🚧 In progress. v3 is under active development and replaces v2, which was built end-to-end but never shipped (production stayed on v1 the whole time).
v2 grew into a full ARPG — castles, heroes, dungeons, a weekly boss, PvP, tournaments, a USDT money rail. Impressive on paper, but it never felt clear. Too many systems, no single moment that mattered.
v3 cuts back to the one moment that always worked: forging your NFT. Everything else was deleted (it lives on in git history) and the product became one sharp loop.
1. Pick a face — one of your Telegram profile photos, or upload any image. 2. Forge — every generation try costs $CUBE and produces a unique pixel-art rendering. Keep forging until it's you. 3. Submit — bind your TON wallet and submit the draft you love. A human approves or declines every pass; the collection stays curated. 4. Own — approved passes are minted on TON to your wallet, into the existing Getgems collection.
The v2 "escalating mint floor" queue is gone — paying per try is both the creative loop and the anti-spam. $CUBE comes from the daily claim streak, referrals, TON donations, and (new in v3) Telegram Stars top-ups.
The Vue 3 webview was deleted with the game sprawl. v3 is React (Vite, TON Connect), with a new pixel design language — Press Start 2P, VT323, dark purple and gold, hard edges. Less dashboard, more artifact.
The pass is the key. World I — the game behind the gate — is designed next, and pass holders enter first.
If you want to help shape it, reach out: t.me/babin.