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Last County — documentation

The token and the economy

What has been decided, what has only been designed, and what has not been decided at all. Every mechanic on this page carries a label where you meet it. Nothing in the economy is built — not the paid mode, not the payouts, not the markets, not one line of token code in the game. This page says so at every point it comes up, because saying it once is how a reader ends up believing the opposite.

Every statement about the game was checked against its source code on 11 August 2026. The statements about the token come from the developer. The short version of this page is the posted notice on the main page; where the two overlap, this page defers to it.

Getting started

What this page is

The long version of the posted notice on the main page. The notice answers the question in thirty seconds; this page answers it with the arithmetic, the file names and the list of things nobody has decided yet.

It is not legal advice. It is not an offer. Nothing on it is for sale, and no part of the game asks you for money, a wallet or a token.

Two habits run through it. First, every mechanic is labelled where you meet it, not in a footer. Second, where a number has not been decided, the page says so and says what kind of number goes there, what it will affect and who decides it — because a blank that explains itself is useful, and a blank that gets quietly filled in is a lie with a long life. There are thirty-five of those open values, listed in full.

How to read the labels

Five labels. No others are used anywhere on this page.

LabelWhat it meansWhat backs it
BUILT In the project and verified. A file, a class, a test, or a string you can read on screen.
DESIGNED Written down. Not written as code, not tested, not in a build you could load. A design document in this project’s folder. Nothing more.
NOT STARTED Named in the design as necessary. No detail settled and no code. Searched for, and not found.
EXTERNAL A sourced fact about another company. Never a Last County number. Named source, dated where the date matters.
STATED BY THE DEVELOPER Asserted by the developer. Used for the token, and nowhere else. Nothing in the code can confirm it, and it is not checkable on chain yet either, because no address has been published.

An undecided value appears inline like this — TBD 2: ticker — and links to its row in the register, where it says what decides it.

What the token is

STATED BY THE DEVELOPER

A Last County token exists. It was launched on Solana, through pump.fun. It trades on a public market, outside the game, and anyone who wants to hold it can. That is the whole description.

Its contract address is published in exactly one place — the contract section of the main page — and that is the only official one. This page carries no copy of it, deliberately: a second copy is how a stale address ships. While that section reads “not yet live”, no address has been published, and every address in circulation is somebody else’s.

Name and ticker are TBD 1 and TBD 2. Supply is TBD 4, and when it is published it will be read off a block explorer rather than off a page like this one. Launch date is TBD 6.

The chain and the venue are the developer’s word, not the code’s

The main page states Solana and pump.fun as fact. The economy design document in this project’s folder calls both a working assumption. One of the two has to yield, and a published address is what would settle it — TBD 10.

What the token is not

  • Not an investment. No return, yield, price or future value is offered or implied here, and nobody speaking for this project is authorised to offer one.
  • Not required. The game never checks whether you hold it. You can play all of it and never open a wallet.
  • Not an advantage. It does not buy credits, loot, weapons, survivors, map access or a better outcome in a match, and no designed use of it does either.
  • Not a prize. No match, event, ladder or tournament pays out in it, and none is designed to.
  • Not a share, a security or a claim on revenue. It confers no ownership, no governance right and no entitlement to anything that has not shipped.

What you need to play

BUILT

Nothing. No wallet, no token, no balance, no connected account. That is a checkable claim rather than a promise: the project was searched for a mint address, contract address, ticker, SPL reference, tokenomics document, airdrop, presale, pump.fun, Jupiter and Raydium, and every search returned nothing. There is no payment path, and no field anywhere for an amount, stake, price or balance.

The optional Phantom wallet link inside the game is identity only, and it is switched off: its origin pins are empty and no session provider is installed. It never receives a private key, seed phrase, wallet session, signature or full public address — only a shortened display address. Its automation suite passed 8 / 8 on 10 August 2026, in that disabled state.

What the game is today: a solo battle royale, in development for Windows on Unreal Engine 5.8, with 203 custom C++ source files, 27 test files and 110 automation tests. The frontend offers a local match against no bots and states that online matchmaking is offline. Networked multiplayer is not built — worth holding on to while reading the paid mode below, because every sum in it assumes a lobby full of people the game cannot currently assemble.

Two sentences that are both true

Read these together, or neither makes sense

There is no token integration in the game’s code. Verified in the repository on 11 August 2026, and still true.

There is a token on a public market outside the game. The developer’s word. Nothing in the code can confirm it, and no address has been published yet, so it is not confirmable on chain either.

Neither sentence corrects the other. They are about different things: one is about a build you could download, the other about a market you could visit. Anyone quoting one at you without the other is telling you half of it.

The economy

Three separate things, with a wall between each. The failure mode of every project in this category is letting them bleed together, so the walls are described before the contents.

Three layers, three walls

LayerMoney inMoney out What it isStatus
The county — the free game NoNo An ordinary video game. BUILT in part, and free permanently
The paid mode An entry fee A prize on your own performance A skill competition, gated behind age verification, identity checks and a jurisdiction list. DESIGNED — no code, and it may never open
The token The open market, not the game Nothing. It only burns. A tradeable asset with a cosmetic sink. STATED BY THE DEVELOPER as live; its in-game side is DESIGNED

Read the third row again. The token column says nothing comes out. That is not modesty, it is the whole design: a token that pays out is a faucet, a faucet needs a matching sink forever, and nobody can guarantee a sink forever. The arithmetic is below.

The one-way valve

DESIGNED — and the parts of it that the build already enforces are marked in the table

This is the load-bearing rule of the entire economy. Nine directions; three of them are doing the real work.

FromToAllowedNote
PlayingCreditsYesThe only way credits are created.
CreditsCosmetics, progression tiersYesThe main credit sink.
CreditsForecast-market stakesYesCredits in, credits out, no cash exit.
CreditsA free seat in a paid-prize eventYes, cappedThe free route. Cap published before each ladder opens — TBD 26.
MoneyCreditsNEVERLoad-bearing.
The tokenCreditsNEVERLoad-bearing.
CreditsMoney or tokenNEVERLoad-bearing.
The tokenEntry, weapons, stats, matchmaking, lootNeverEntry to the paid mode would be paid in cash, not token.
PlayerPlayer, any currencyNeverNo transfers, no gifting, no trading, in either direction.

Why “money can never buy credits” is the rule the markets stand on

Credits are what you stake on the County Exchange floor — on which sector the ring closes in, on who is last alive. The instant credits are purchasable, those stakes are bought with money, and a market on somebody else’s performance, bought with money, is a wagering product. That needs a licence essentially everywhere, and the operator of the match should not be running it even with a licence, because it would be booking action on outcomes it controls: matchmaking, the ring seed, anti-cheat, the power to ban a player mid-market.

Making credits unbuyable is not a technicality. It is the difference between a leaderboard game and an unlicensed book.

Why “credits can never become money” collapses most of the cheating problem. Kill-trading, loot farming, smurfing, boosting, bot accounts — every one of those attacks is only worth running if it terminates in withdrawable value. Credits have no exit, so in the free game they degrade from fraud into a cosmetics-integrity annoyance. They would stay serious inside a paid mode, which is why that mode is designed to be small, gated and reviewed.

Why “player to player, never” is more than an anti-fraud rule. Peer-to-peer balance transfer is what turns a prize platform into something that looks like a money transmitter, and it is the laundering vector at the same time: deposit on a stolen card, dump the balance to a partner, withdraw clean. Removing transfer entirely removes the vector and keeps the legal analysis simpler. EXTERNAL FinCEN treats administrators of convertible virtual currency who accept and transmit it as money transmitters, with no activity threshold, and operating unregistered is a federal crime under 18 U.S.C. §1960, carrying up to five years.

What would break it

The valve is not a solved problem. It is a constraint that has to keep being met, and each of the following breaks it. They are individually reasonable and collectively fatal, which is exactly why they are written down where a reader can hold the project to them.

  • Purchasable credits. The moment credits are bought, the markets have consideration going in and the entire regulatory analysis changes character.
  • Player-to-player credit transfer. Turns a closed scoring currency into a transferable instrument.
  • Any cash-out from credits, including indirect ones. A tradeable cosmetic bought with credits is a cash-out with extra steps. This is why cosmetics bought with credits, and cosmetics bought with the token, are account-bound and non-tradeable.
  • Gating progression, loadouts or map access behind credits. BUILT The game currently gates nothing behind them, which is what makes “you can lose every credit you hold and lose nothing” true.
  • A ring that reacts to where players are. It silently destroys the zone market. Explained under Zones.
  • Bots in a lobby a market is running on. A market settling on a match containing undisclosed bots is a market on a rigged event.

