Every map ever made is read-only
268,435,456 parcels of the real Earth. Your street, your city, anywhere on the planet. Claim it, build on it, and hold it against everyone else who wants it.
Every contract below is being read from that chain's own public node, in your browser, right now. Nothing here is a screenshot or a number we typed: if a row says 12,890 bytes, your machine just asked the chain and the chain answered.
Checking…
A supply fixed by geometry rather than policy: 268,435,456 tiles that can never be expanded, inflated or granted to insiders. A tile's coordinate is its token id, so ownership is arithmetic anyone can verify and nobody can forge. And the interesting number is not how many chains this runs on, but that going native on a new one is an adapter, not a fork.
Every chain implements the same 24-function adapter interface, contract-tested in CI. 14 EVM chains share a single adapter; the other 12 families: Move, Cairo, UTXO, Soroban, ESDT, FA2 and the rest: each have their own. One codebase, one game, one set of mechanics.
A tile is whatever that ecosystem's own primitive is: an ASA on Algorand, a Move object on Aptos, an FA2 token on Tezos, a native asset on Cardano. Wallets, fee language and the asset model come from the chain, not from a lowest common denominator.
Each build is its own bundle, its own database and its own backend. Nothing is shared, so one ecosystem's world, players and metrics can never appear inside another's.
Every build reads the current head of its own chain from that chain's own node and shows it live: a number you can check against a block explorer in ten seconds.
The worlds are seeded. Owners, purchases and activity were generated by
server/seed_chain.py with chain-correct addresses and modelled retention, so no build looks
abandoned. They are demo data, and we would rather say so here than have you work it out.
The contracts are deployed; the gameplay is not yet on-chain. The section above reads
them live from each chain's own node, and 18 EVM chains share one address with byte-identical code. But
a tile purchase today writes a database row, not a transaction: on-chain mint counts are
0. The chain is the payment rail and the anchor; the tile ledger is still the database.
What is genuinely live: the game loop, wallet authentication, payments, the per-chain
adapters, native wallet payment on nine adapter families, and the chain-head reading on every build.
Each deployment's /ecosystem page reports its own traction from its own database and
states these same caveats.
Each is a separate, self-contained build. Open any one and it will look like it was made for that ecosystem alone. Because in every way a player can observe, it was.