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Take Profit (TP)

Take Profit is an optional mechanism that lets players exit early when they've earned enough.

How It Works

  1. Set a Target: When joining, specify a target profit amount
  2. Play Normally: Compete and earn bounty from kills
  3. Auto-Exit: If your earnings hit the target, you automatically cash out
  4. Orb Removed: Your orb is removed from the arena

When TP Triggers

TP is checked after each frame's kill payouts. When your total earnings reach or exceed your target, you automatically cash out and your orbs are removed from the arena.

Benefits and Trade-offs

Benefits

  • Lock in profits: Secure earnings before elimination
  • Risk management: Limit downside on high-stake tiers
  • Strategic play: Exit after a big kill streak

Trade-offs

  • Miss winner bonus: Can't win the survival pool
  • Reduced maximum: Cap your potential upside
  • Early exit: No chance for more kills

TP Presets

Common preset strategies:

PresetTargetStrategy
Safe~2 kills valueMinimize risk
Balanced~4 kills valueModerate approach
Aggressive~6 kills valueHigh upside
YOLONo TPMaximum risk/reward

Edge Cases

TP vs Kill (Same Frame)

  • Kill resolves first
  • TP cannot "save" you from death
  • If killed before TP triggers, you don't cash out

Multiple TP Same Frame

  • Allowed
  • All qualifying players exit
  • Finalization happens after pruning

Final Survivor

  • When only 1 player remains, TP is skipped
  • Winner receives survival pool + remaining bounty instead

TP and Splits

  • TP applies per owner, not per orb
  • All of a player's orbs are pruned on TP

Example Scenario

Round with 10 players, 1 SOL entry each:
- Player pool: 8 SOL (80% of 10 SOL)
- Bounty pot: 5.6 SOL (70% of 8 SOL)

Player A sets TP target: 0.5 SOL
Player A gets 2 early kills: earns 0.6 SOL
→ TP triggers
→ Player A exits with 0.6 SOL secured
→ Player A's orbs removed from arena

Frame Processing Order

The game processes events in strict order:

  1. Elimination attribution → pay kill bounty
  2. Inheritance (if enabled)
  3. TP checks → emit triggers
  4. Prune TP'd orbs
  5. Finalize if alive ≤ 1

Next Steps