An objection this page is not going to pretend is closed

The markets design was written assuming there would be no token at all, and it argues that a tradeable token gives credits an indirect cash exit — buy something with credits, sell it for token — which would collapse the argument that credits are not a thing of value. The answer is the valve plus the non-tradeable rule: nothing bought with credits, and nothing bought with the token, can ever be sold, traded or gifted. That answer holds only for as long as both halves hold. It is a constraint, not a solved problem, and counsel has not reviewed it.

Earning

There is a designed paid mode. It is written down, and written down is all it is. No build you could load can move money in either direction, no paid mode is open, and nobody has earned anything from Last County.

What is built today: nothing that can move money

BUILT — the absence is the built part, and it is enforced

  • The real-money path exists as an interface and nothing else. Every operational method in it raises a not-licensed error rather than running.
  • Its request type has no field for an amount, stake, size, price or currency — not omitted for later, absent on purpose — so the game cannot compose an order even by accident.
  • A 12-item list of things the code is built to make impossible is written into the source itself. It covers executing or placing any trade or wager, moving or holding money or crypto, touching custody, wallets, private keys or seed phrases, signing any transaction, collecting payment details or identity documents, holding a balance for a player, paying anything out, quoting a price as a counterparty, pooling stakes, transmitting funds or personal data, making credits purchasable or cashable, and converting credits to or from money.
  • The market tooling is read-only market data, and a test named test_module_contains_no_trading_or_custody_surface fails if trading or custody code ever appears in it. That is a machine-checked constraint rather than a promise, and it is the single most useful thing on this page for a sceptic.
  • The handoff document lists 13 prerequisites that would have to be met before any of it could be switched on. None of them is met.

The designed paid mode

DESIGNED — not written, not tested, not in any build, and possibly cut

One entry fee. One life. A separate screen you have to walk into on purpose, never something the free game pushes you toward. The county itself stays free: the whole game, every weapon, every mode, the full cosmetic economy through credits, with no advertising, no energy timers, no paid queue skip, no loot boxes and no paid power anywhere.

The design rules that give it its shape:

  • The prize pool is the entry fees of the players in that same match, and nothing else. Nothing is minted. No treasury tops it up.
  • No bonuses of any kind, ever. No deposit match, no welcome credit, no referral money, no first-match-free, no loyalty rebate. Any reward not funded by another player’s loss is a farm target, so there are none.
  • The kill price floats against the number of kills that actually happened, so the pool cannot be over-drawn.
  • Chance is stripped out: deterministic loadouts, no random ground loot at all, a fixed ring path published before the match starts, symmetric spawns. Why, under Compliance.
  • A paid lobby never backfills with bots. If it does not fill inside the queue window it cancels and refunds in full, and the cancellation rate is published. Queue window is TBD 24.
  • Free and paid queues are separate. A free player is never placed in a lobby where somebody has money on the outcome, and is therefore never somebody else’s payday.
  • The free game never shows a dollar sign, and never tells you what you would have earned.
  • What a prize would actually be paid in is not settled. The design names a dollar stablecoin throughout and the developer has not confirmed it, which matters because the choice drives the entire money-transmission analysis — TBD 16. The token is never the answer: it is never a prize, in this mode or any other.

Why the loop closes

EXTERNAL the identity below is BR1’s, and it is the reason their model works DESIGNED Last County’s version of it

The usual reading of “pay to play, get paid per kill” is that it must be subsidised and must therefore collapse. It is not, and understanding why is the foundation of everything else here. In BR1 a dollar buys a spawn, not a match:

S    = spawns                     money in  = S x F
D_p  = deaths caused by a player  money out = D_p x F
D_e  = deaths caused by gas/fall  fee forfeited, nobody paid
E    = extractions                player keeps extracted loot

Identity:   S = D_p + D_e + E

A spawn can die at most once, so D_p is never greater than S. Kill payouts can never exceed the entry money. The loop closes by construction; nothing is minted. Structurally it is a poker cash game: money circulates between players and the house takes a rake on churn.

Two things break that, and the design avoids both. If server-generated loot cashes out on extraction, that is minting, denominated in dollars. And real-money loot boxes sold as an earnings booster are chance sold for money, inside a product whose only legal defence is that it is a game of skill.

Last County’s designed mode charges per match rather than per spawn, with no respawns, for one reason: repeated re-buys inside a running match is a loss-chase loop, and one entry, one life and one prize pool is a competition. The same closure property holds, because a player can only be eliminated once.

A worked example

Illustrative. Every input below is undecided

The entry fee, the rake, the kill-and-place split and the placement split were chosen to make the shape of the arithmetic legible. They are not decisions: TBD 11, TBD 12, TBD 13, TBD 14.

N is an input to a sum, not Last County’s lobby size. No player count has been decided or announced, this page will not print one as a product claim, and networked multiplayer is not built. N appears below only because a sum needs a number in it, and the conclusion does not change when you substitute your own — TBD 15.

N = 40 players, $2.00 entry, 10% rake, 50/50 kill/place split

Money in            40 x $2.00           =  $80.00
Rake (10%)                               =  $ 8.00   -> operator, published
Prize pool                               =  $72.00
   Kill pool  (50% of pool)              =  $36.00
   Place pool (50% of pool)              =  $36.00

Place pool splits 50 / 30 / 20:
   1st  $18.00     2nd  $10.80     3rd  $7.20   =  $36.00

Kill payout = $36.00 divided by the kills that actually happened
Kills in the matchEach kill pays
39$0.923
33$1.091
25$1.440
20$1.800

Total paid out is $72.00 exactly, always, however the match plays. The kill price floats so the pool cannot be over-drawn, and that is the one change from a fixed dollar per kill.

It generalises. Sixteen players at $5.00, same rake, same split: $80.00 in, $8.00 rake, $72.00 pool, a kill pool of $36.00 over at most fifteen kills, so $2.40 a kill, and places of $18.00 / $10.80 / $7.20. Identical pool, different lobby. The pool is driven by total entry money, not by headcount.

What the sum says about you

These are results, not choices — but they inherit the illustrative inputs above, and the rake in particular. Break-even is barely sensitive to the number of players and very sensitive to the rake, which is TBD 12.

Break-even in kills, ignoring placement:

B = 2(N-1) / ((1-r) N)          N = players, r = rake

N=40,  r=10%   ->  2.17 kills
N=16,  r=10%   ->  2.08 kills
N=100, r=10%   ->  2.20 kills

At a ten per cent rake, which is not decided, break-even is about 2.2 kills at every lobby size and every entry fee — it hardly moves, because the kill pool and the entry money scale together. Now the other side of it: at N players there are at most N−1 kills to go round and N people sharing them, so the average player gets about one.

Three sentences the design requires to be on the payment screen

You need about 2.2 kills to break even. The average player gets about one.

Your expected result, before any skill, is minus the rake, exactly. In the sum above: a pool of $72.00 over forty players is $1.80 each against a $2.00 entry, so −$0.20. That is true here, it is true in poker, and it is true on every raked platform that has ever existed. It is the definition of a rake.

At least half the lobby loses money in every single match. A player with no placement finish has to take more than their entry out of the kill pool, so at $36.00 and a $2.00 entry at most 17 people can clear it, plus 3 named places: twenty up, twenty down. That is a ceiling derived from the pool split, not a forecast — in real matches kills concentrate in a handful of players and the true number is worse.

The rake is also the only thing keeping the loop honest. Under it, straight kill-trading loses money: one player pays the entry, the partner receives less than that back per kill, and the rake eats the difference. Every subsidy that could be added — playtime rewards, daily cash quests, referral bonuses, operator-funded leaderboard prizes, token emissions — flips it back to profitable. That is why there are none.

Whether it opens at all

DESIGNED and conditional. “Never” is a live possibility — TBD 35

Real-money play has a compliance bill: age verification, identity checks, an anti-money-laundering programme, compliance-grade geolocation, licensed payment processing and gaming counsel in multiple states. The full list is under Compliance. The mode has to pay that bill out of its own rake or it does not open.

The method is the point; the inputs are assumptions

The annual cost below is explicitly an assumption in the source, not a quote from a vendor — TBD 19. So is four paid entries per player per day. The rake per entry inherits the illustrative fee and rake from the worked example. Substitute real quotes and the shape stays the same.

Rake per player per match, at $2.00 and 10%   =  $0.20

$150,000 / $0.20              =  750,000 paid entries per year
750,000 / 365                 =  2,055 paid entries per day
2,055 / 4 entries per player  =  ~514 people paying, every day, all year

Roughly five hundred people paying an entry fee every single day, before the mode covers its own compliance bill — before servers, before anti-cheat, before the developer eats anything. Three conclusions follow, and they are the honest ones:

  • The paid mode is not the business. A free game with a cosmetic economy is the business.
  • It therefore does not ship at launch. It opens only when the free game has a population that makes the arithmetic plausible, and that threshold is published in advance — TBD 18.
  • If that never happens, it never opens, and nothing else about the game changes. Nobody loses a feature they were relying on, because nobody was ever relying on it.

