Dynawind
A hooded stone oracle, one hand raised speak to

Ruins, a river of wind, a statue.

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

A collection of 2,222 champions.

Four orders. Thousands of faces.

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

Dynawind Champion #0002
Dynawind Champion #0001
Dynawind Champion #0005
Dynawind Champion #0003
Dynawind Champion #0011
Dynawind Champion #0008
Dynawind Champion #0024
Dynawind Champion #0044
Dynawind Champion #0020
Dynawind Champion #0004
Dynawind Champion #0022
Dynawind Champion #0013
Dynawind Champion #0002
Dynawind Champion #0001
Dynawind Champion #0005
Dynawind Champion #0003
Dynawind Champion #0011
Dynawind Champion #0008
Dynawind Champion #0024
Dynawind Champion #0044
Dynawind Champion #0020
Dynawind Champion #0004
Dynawind Champion #0022
Dynawind Champion #0013

Send. Wait. Decide.

1

Stake your champion

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

2

Choose a dungeon

Deeper dungeons pay more and cost more health.

  • Shallow - 2h~0.9x
  • Deep - 8h~1.1x
  • Abyssal - 24hup to 3x
3

Claim, or push on

Take what you found, or push on: 45% it doubles, 1% it triples. Lose, and the ruins take most of it back. Under 30 HP the reward climbs and so does the chance of being downed.

One token. Four places it goes.

Entry fees

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

Heals and revives

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

Bunker upgrades

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

Locked $WIND

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

The Oracle is waiting.

Mint a champion and send them into the ruins.

Play Whitepaper