green;">**1,000,000,000 tokens**</mark>, utilizing a circular economy where token inflows (sources) are balanced by deflationary mechanisms (sinks) and automatic sustainability protocols.

**Contract Address:**\
z69K9UUMSdBPuqgSTWH5jhMAUXDSSgceWVcPKwDhash

**Total Supply:** 1,000,000,000 HA$H

**Initial Distribution:**\
• 16,000,000 HA$H seeded to datacenter pools (1M per DC)\
• 20,000,000 HA$H held in reserve for sustainability

### Sources

The primary source of $HASH is through datacenter mining distributions, where 1% of a pool is distributed every 20–50 minutes proportionally to node hashrate.&#x20;

Additionally, [Boost](/core-concepts/extraction-and-cooldowns) events can increase this to 2%. Players also gain tokens through the prediction pool, which is funded by 5% of every reward distribution across all datacenters

### Sinks

Tokens are removed from the active economy through various "sinks."&#x20;

Automatic extraction penalties (10%) and blackout extraction fees (10–20%) take rewards away from users (the latter specifically burns those tokens.)&#x20;

Repair costs for deployed nodes and Fusion costs also act as major sinks.

**Pool/Datacenter Onchain-Addresses**

`N3onceFJ1tju1JoQtKhHE69vFXgYuNtbjgNDHKEhtC3` - <mark style="color:blue;">Neon Haven</mark>

`Pho3P42qRPaU8nhSjy7x3vM2Fo7V4SdxqtK5iSJv6mP` - <mark style="color:orange;">Phoenix Foundry</mark>

`sh4DSN7W6DXmFJm7dhbbkV7wbUi2CRerS7skY5Vx82N` - <mark style="color:green;">Shadow Mines</mark>

`Vo1D4HTScneuYSoXJzVpyiMEU6dpN1ucYyBzZ5KUJMU` - <mark style="color:purple;">Void Hive</mark>

### Fee Allocation

#### Node Building

**75% of SOL spent on building nodes is used to buy back $HASH for rewards pools, while 25% goes to the development wallet for operational costs.**

#### Prediction Wins

A 5% fee is taken from winning payouts 4% is sent to the build wallet to refill pools, and 1% is burned.

#### Trading Fees

75% of PumpFun creator fees are allocated to pool fillups/buybacks, with 25% going to development.

#### Buyback Mechanics

The system maintains reward sustainability through automatic buybacks:

**75% of SOL from node builds is automatically converted into $HASH via Jupiter.**

**Build Wallet:** [`bui1dpQwW1gHtEeXB2Ardz5azAT7XzifMpBzxkTUaZF`](https://solscan.io/account/bui1dpQwW1gHtEeXB2Ardz5azAT7XzifMpBzxkTUaZF)

These purchased tokens accumulate in the Build Wallet, which then redistributes them to the four datacenter pools. This ensures that as long as new nodes are being built with SOL, the $HASH reward pools remain funded.

#### Token Burns

Several mechanics create deflationary pressure by permanently removing $HASH from the 1 billion total supply:

**Repair Burns:** All $HASH spent on repairing deployed nodes is permanently burned.

**Fusion Burns:** When combining nodes into higher tiers, 100% of the required HAH(upto16,000HAH for Superior tier) is permanently burned.

**Fee Burns:** Portions of prediction win fees and blackout extraction fees are also burned on-chain.

#### Long-Term Economic Design

The ecosystem is built to be self-regulating and sustainable through three main pillars:

1\. Natural Demand: Because repairs cause permanent hashrate degradation, nodes eventually become less efficient, forcing players to build new nodes or use the fusion system to remain competitive.

2\. Capacity Balancing: As more nodes enter the game, Capacity Modifiers extend the time between distributions, preventing the reward pools from being drained too quickly during periods of high activity.

3\. Provable Fairness: By using an on-chain randomness program for node properties, fusions, and events, the system ensures that the economic outcomes are transparent and cannot be manipulated by the server or players

<br>


# INFO


# Referral System

### Phase One - Refer and Build a Node!

You can generate a referral link on the website. You will get 10% of the dev's node building fee in SOL.

The person you refer will have 10% discount to build their first node, in addition to that, after the first node is built they will *automatically* receive one random [Flux Item](/core-concepts/items-and-inventory) for their node.&#x20;

Items are non-transferrable, they are located in the inventory after the first node is built.&#x20;

The most successfull referrers will be showcased on the leaderboard and featured on the official Hashed account on X.&#x20;

*Disclaimer: Referral program in no way is a sign of collaboration or official affiliation with Hashed.*&#x20;


# Links

Official X (Twitter): <https://x.com/HashedSolana/s>

Website: [https://www.hashed.farm](https://www.hashed.farm/)&#x20;


# FAQ


# Page