There is a second cost, stated rather than hidden: separate free and paid queues split an already small player base. A solo developer’s first problem is filling one queue, never mind two.

What would get published

NOT STARTED — no ledger exists, because there is nothing to report

If the paid mode ever opens, these are the disclosures the design commits to. They are here now so that they can be held against it later.

  • Both sides of the ledger, monthly: total deposited, total paid out, total rake. Never payouts alone. In any raked model payouts are by construction smaller than deposits, so publishing one side is technically true and materially misleading.
  • The rake in currency, on the payment screen, before payment — not a percentage buried in the terms.
  • “At least half the players in every match lose money”, in the product, in those words, at the point of payment.
  • Named excluded jurisdictions, enforced at the geolocation layer — TBD 33.
  • Named legal entity, named jurisdiction, and licence status including the negative: what is not held, and therefore what is not offered — TBD 32, TBD 34.
  • A published no-bots policy and the paid-lobby cancellation and refund rate.
  • Withdrawal minimum, timing and fees stated before deposit, and then kept — TBD 17.

Prediction markets

The County Exchange is a prediction-market floor inside a derelict casino. It runs on in-game credits, which cannot be bought and cannot be cashed out. Three markets are designed; the order they ship in is decided by how riggable each one is, not by how interesting it is.

What exists today

BUILT

  • Prediction-market terminals with real market strings, among them “Will the next match reach the final zone before 18:00?”, “Will County Exchange be the first major hot-drop?” and “Will the winning squad record at least 8 eliminations?”
  • A death market, with the receipt string “Position taken.”
  • Stakes are demo credits, drawn from a demo pool. There is no other kind of stake in the build.
  • Every terminal in the room carries FICTIONAL CREDITS ONLY baked into the texture — in the artwork, not an overlay, so it survives into every screenshot anyone ever takes of the room.
  • The supporting tooling is read-only market data, with a test that fails if trading or custody code appears in it.
  • The casino itself is finished as an asset: 21 meshes, 16 materials and 19 textures in the first pass, a complex of 30 assets with 167 mesh placements and 20 rect lights, plus a mezzanine expansion.

You cannot walk into the County Exchange today

The casino is in a different map from the one that ships. A keyword scan of the shipping map returns 0 occurrences of “Casino”. It is finished art that is not yet in the playable level, and no page should imply otherwise.

Everything from here to the end of this section is DESIGNED unless a line says otherwise. There is no pool engine, no settlement, no payout and no close.

Parimutuel, not a book

DESIGNED

Every position on a market goes into one pool. At settlement the pool is divided among the winning positions in proportion to stake. The operator does not quote a price, does not take a side, and cannot lose.

MechanismOperator roleOperator risk
Fixed oddsCounterpartyUnbounded. Can be arbitraged and bankrupted by better-informed players.
Order bookVenueNone directional, but it needs liquidity, a matching engine and depth.
Automated market makerLiquidity providerBounded but real. The subsidy is the loss.
Parimutuel poolScorekeeperNone. Structurally zero.

Three reasons this is the right call rather than the easy one. It removes the operator’s directional incentive entirely — the serious objection to a studio running markets on its own matches is that the studio controls the outcome and holds a position, and a pool deletes the second half of that sentence. It cannot be drained, because payout is always a share of what was staked and nothing is minted. And one person can actually build it: it is a sum and a division, with no pricing model, no market maker to recruit and no overnight risk to monitor.

Three consequences the design accepts out loud:

  • There is no live price to trade against, and the final payout is unknown until the market closes.
  • The terminal shows a share of the pool, never a percentage chance. A pool share is what the crowd staked — a crowd estimate of a probability, not a probability. Labelling it a percentage chance would be a claim the operator cannot support.
  • In a credit economy there is no revenue reason to rake. A small burn is defensible purely as a sink, because credits need somewhere to go or the numbers inflate into nonsense. Whatever that figure is, it goes on the terminal above the confirm button, in credits, before the player commits — not in a menu, not in a tooltip. It is TBD 20.

The two rules

Rule A — pre-match close only. No in-play markets

Every market opens before the match starts and closes before the first player takes an action that could affect it. That single rule deletes latency arbitrage, deletes in-play fixing, deletes the “the market closed after the kill” dispute that is the most common settlement argument in real markets, and deletes the entire real-time infrastructure requirement along with them. In-play markets are where every hard problem in this domain lives.

Rule B — you cannot hold a position in a match you are playing

Checked against the locked roster at market close. Not an honour system and not a checkbox. If your account is on the roster, your positions on that match are void and returned. It is a five-line check, and it removes the cheapest attack in the design. NOT STARTED

Zones — ships first

DESIGNED the market BUILT the ring it would settle on

What is predicted. Which sector of the tactical map contains the centre of a given ring when that phase locks. The outcome set is a fixed, published sector list, mutually exclusive and exhaustive, so exactly one outcome is true. The grid has to be published and frozen before launch, and it must not be derived from map dimensions — no bounds report exists for the shipping map, so any distance figure would be invented. TBD 22

Opens at match creation, the moment the seed commitment is published. Closes the instant that ring’s boundary becomes visible to any player. Settles from the server’s own safe-zone authority — the same replicated state the tactical map and the HUD read — as one number: the sector index containing the ring centre at phase lock. No judgement calls, no edge cases, no arguing about whether that was a kill or a knockdown.

Who can influence it: nobody. Players cannot, because the ring path is a pure function of the match seed and no amount of skill, collusion, cheating or throwing moves it one metre. The operator cannot, once the commitment is published, because the seed is fixed and hashed before a single position is taken. A cheat cannot: an aimbot does not move the gas.

That is why it ships first. Every other market in this design needs an integrity apparatus that a solo developer cannot operate. This one needs arithmetic. Its attack surface is not policed, it is empty by construction — there is no such thing as throwing a ring.

The ring is also the only part of the whole economy that a market could settle on today without inventing anything, because it is finished, tested code:

The gas ring BUILT — six phases, implemented and unit-tested
PhaseHoldShrink RadiusDamageEnds
1150 s55 s1,050 m1 hp/s3:25
250 s46 s680 m2 hp/s5:01
342 s38 s420 m4 hp/s6:21
434 s32 s250 m6 hp/s7:27
526 s26 s120 m9 hp/s8:19
618 s22 s30 m12 hp/s8:59

The ring opens at a 1,800 m radius — a 3.6 km circle. The first zone is hidden for 45 seconds and the wall does not touch anyone until 2:30. The centre drifts by up to 18% of the radius in phase one, rising to 85% by phase six. A market on ring one would therefore close at T+0:45, because that is when the information exists — and nobody, player, spectator or operator, can hold a position past that moment.

The constraint that is easy to break by accident

The ring path must stay a pure function of the seed and the match clock, with no dependency on player positions. Several battle royales bias the ring toward where survivors are, or away from a dominant squad, to shape the endgame. If Last County ever does that, the zone market silently becomes a market players influence with their feet — with no error message and no obvious symptom. If a player-adaptive ring is ever wanted for gameplay reasons, zone markets are withdrawn.

Match winner — ships second

DESIGNED

What is predicted. Which player or squad is last alive. Opens when the roster locks, closes at match start, settles from the winner field of the match receipt — the same record that draws the end-of-match screen.

Who can influence it: the players in the match. That is not a flaw to be engineered away, it is what the market is. The narrow concern is a player, or a player’s friend, holding a position against them and losing on purpose. It is tolerable at second position because forcing a specific winner means controlling most of a lobby, and because lobbies are formed by matchmaking rather than scheduled, so there is nobody to recruit in advance. Forcing a specific loser only takes one person — but a player dying in a battle royale is the least suspicious event in the game, which is why the payout structure matters more than the detection.

It does not ship until three things exist in code rather than on paper:

  • Rule B, checked against the locked roster.
  • Position limits per account, per market, per match. A cap changes the arithmetic of the attack rather than the odds of catching it, which makes it more effective than any detector — TBD 21.
  • Related-account exclusion: a shared device fingerprint or a live party or friend edge to anyone on the roster means no position on that match.

Kill count — ships third, restructured

DESIGNED

As usually conceived this is the worst market in the design, and it has to change shape rather than gain safeguards.

