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Early Exit (EE)

Early Exit 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 earnings amount
  2. Play Normally: Compete and earn bounty from kills
  3. Auto-Exit: If your earnings hit the target, you automatically claim and exit
  4. Orb Removed: Your orb is removed from the arena

When EE Triggers

EE is checked after each frame's kill rewards. When your total earnings reach or exceed your target, you automatically claim your rewards and your orbs are removed from the arena.

Benefits and Trade-offs

Benefits

  • Lock in earnings: Secure rewards before elimination
  • Risk management: Limit downside on higher 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

EE Presets

Common preset strategies:

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

Edge Cases

EE vs Kill (Same Frame)

  • Kill resolves first
  • EE cannot "save" you from death
  • If killed before EE triggers, you don't claim

Multiple EE Same Frame

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

Final Survivor

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

EE and Splits

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

Example Scenario

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

Player A sets EE target: 0.5 SOL
Player A gets 2 early kills: earns 0.6 SOL
→ EE 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 → distribute kill bounty
  2. Inheritance (if enabled)
  3. EE checks → emit triggers
  4. Prune EE'd orbs
  5. Finalize if alive ≤ 1

Next Steps