The version that must not ship is a named individual’s kill count. It fails in both directions and both are cheap. Suppression: the named player hides, disconnects or plays passively, which in a battle royale is indistinguishable from a bad game — there is no forensic signature to find, because dying early is normal. Inflation: friends walk in front of that player’s gun, which is ordinary kill-trading with a market attached, and feeding is cheaper than winning. Underneath both is one structural problem: the subject is an identified person, the threshold is something that person directly controls, and everyone knows who they are before the market closes. That is a player-prop market in a low-tier competition, which is the classic fixing vector in esports.

Kill markets survive if, and only if, the subject is one of:

  • An aggregate over the whole lobby — total eliminations this match, over or under; eliminations before the first ring closes. Moving it requires coordinating most of a lobby, and the cost scales with the number of people who have to be paid to keep quiet.
  • A subject nobody can identify when the market closes“Will the winning squad record at least 8 eliminations?” BUILT as a market string already. Nobody can be recruited to fix it, because at close nobody knows who the subject will be. The subject is a role, not a person, and that single property is what makes a kill market shippable at all.
  • Your own kill count, as a personal target with no market attached — a challenge with a fixed credit reward. It carries no third-party exposure and belongs in progression rather than on the exchange floor.

Named-individual kill markets are not on the roadmap, in credits or otherwise. The fiction survives intact: the death market still takes positions on how the county empties out. It just never puts one person’s name on the board.

Settlement

NOT STARTED — none of this exists in the build

A market is only as trustworthy as its resolution source, and in a video game every obvious resolution source is compromised. The client reporting the result is never acceptable: a cheat client asserts whatever it likes, so a market settled from client-reported state is settled by whoever cheats best. The dedicated server reporting it is necessary but insufficient, because the operator is then asking to be trusted. The target is a result that was pre-committed and is independently recomputable, so trust is not requested at all. Getting there is a hash published early and a document published late.

The match receipt. One signed, server-authoritative record per match, carrying:

match_id, build_version, ruleset_version, server_region
roster            account ids, party ids, drop order
elimination_log   [ server_timestamp, killer, victim, method, ring_phase ]
ring_log          [ phase, centre, radius, lock_timestamp ]
outcome           winner, end_reason, duration
seed_reveal       ring_seed, nonce          <- matches the T-0 commitment
market_close_log  [ market_id, close_timestamp, pool_total ]

Four properties matter more than the field list. One source, not two — markets settle from the same record that draws the kill card and the end screen, because every settlement dispute in this category starts with two systems reporting different truths. The client never writes to it. Settlement is a pure function of the receipt and the market definition, and the function is published, so if the operator ever settles differently that is provable in public rather than arguable. The receipt goes to the participants, hash included — not to a public feed.

Ring-seed commit and reveal. Any zone market is a market on a number the operator generates. Policy cannot fix that; cryptography can.

T-0        server publishes  commitment = SHA-256(ring_seed + nonce), signed
           markets open. no position is taken before the commitment exists.

match end  server publishes  ring_seed, nonce, and the full match receipt

anyone     recomputes SHA-256(ring_seed + nonce), compares to the commitment
           re-runs the published ring generator with that seed
           and reproduces the exact six-phase path, metre for metre

If the commitment matches and the replay reproduces the observed ring, the operator provably could not have chosen the ring after seeing the book. If it does not match, that is public, permanent evidence. The nonce matters: without it a seed drawn from a small space can be brute-forced out of the hash, and the market becomes solvable rather than predictable. This does not exist in the build. The ring is implemented and tested; nothing about it is currently committed or reproducible by a player.

Void rules, published before the first market opens. Most integrity disputes in real markets are not fixing, they are settlement ambiguity.

SituationRule
Server crash or desync mid-matchVoid all markets, return all stakes. No exceptions, no partial settlement.
Match abandoned below the minimum player countThe winner market voids. Zone markets still settle — the ring sequence is fixed by the seed and exists whether or not anyone plays it.
A player disconnectsCounts as an elimination, or does not, per the ruleset — versioned and published. The wrong answer published beats the right answer improvised. TBD 23
A position holder turns out to be on the rosterThat account’s positions void and return.
Confirmed cheating by a roster memberThe operator may void the affected markets and return stakes. The right is written into the rules in advance, with the criteria.
A market’s outcome set turns out not to be exhaustiveVoid, then fix the definition. This is operator error and the operator eats it.
The published settlement function and the operator disagreeThe published function wins.

And on every terminal, four lines above the confirm button, always — no expandable panel, no link to a rules page:

SETTLES FROM   server safe-zone authority, phase 4 lock
CLOSES         when ring 4 is revealed
SETTLES        at match end
VOIDS IF       server fault, or match abandoned before phase 4

That costs one small interface component, and it is the difference between a market and a slot machine.

What integrity honestly means here

Match-fixing is not solved. It is made not worth doing

At solo-developer scale, with no surveillance team, that is the only available answer. The design removes the markets that are cheapest to fix, removes the prize that would make fixing rational — the maximum payoff is credits, which buy a cosmetic you could also just play for — and makes the one market that ships first impossible to fix by anyone, including the operator. Claiming more than that would be the exact failure this project is trying to avoid.

Detection is the half that costs money, and it is deliberately deferred until there is usage data proving the markets are worth attacking: a collusion graph over who kills whom across matches, correlation between an account’s positions and outcomes involving accounts it shares an edge with, low-resistance-death flagging, pool-movement anomalies, and full match-demo retention. NOT STARTED Retention is the one thing that cannot be added retroactively: if the demos were not kept, the evidence does not exist. EXTERNAL the Esports Integrity Commission’s spectator-bug investigation sanctioned 37 parties only after reviewing 25,000 demos and 15.2 TB of footage, and it has issued twelve-month bans to seven CS:GO professionals for betting offences. That is the scale of apparatus real integrity work takes.

Why there is no public feed

EXTERNAL the precedent DESIGNED the response

In September 2016 the Washington State Gambling Commission ordered Valve itself — not just the betting sites — to stop skin transfers being used for gambling. A regulator held the game operator responsible for wagering that third parties built on its economy, using its data. The operator’s name goes on the letter.

The consequence is an architecture decision rather than a policy one:

  • Match receipts go to the participants, verifiable by them. There is no public real-time match feed and no odds API.
  • No item transfer between players, ever, which closes the skin-economy route directly.
  • If a public feed is ever wanted for content creators it is delayed, aggregated and stripped of the per-player granularity a book would need, and counsel reviews it before it ships.

The same reasoning settles real-money markets: not in-house, at any price. EXTERNAL Polymarket paid $112 million for a CFTC-licensed exchange and clearing house in July 2025 to obtain a designated-contract-market registration, and received an amended order that November; it was already on-chain, and being on-chain did not substitute for the licence. On 6 April 2026 the Third Circuit held that the CFTC has exclusive jurisdiction over sports-related event contracts, treating them as swaps — and the area is not settled, with multiple state cease-and-desists, Maryland breaking the trend, and a new CFTC proposed rule on 10 June 2026. If real-money markets on Last County matches ever exist, an independent licensed venue operates them, Last County supplies integrity data, and Last County takes no position on its own matches, ever.

Credits

In-game credits are fictional and closed. They are not the token, the token is not them, and the two are not one thing under two names. Anyone telling you otherwise wants something.

What credits are

BUILT — this is the best-evidenced section on the page

  • They are created and destroyed inside the game and nowhere else, into an in-process house account. There is no deposit, no withdrawal, no cash-in, no cash-out and no exchange rate to anything.
  • They cannot be bought with money, at any price, by anyone. They cannot be traded, gifted or transferred to another player.
  • No progression, loadout or map access is gated behind them, so losing every credit you hold costs you nothing but flavour.
  • Every terminal on the County Exchange floor carries FICTIONAL CREDITS ONLY baked into the texture. It cannot be toggled off and it survives into every screenshot of the room.
  • The market stakes in the build are demo credits drawn from a demo pool. There is no other kind.

Credits are not the token

Two different things. Do not let anyone merge them.

The tokenLast County Credits
Where it livesOn a public blockchain, outside the game. The game is not part of it.Inside the game. Created and destroyed there and nowhere else.
Can you buy itYes. It trades on an open market, like any token. Nobody has to.No. Not with money, at any price, by anyone.
Can you cash outYes. That is what a public market is.No. No cash-out, and no exchange rate to anything.
Can you hand it to another playerYes. It is transferable, like any token.No. Not traded, gifted or transferred.
What it does in a matchNothing. The game does not read it, check it, or know it exists.They run the County Exchange floor and nothing else.
If it all goes to zeroYou have lost real money. Any token can go to zero and this one is no exception.You have lost nothing.

Nothing designed crosses the middle of that list. Credits do not become purchasable. The token does not become a way to get credits, or a way to get anything credits can get you. Holding it will not make you harder to kill. If that ever changes, it changes in writing, on these pages, before it changes in a build.

One thing, two names

The build calls the currency Last County Credits. The economy design documents call the same currency Scrip. It is one currency with two names, and this page uses Credits throughout because that is the name in the code and the name a player would see. Picking one publicly is TBD 27. If you ever see the two presented as two currencies with an exchange rate between them, that is not this project.

The token

This section is thin, and the thinness is the design working rather than a gap in it. The token has one designed job inside the game: to be destroyed in exchange for a cosmetic. There is no version of it that pays you.

Where it lives

STATED BY THE DEVELOPER

ChainSolana STATED
Launched throughpump.fun STATED
NameTBD 1
TickerTBD 2
Contract addressPublished only in the contract section of the main page — never here TBD 3
Total supplyTBD 4 — to be read off a block explorer, not off a page
Developer holdingsTBD 5 — a wallet address, or the word zero
Launch dateTBD 6
Mint authority revokedTBD 7 — not yet checked
Freeze authority revokedTBD 8 — not yet checked
Why it existsTBD 9 — one sentence, from the developer

What the game’s code does with it: nothing

BUILT — verified absence, 11 August 2026

The project was searched for a mint address, contract address, ticker, SPL reference, tokenomics document, airdrop, presale, pump.fun, Jupiter and Raydium. Every search returned nothing. There is no token code in the game, so there is nothing for the token to unlock, gate or change.

Any in-game use is designed, not built. Designed means not written, not tested, not in a build you could load, and possibly cut. If something ships, this page says so, and says when.

No faucet, ever

DESIGNED

The token enters circulation once, on the open market, and the game mints zero, forever. On a bonding-curve launch venue the entire supply exists from the first minute and is sold into the market by the curve; there is no presale, no allocation, no vesting schedule and no airdrop — not as a promise, but because that launch style has nothing to allocate.

Then, permanently:

  • Mint authority revoked. No new supply can ever be created. Checkable on a block explorer by anyone, without trusting the developer. Not yet verified — TBD 7. Until that check is published, “the game mints zero forever” is a promise rather than a proof, and this page will not dress it up as more.
  • Freeze authority revoked. The developer cannot freeze anyone’s tokens. Same check, same status — TBD 8.
  • No gameplay emission of any kind. No kill reward, no daily quest, no playtime drip, no season reward, no referral bonus, no staking yield.

You cannot earn this token by playing. Not a little, not slowly, not through a quest. Anyone who tells you otherwise is describing a different project.

Why kills are never paid in it

A treasury is a fixed number. A payout is a rate. A fixed number divided by a rate is a date

Illustrative. There is no treasury, no supply figure and no reward pool

The inputs below are placeholders chosen to show the shape of the arithmetic, not proposals. Substitute your own; the conclusion does not change. N is again an input to a sum, not a lobby size.

Suppose a reward treasury of 5% of supply, and one kill paying
one ten-millionth of supply, in a 40-player match (at most 39 kills):

per match, at most    39 x 0.0000001  =  0.0000039 of supply
matches funded        0.05 / 0.0000039 =  12,820 matches, total, ever

   100 matches a day   ->  128 days
 1,000 matches a day   ->  12.8 days
10,000 matches a day   ->  1.3 days

That is a countdown, and the thing a game most wants — growth — is what runs it down fastest. The escape every play-to-earn game reached for is to stop using a treasury and mint instead: at a thousand matches a day that mints about 0.39% of the original supply per day, roughly 142% of the original supply in the first year, and again the next year, faster if the game grows.

EXTERNAL That is not a hypothetical shape. Axie Infinity’s SLP minted about four times faster than it burned at peak and subsequently lost over 99% of its peak value; STEPN’s GST fell about 98% in two months. More broadly, CoinGecko tracked 2,817 web3 games with around 75% inactive, DappRadar put 93% of 3,602 as effectively dead by the end of 2024, and CoinDesk reported in April 2026 that over 90% had failed after roughly $15bn invested. One mechanism, repeated, and it is avoidable by simply not building the faucet.

The only escape from a faucet is a sink that consumes at least as fast, every day, forever. Nobody can guarantee that. So this design has sinks and no faucet, which is the same equation with the impossible term deleted.

The sinks

DESIGNED NOT STARTED — no cosmetic line and no register exist

  • A token cosmetic line, burned. A small, distinct, seasonally capped set of cosmetics priced in token. The token goes to a burn address, and the item’s detail panel in-game shows its own burn transaction hash, so a player can verify their own burn on an explorer. Season cap: TBD 28. Prices: TBD 29. Burn address: TBD 30.
  • The County Register. A finite list of named plots, storefronts and roadside signs in the county. Burn to claim a name against one: one-time, permanent, purely vanity, and finite by the size of the map. Size: TBD 31.
  • Season caps published in advance, so the size of the sink is a known number and not a mood.
  • Anything bought with the token is account-bound and non-tradeable — not because a marketplace would be hard, but because a tradeable item economy is what earns a game operator a letter from a gambling commission.

Disclosure against interest

When you buy a cosmetic with the token, the developer earns nothing. The tokens are destroyed, not collected. Development would be funded by the cash cosmetic line and by the paid mode’s rake, which is exactly why the token line is capped and small: it is a genuine sink, which means it is a genuine cost, and an uncapped one would defund the game. The token line is a vanity lane. It is not the cheapest way to get cosmetics — the free credit line is.

Why the utility is thin

Every thicker version was considered and fails on inspection.

The thicker ideaWhy it fails
The token pays kill rewardsA treasury has a last day; minting is the failure above.
The token is the paid-mode entry feeEntry paid in a volatile asset makes the prize an unknown number at entry time, which damages the skill-contest analysis and makes the payment screen dishonest.
The token buys creditsTurns the forecast markets into money-bought wagering. This is the valve.
The token gates content or accessThen it is required to play, and the game is pay-to-play with extra steps.
Staking or yieldA return generated by the promoter’s efforts. That is a securities fact pattern, not a mechanic.
Governance over the gameA solo developer holding a vote they will override is theatre. If it is real, the token becomes a claim on the project.
The treasury buys the token back with revenueThe most dangerous idea on the list. See what this project never publishes, below.

The honest summary: this token has one real job and it is a small one. A reader who wanted a reason it must go up will not find one here. Two of this project’s own design documents argue the strongest position available was no token at all; the developer launched one anyway. This page does not re-litigate that, but it does not hide it either — the thin utility is the honest version of the same argument.

What you can check yourself, without trusting anybody

ClaimHow you verify itStatus
No new supply can be createdMint authority revoked — block explorer.TBD 7, unchecked
The developer cannot freeze your tokensFreeze authority revoked — block explorer.TBD 8, unchecked
What the developer holdsA published wallet address — block explorer.TBD 5, unpublished
The burn sink is realPublished burn-address balance, plus a per-item transaction hash shown in-game.NOT STARTED
The ring was fixed before the matchRecompute the commitment hash and replay the seed.NOT STARTED
Where the money wentMonthly ledger: deposited, paid out, rake — all three.NOT STARTED, and there is nothing to report
The game holds no trading or custody codeThe named test in the market tooling, which fails if any appears.BUILT

What this project never publishes

Not a tone preference, a structural one. EXTERNAL In 2020 the SEC found Unikrn’s UnikoinGold — roughly $31M raised — to be an unregistered securities offering, and the findings rested on Unikrn having promised a secondary trading market and having said its own efforts to grow token utility would increase the token’s value. The settlement was a $6.1M penalty described as substantially all of the company’s assets, plus the token disabled. That is the closest precedent to an esports wagering platform with its own token, so:

  • No price, price target, price history, market capitalisation or chart.
  • No claim, hint or implication that the developer’s work will increase the token’s value.
  • No buyback promise, no treasury-supported floor, no “we will use revenue to support the price”.
  • No yield, APY, staking return or passive-income framing.
  • No “early”, no scarcity countdown, no allocation left, no whitelist.
  • No comparison to any other token’s performance.
  • No referral link, no affiliate programme, no buy button.

This applies to every page, video, message and reply, permanently. If you see any of it attached to this project’s name, it did not come from this project.

Compliance

Stated plainly, because the hand-waved version of this section is how projects in this category get people hurt. None of the following exists today. That sentence is repeated next to each requirement rather than left at the top.

What real-money play would require

NOT STARTED — every item below

  1. Age verification, 18+, enforced, not a checkbox.
  2. Identity verification before first withdrawal: legal name, date of birth, address, government photo ID.
  3. An anti-money-laundering programme. EXTERNAL FinCEN treats administrators of convertible virtual currency who accept and transmit it as money transmitters, with no activity threshold; federal registration typically drags in state money-transmitter licensing; operating unregistered is a federal crime under 18 U.S.C. §1960, up to five years.
  4. Compliance-grade device geolocation — GPS, Wi-Fi, cellular and IP together, with VPN and proxy detection. Not an IP lookup. And location at the moment of every transaction, not at signup.
  5. Licensed payment processing.
  6. A named excluded-jurisdiction list, produced by counsel and enforced at the geolocation layer — TBD 33.
  7. Gaming counsel, state by state, on the skill-versus-chance analysis: predominance (skill must supply over half the outcome, in 30+ states), material element (illegal if chance matters to a material degree even where skill also does), and any-chance (a few states).
  8. A named legal entity and jurisdictionTBD 32.
  9. A published no-bots policy and the paid-lobby cancellation and refund rate.
  10. Payout escrow and clawback rights written into the terms, plus full match-demo retention — TBD 25.
  11. Storefront clearance, and the 13 prerequisites already listed in the project’s own real-money handoff document.

Counsel is mandatory, not optional, on: the skill-versus-chance analysis and whether chance-stripping actually achieves it; the excluded-jurisdiction list; the money transmission analysis for prize payouts; the free-ladder alternative-means-of-entry structure; whether the closed currency is neither a security nor a money-transmission instrument; whether a burn-sink token with no faucet, no yield and no buyback still raises a securities question; whether publishing a monthly ledger creates a disclosure obligation; and every non-US jurisdiction separately.

EXTERNAL The free ladder is the single piece of this design most likely to be caught by the 2025–26 sweepstakes legislation wave: Montana SB 555 was signed 12 May 2025 and took effect 1 October 2025, Connecticut SB 1235 has been in effect since February 2026, and New York extends liability to service providers. That last point matters most to a solo developer — payment processors and geolocation vendors have their own exposure and will drop a customer rather than carry it.

The chance problem a battle royale specifically has

Gambling is prize plus chance plus consideration, and a paid competition is meant to remove the chance. But a battle royale is saturated with chance: random ground loot, random drop position, random ring path, who happens to land on your roof. Under the material-element test — never mind any-chance — a paid battle royale with random loot is very hard to defend as a skill contest, and a line in the terms calling it a skill-based video game is a disclaimer, not a test result.

That is the whole reason the designed paid mode is a different game from the free one: deterministic loadouts, no random ground loot at all, a fixed ring path published before the match, symmetric spawns, and no loot boxes anywhere near it. It also deletes an entire attack — with no random loot there is nothing to farm — and it is a better competitive product, which is why symmetrical formats dominate real esports and battle royale formats do not. DESIGNED NOT STARTED

What the credit markets would still require

Even with nothing of value leaving, and even though the build already enforces much of the valve in code:

  • Counsel confirmation that credits are not consideration and market payouts are not a prize of value — specifically that credits cannot be acquired for money by any path including indirectly, that nothing bought with credits can be sold, traded or gifted, and that the free-entry paths do not create an implied purchase.
  • Jurisdictional review even for credits. Some jurisdictions regulate gambling-simulating mechanics regardless of cash-out, particularly around minors — and a prediction-market floor in a casino is exactly the mechanic those rules describe. This affects the game’s age rating.
  • Review of any public match-data feed before it ships.
  • The published market rules and void rules, as a consumer-facing document.

Who is responsible

No studio, company or legal entity exists anywhere in this project. Not as a shell, not as a name on a page. One has to be named, with its jurisdiction, before any money moves in either direction, and this page will not invent one in the meantime. TBD 32, TBD 34

Also absent, and worth knowing when you are judging what this project is: no store listing, no release date, no publisher, no press coverage, no awards and no partnerships. It is one person’s in-development Windows game.

Facts about other companies, and why they are here

EXTERNAL — none of these is a Last County number

The design was written by reading what has already happened to projects that tried this. The nearest comparison is BR1: Infinite, whose loop closes for the reason described under Why the loop closes.

FactSource
BR1 requires 18+ and identity verification (legal name, date of birth, address, government photo ID) for cash players, sets a $10 minimum withdrawal and up to 7 business days, and has the user pay gas fees.BR1 Terms of Use
BR1 names no restricted jurisdictions, which pushes the legality call onto the player. That is the single weakest point in the model this design is compared to, and the reason a named, enforced excluded list is treated here as a control rather than a disclaimer.BR1 Terms of Use
Polymarket paid $112 million for a CFTC-licensed exchange and clearing house (July 2025) to obtain a designated-contract-market registration; amended order 25 November 2025. Being on-chain did not substitute for the licence.Company announcement, CFTC order
Third Circuit, 6 April 2026: the CFTC has exclusive jurisdiction over sports-related event contracts, which are swaps. Not settled — multiple state cease-and-desists, Maryland broke the trend, new CFTC proposed rule 10 June 2026.Law-firm client memos
Unikrn raised roughly $31M for UnikoinGold; the SEC found an unregistered securities offering; $6.1M penalty described as substantially all the company’s assets, plus the token disabled.SEC press release, 2020
AviaGames: $42.9M jury verdict on 9 February 2024 over matching humans against bots in cash games, reportedly settled around $80M.Trade press
Washington State Gambling Commission ordered Valve itself to stop skin transfers being used for gambling, September 2016.Contemporary reporting
Esports Integrity Commission: twelve-month bans for seven CS:GO professionals; 37 parties sanctioned after reviewing 25,000 demos and 15.2 TB of footage.ESIC findings
Skillz publishes its prohibited-state list. Do not copy it — another company’s list reflects its licences and its counsel, not yours.Skillz terms

Four BR1 numbers that conflict between sources, and are therefore not stated as settled

  • Entry range, reported variously as $0.10–$10, $0.10–$5, and $0.25–$5.
  • Rake, reported as 10–25% by one outlet only and not confirmed in the terms.
  • Minimum withdrawal: $10 in the terms against $25 widely reported in the press. That gap is the reason this design commits to stating withdrawal minimum, timing and fees before deposit and then keeping them.
  • “$10 an hour”: two outlets report it as gameplay earnings, one as a paid playtester rate, one renders it as a cost. Four outlets, three readings, so it is not repeated here as a gameplay payout — and Last County will never pay for time in any case, because an hourly rate is a faucet nobody funded and is farmable by a script that walks in a circle.

Safety

A real contract address is exactly the thing impersonators copy. Everything in this section is written to be used, not to disclaim liability.

Verify the whole address

The only official address is the one in the contract section of the main page. Check the whole string, character by character, before you interact with anything. A lookalike mint differs in the middle of the address — the part everyone skips — and a screenshot, a reply under a post, a paid advert and a direct message are all trivially faked. If it does not match in full, it is not this token.

If that section reads “not yet live”, no address has been published yet, and every address in circulation is somebody else’s.

Never enter a seed phrase or private key

Not into a game, not into a launcher, not into a website. The game says so on its own screen: your recovery phrase and private keys never belong in the game. BUILT Nothing legitimate will ever ask.

Nobody messages you first, and nothing needs signing

  • There is no signature, approval or transaction needed to claim, verify or unlock anything from this project. Any prompt asking for one is not from it, whatever name, art or handle it arrives under. Close it.
  • The Phantom button in the main page’s footer is connect-only. BUILT It reads your public address so it can show it back to you and does nothing else — no message signing, no transaction, no network calls. Connecting grants you nothing: no allocation, no item, no access. The page works without it.
  • The in-game wallet link is disabled, and the companion that would do the signing is forbidden from requesting a transaction at all. BUILT A prompt asking you to sign a transaction “for Last County” is not something this build can send you.

How impersonation works

Impersonation of unreleased projects is common precisely because there is no official channel to check against yet. This project publishes no chat server, no newsletter and no verified social account. It has no store listing and no release date. That means there is no account anywhere whose messages are automatically genuine — including accounts using the game’s name, its art, or the developer’s handle.

The pattern is always the same. Something arrives with urgency attached and asks you to act before you check:

  • An address in a reply, a DM or an advert, with a plausible reason it is not on the site yet.
  • A “claim”, “verify” or “unlock” page that wants a signature. Signing is how wallets are drained; it is not a login.
  • A presale, allocation, whitelist or airdrop. None of those exists, and none is designed to. There is nothing to be early to.
  • Support that contacts you first and asks for a recovery phrase to “restore” something.

What to avoid early

  • Do not treat any of this as income. No paid mode is open, nobody has been paid anything, and the designed version has at least half the lobby losing money in every match by construction.
  • Do not buy anything expecting the game to make it useful. The game does not read the token, and the designed uses are cosmetic and destructive — they consume it.
  • Do not let anyone merge the token and in-game credits in your head. They are not convertible, not connected, and not one thing under two names.
  • Do not act on a number you saw on a page like this one. Supply and holdings come off a block explorer; the address comes off the main page; everything else here that is undecided is marked so.
  • Do not spend money you cannot afford to lose. This is an independent project, still in development, that may never release, and any token can lose all of its value.

Status

Every mechanic this page describes, in one place, with what backs it. Read it as the index: if a thing is not in the built table, it does not exist, however confidently it is described elsewhere.

Built BUILT

Verified in the project on 11 August 2026. Note what is not here: any economy mechanic at all.

MechanicDetailEvidence
Gas ringSix phases, opening radius 1,800 m, first reveal 0:45, first move 2:30, final circle 8:59 at 30 m and 12 hp/s.C++ implementation plus unit tests, three named source files.
Tactical mapLive world position and replicated zone data; county and transit views; eight named locations.Slate widget source.
Prediction-market terminalCounty Exchange terminals carrying real market strings.Listed among the project’s own gameplay systems.
Death marketExists as a system. Receipt string “Position taken.”Same.
Market stakes are demo creditsStakes drawn from a demo pool. No other stake type exists.Market model source.
Credits are closed-loopMinted and destroyed into an in-process house account. No deposit, withdrawal, cash-in, cash-out or exchange rate.Wager-model header.
Nothing is gated behind creditsLosing them costs “nothing but flavour”.Real-money handoff document.
No trading or custody surface, enforcedMarket tooling is read-only data; a named test fails if trading or custody code appears.Test file, line 471.
Real-money path is interface-onlyEvery operational method raises a not-licensed error.Handoff module, two named lines.
No amount field, on purposeThe request type has no amount, stake, size, price or currency field — “absent permanently”.Handoff document, section 4.
The prohibition list12 items the code is built to make impossible.Constant in the handoff module, line 327.
Wallet linkPhantom, identity only, disabled: origin pins empty, no session provider installed. Never receives a key, phrase, session, signature or full address.8 / 8 automation tests, 10 August 2026.
On-screen safety copy“Your recovery phrase and private keys never belong in the game.”Frontend source, line 1653.
FICTIONAL CREDITS ONLY in the artworkBaked into terminal textures, not an overlay.Five named texture-script lines.
Casino assets21 meshes / 16 materials / 19 textures; a complex of 30 assets, 167 placements, 20 rect lights; plus a mezzanine.Asset reports.
The casino is not in the shipping mapKeyword scan returns 0 occurrences.Map package scan.
Corpse / death-bag inventory64 slots, 200 kg, 120 s lifetime.Systems audit.
Other systemsLoot chests and weapon caches, backpack and crafting, kill card, headshot detection by bone name, doors, wardrobe station, dialogue NPCs, bots, parachute, vehicle, metro train controller, safe-zone authority, bounty system, social subsystem, premium frontend.Systems audit; 6 / 6 frontend automation tests, 10 August 2026.
Site — contract sectionOne data attribute is the single source of the address, with a base58 length sanity check; renders “Not yet live” while unset.Main page markup.
Site — footer Phantom buttonConnect-only: no message signing, no transaction, no remote calls.Main page script.

Designed DESIGNED

Written down in this project’s design documents. Not written as code, not tested, not in a build you could load.

DesignWhat it says
Three layers, one wall eachFree game, paid mode, token. The token column says nothing comes out.
The one-way valveNine rules, three load-bearing: money to credits never, token to credits never, credits to money or token never. Player to player never, any currency.
Paid mode self-fundsThe prize pool is the entry fees of the same players and nothing else.
The kill price floatsAgainst actual kills, so the pool cannot be over-drawn.
At least half the lobby loses moneyDerived from the pool split, stated in the product at the point of payment.
No bonuses of any kind, everNo deposit match, welcome credit, referral money, first-match-free or loyalty rebate.
Paid lobbies never backfill with botsCancel and refund in full; publish the cancellation rate.
Chance-stripped paid modeDeterministic loadouts, no random ground loot, fixed published ring path, symmetric spawns.
Separate free and paid queuesA free player is never in a lobby where somebody has money on the outcome.
Free ladder to a paid seatCapped, one seat per identity, cannot be bought, boosted or gifted.
Token enters circulation onceOn the open market. The game mints zero, forever. No gameplay emission of any kind.
Token sinksA capped seasonal cosmetic line, burned, and the County Register. Purchases are account-bound and non-tradeable.
Mint and freeze authority revokedBoth checkable by anyone on a block explorer. Not yet verified.
Markets are parimutuelThe operator is a scorekeeper with structurally zero position. Display pool share, never a percentage chance.
Rule A — pre-match close onlyNo in-play markets in the first version.
Rule B — no position in a match you playChecked against the locked roster, not an honour system.
Zones ship firstAttack surface empty by construction.
Winner ships secondNeeds Rule B and position limits in code first.
Kill count ships third, restructuredAggregates and role-subjects only. Named-individual kill markets are not on the roadmap.
Four rules on every market cardSettles from / closes / settles / voids if — above the confirm button.
Void table, published before the first market opensIncluding: the published settlement function beats the operator.
Zone markets still settle on an abandoned matchThe ring sequence exists whether or not anyone plays it.
The ring must stay a pure function of seed and clockA player-adaptive ring destroys the zone market silently.
No public real-time feed, no odds API, no item transferShip an API and someone builds a book on it; the letter goes to the operator.
Real-money markets: not in-house, at any priceIf they ever exist, an independent licensed venue operates them and Last County takes no position.
The credibility ledgerPublish deposits, payouts and rake — never payouts alone.
The never-publish listNo price, yield, buyback, scarcity or comparison framing, anywhere, permanently.

Not started NOT STARTED

Searched for and not found. This is the honest shape of the gap between the design above and the game.

MechanicEvidence of absence
Any token integration in the gameMint address, contract address, ticker, SPL, tokenomics, airdrop, presale, pump.fun, Jupiter, Raydium — every search returned nothing.
Any payment pathNone in the project. Restated on the main page.
Any price, stake, balance or amount fieldAbsent on purpose, per the handoff document, not omitted for later.
Paid mode: entry fees, prize pool, payoutsDesigned only.
Stablecoin or any currency handlingNone of any kind.
Identity checks, anti-money-laundering, age verification, geolocation13 unmet prerequisites listed in the project’s own document.
Parimutuel pool engine (stake, close, settle, pay)Item 4 of the design’s own build order.
Match receipt, signed and deliveredMarked design in the source document.
Ring-seed commit and reveal“This does not exist in the build,” verbatim.
Roster check, position limits, related-account exclusionDesign only.
Published settlement function and void rulesDesign only.
Collusion graph and detection queriesExplicitly deferred until there is usage data.
Token cosmetic burn line and the County RegisterDesign only.
Free ladder qualifierDesign only, and the piece most exposed to current legislation.
Monthly deposit / payout / rake ledgerDesign only, and there is nothing to report.
Chance-stripped mode: deterministic loadouts, fixed published ring path, symmetric spawnsDesign only.
Separate free and paid queuesDesign only.
Networked multiplayer and matchmakingThe frontend states online matchmaking is offline; a local solo match is what runs.

Open values: the register

Thirty-five values that have not been decided. Each row says what kind of value goes there, what it will affect, and what decides it — because a blank that does not say what it affects is just a hole. Not one of them may be filled in from imagination, including by this page.

Token identity

#FieldKind of valueWhat it affectsWhat decides it
1NameStringEvery mention on every page and in every channel, and the impersonation defence — “a coin with the same name” only works as a warning once the name is fixed.The developer. It is already fixed on chain by the mint metadata if the token is live.
2TickerStringSame as the name, and it is the single most-copied field by impersonators.Same.
3Contract addressBase58, 32–44 charactersThe only thing that actually protects a reader. It has one home already, on the main page, and this page will never carry a second copy.Pasted into that one place, once.
4Total supplyIntegerWhether any sink size means anything; whether “capped season” is a real constraint.Read off a block explorer after launch and published from there — never off a marketing page.
5Developer holdingsA wallet address, or the word zeroThe first question a sceptic asks. An unanswered version of it is read as the worst answer.Publish an address, or state zero. Verifiable either way.
6Launch dateDateWhether “launched” is past or future tense across every page.The developer.
7Mint authority revoked?Boolean, explorer-checkableThe design’s central claim — the game mints zero, forever — is only provable if this is revoked. Until it is checked, the claim is a promise.Check the mint on an explorer. If it is not revoked, say so, and say when it will be.
8Freeze authority revoked?Boolean, explorer-checkableWhether the developer can freeze a holder’s tokens.Same.
9Why it existsOne sentence, plain reason onlyThe main page already carries this as a blank. Nothing about price, upside, timing or future worth is permitted in it.The developer, in their own words.
10Chain and venue, confirmedSolana / pump.fun, or otherwiseStated as fact on the main page and called a working assumption in the design document. One has to yield.The developer confirms; the published address then proves it.

Paid-mode economics

Every value in this group is currently an illustration chosen to make the arithmetic legible.

#FieldKind of valueWhat it affectsWhat decides it
11Entry fee, or tiersCurrency amountThe size of every pool, the payment screen, and who the mode is for.A business decision, after the population threshold below.
12RakePercentageBreak-even in kills, operator revenue, and whether kill-trading stays unprofitable. The rake is the only thing protecting the loop.A business decision, plus the compliance cost it has to cover.
13Kill pool / place pool splitTwo percentages summing to 100Whether the mode rewards aggression or survival, and how many players can finish up.A design decision.
14Placement splitPercentages across N finishesHow concentrated the prize is.A design decision.
15Lobby sizeIntegerEvery worked sum. No player count is decided or announced, the only target on record is a small controlled pre-alpha, and networked multiplayer is not built — so this page shows N only as an input to a sum.A networking milestone, not a copy decision.
16Payout currencyA named currencyThe whole money-transmission analysis. The design names a dollar stablecoin throughout; the developer has not confirmed it.The developer, with counsel.
17Withdrawal minimum, timing, feesAmount, days, fee scheduleMust be stated before deposit and then kept. The named anti-pattern is a competitor whose terms say one minimum while its press says another.Payment processor, plus a business decision.
18Population threshold that opens the paid modeDaily paying playersWhether the paid mode opens at all.The developer, after real compliance quotes. The method is compliance cost divided by rake per entry.
19Annual compliance costCurrency amountThe input to the threshold above. The figure used in the worked sum is labelled an assumption in the source, not a quote.Actual quotes from an identity vendor, a geolocation vendor, a payment processor and counsel.

Markets and credits

#FieldKind of valueWhat it affectsWhat decides it
20Credit sink or burn on market poolsPercentage, or flat creditsWhether the credit economy’s numbers stay meaningful or inflate into nonsense. Whatever it is, it goes on the terminal above the confirm button.A design decision.
21Position limitsCredits per account, per market, per matchCaps the maximum prize for fixing. A cap is more effective than any detector.A design decision, before the winner market ships.
22Sector grid for zone marketsA published, frozen list of sectorsThe outcome set of the first market that would ship. Must be mutually exclusive and exhaustive, and must not be derived from map dimensions — no bounds report exists for the shipping map, so any distance figure would be invented.Probably the grid the tactical map already draws. Needs checking.
23Does a disconnect count as an elimination?Boolean, versioned in the rulesetA settlement input for every kill and winner market.A design decision, published before the first market opens. The wrong answer published beats the right answer improvised.
24Queue window before a paid lobby cancelsDurationThe no-bots guarantee depends on it: fail to fill, cancel, refund in full.A design decision.
25Payout escrow holdDaysHow long an anomalous session can be reviewed before money leaves.Design, plus counsel.
26Free-ladder capSeats per ladder, one per identityThe size of the only free route to a paid-prize seat.A design decision, plus counsel on the alternative-means-of-entry structure.
27The currency’s name“Credits” or “Scrip”Two names for one thing across the sources. The build says Credits; the design documents say Scrip.Pick one. This page follows the build.

Token sinks and treasury

#FieldKind of valueWhat it affectsWhat decides it
28Season cap on the token cosmetic lineItem count, or token amount, per seasonThe size of the only supply-side mechanic the token has. Published in advance, so the sink is a known number and not a mood.A design decision.
29Token prices for cosmeticsToken amountsWhether the sink is real. Note the disclosure against interest: when a cosmetic is bought with the token, the developer earns nothing, because the tokens are destroyed.A design decision.
30Burn addressPublic addressMakes the sink checkable — a published burn-address balance plus a per-item transaction hash shown in-game.Publish once, alongside the contract.
31County Register sizeCount of named plots, storefronts and signsWhether “finite by the size of the map” is a real constraint or a slogan.A map decision.

Legal, entity and jurisdiction

#FieldKind of valueWhat it affectsWhat decides it
32Operating legal entity and jurisdictionA named company, a named jurisdictionMust be named before any money moves. None exists anywhere in this project, and this page will not invent one.The developer, with counsel.
33Excluded jurisdictionsA named list, enforced at the geolocation layer at the moment of every transactionThe single control that separates this from a “check your local laws” disclaimer. Another company’s published list must not be copied.Counsel only.
34Licence status, including the negativeA statement of the form “we hold no X licence and therefore do not offer Y”The fifth item of the credibility ledger, and the one most projects skip.Counsel.
35Does the paid mode ship at all?Yes / noThe design says it cannot pay for its own compliance below roughly five hundred daily paying players, and that this may simply be the answer. Never is a live possibility, and nothing else about the game changes if it happens.The developer.

FAQ

The questions a sceptical reader actually arrives with, including the ones that are awkward to answer.

Do I need the token to play?

No. The game never checks whether you hold it, because there is no code in it that could. No wallet, no balance and no connected account is required at any point.

Can I earn money right now?

No. There is no entry fee, no balance and no payout in any build you could load, and no code that could produce one. Nobody has earned anything from Last County and nothing is being paid out. The paid mode is designed and unbuilt, and it may never open.

The code has no token, but you say there is one. Which is it?

Both, at different scopes. The game’s code contains no token integration — that was verified in the repository and is still true. A token exists on a public market outside the game — that is the developer’s statement, which the code cannot confirm and which is not yet checkable on chain either, because no address has been published. Neither sentence corrects the other.

Where is the contract address?

In the contract section of the main page, and nowhere else. This page deliberately carries no copy: a second copy is how a stale address ships. If that section reads “not yet live”, none has been published, and any address you have been sent is somebody else’s.

What is the supply, and how much does the developer hold?

Both undecided as published values — TBD 4 and TBD 5. When they are answered, supply comes off a block explorer rather than off a page like this one, and holdings are answered with a wallet address or with the word zero, so that either answer is checkable. An unanswered version of the holdings question is reasonably read as the worst answer.

Will it go up?

This project does not answer that question, here or anywhere, ever. No price, target, history, market capitalisation or chart appears on any of its pages, and no claim that the developer’s work will increase the token’s value will ever be made. That is a permanent rule with a reason behind it, set out under what this project never publishes. Any token can go to zero, and this one is no exception.

Is any of this gambling?

The in-game markets are designed so that the answer is no: credits cannot be bought with money by any path, cannot be cashed out, cannot be transferred, have no exchange rate to anything and gate nothing. Nothing of value goes in and nothing of value comes out, so it is a score. Counsel has not confirmed that, and some jurisdictions regulate gambling-simulating mechanics regardless of cash-out, particularly around minors.

The paid mode is a different question, and a harder one: a paid competition has to be a contest of skill, and a battle royale is saturated with chance. That is why the designed version strips the chance out, and why the whole thing is gated behind counsel rather than behind a line in the terms. The detail is under Compliance.

Could I take a position on my own match?

No — in the design, positions are checked against the locked roster and voided if your account is on it. That check is not built, and neither is anything else about the market pools, so the honest answer today is that there is nothing to take a position with: the terminals in the build stake demo credits.

Can I visit the casino and the County Exchange?

Not today. The casino is finished as an asset but it is in a different map from the one that ships — a keyword scan of the shipping map returns zero occurrences of it. Integration is in progress, and no page should imply otherwise.

Who runs this? What company?

There is no studio, company or legal entity anywhere in this project, and none will be invented on this page. One has to be named, with its jurisdiction, before any money moves in either direction. There is also no store listing, no release date, no publisher and no partnerships. It is an independent, in-development Windows game.

Your own design documents argue against having a token. Why is there one?

Two of them do, on the grounds that no token at all removes the securities question and removes the speculation layer that makes farming exploits worth running. The developer launched one anyway. This page does not re-litigate that decision, and it does not hide it either: the thin utility — one job, be destroyed for a cosmetic, no faucet, no yield, no buyback — is the honest version of the same argument, and it is described exactly as it is designed.

What if this page and the main page disagree?

Trust the posted notice. It is the short statement of the same facts, it is the one that is maintained alongside the build, and this page defers to it by design. One page, one answer: if you can find a place where the two give different accounts, one of them is out of date and it is a defect rather than a nuance.

How will I know if any of this changes?

Because it changes here, in writing, before it changes in a build. Every statement about the game on this page was checked against its source code on 11 August 2026; the statements about the token come from the developer. If a mechanic moves from designed to built, its label moves with it, and the undecided values above get filled in one at a time with the source named — a block explorer, a vendor quote, or counsel.