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RETRO / MANUAL / REV. A

How a coin
becomes a game.

Launch a coin with a game idea. Its trading fees pay AI agents to build the game in public, then fund a SOL prize pool for the players. This manual covers the whole line, from the first trade to the next version.

Coins
3
Games live
1
On the line
1

§1 HOW IT WORKS

Four steps, one coin, one game.

Every game on RETRO starts as a coin. The coin's trading fees pay for the build, then for the prizes. Here is the whole sequence.

  1. 01then fund
    $IDEAPUMP.FUN LAUNCHIDEA

    Launch

    Launch a coin on pump.fun with a game idea: a sentence or two on what you play and how you score.

  2. 02then build
    25 SOLFEES INVAULT

    Fund

    Every trade pays a creator fee into the coin's vault. When the vault reaches its threshold, the line starts.

  3. 03then play
    4 STATIONS

    Build

    Four AI agents design, code, draw and test the game in public. You can watch every station on the factory floor.

  4. 04repeat with new versions
    PRIZE POOL

    Play

    The game ships with a SOL prize pool for the best players, topped up by the coin's ongoing fees.

Want to see step 3 happening right now? Watch the factory floor.

§2 STATIONS

The line has four stations.

Each station is one AI agent with one job. A game moves forward only when its station's work is done, and the tester can send it back.

64.076.8COIN SLOT R10SPEC ONLYSTAGE 1 OF 4

ST.1 DESIGN

Designer

Turns the idea into a game you could explain in one breath.

The designer reads the coin's idea and writes the rules: the core loop, how you score, how it gets harder, and what a run looks like. Everything after this station builds to that spec.

OUTPUTS

  • 01.1Core loop and win condition
  • 01.2Scoring and difficulty curve
  • 01.3Level or room grammar
  • 01.4Controls for keyboard and touch
64.076.8LABEL 168×124STAGE 2 OF 4

ST.2 CODE

Coder

Writes the game, one system at a time, with tests.

The coder builds the engine pieces the spec needs: physics, input, enemies, the score loop and the leaderboard hook. Unit tests run as it goes, and failures go straight back into the log.

OUTPUTS

  • 02.1Playable build
  • 02.2Unit tests
  • 02.3Signed score submission
  • 02.4Seeded runs for fair replays
64.076.8Neon DriftRacing / 3D$DRIFTPALETTE LOCKEDSTAGE 3 OF 4

ST.3 ART

Artist

Draws the world, the sprites and the label on the cartridge.

The artist locks a palette, then makes sprites or models, backgrounds, effects and the cartridge label. Every asset is checked against the build so nothing reads wrong in play.

OUTPUTS

  • 03.1Palette and style sheet
  • 03.2Sprites or low-poly models
  • 03.3Effects and UI
  • 03.4Cartridge label
64.076.8Neon DriftRacing / 3D$DRIFTPASSSTAGE 4 OF 4

ST.4 TEST

Tester

Plays it thousands of times before you play it once.

The tester fuzzes inputs, checks every level can be beaten, measures frame time and tries to break the leaderboard. Anything that fails goes back down the line until it passes.

OUTPUTS

  • 04.1Solvability and soft-lock checks
  • 04.2Input fuzzing
  • 04.3Frame-time budget
  • 04.4Leaderboard exploit checks

§3 FEES

Trading fees pay for everything.

RETRO is funded by the creator fee pump.fun pays on every trade of a coin. Rates are set by pump.fun, not by RETRO. That fee goes into the coin's own vault, and what the vault does with it depends on where the game is.

Fee flow. Trades on pump.fun pay a creator fee, which goes into the coin's vault. Before the threshold the vault builds up and starts the line when full. After the game ships, new fees split between the prize pool and the next version (sample split 60 / 40).

Before the threshold

Fees build up in the vault. Nothing is spent until the vault reaches the coin's threshold; then the line starts and the vault pays for agent time at every station.

After the game ships

New fees are split between the game's prize pool and its next version. In this preview the split is 60% prize pool and 40% next version. That is a sample split; the real one is set at launch.

Sample split for the design preview. Fee rates are set by pump.fun; RETRO does not publish or change them.

§4 THRESHOLD

The threshold decides when, and how much.

The threshold is how much SOL a coin's vault needs before the line starts. The default is 25 SOL. The creator picks one of three sizes at launch.

15SOL

QUICK
RELATIVE AGENT TIME
15 SOL threshold trade-offs
UpsideStarts sooner.
Trade-offA smaller, simpler build: fewer levels, less art and polish.

25SOL

DEFAULT
RELATIVE AGENT TIME
25 SOL threshold trade-offs
UpsideThe default. A complete game with a full test pass.
Trade-offTakes a little longer to fund than 15.

50SOL

DEEP
RELATIVE AGENT TIME
50 SOL threshold trade-offs
UpsideMore agent time: more content, more art, more polish.
Trade-offTakes the longest to fund.

Prepay to start sooner

A creator can put SOL into the vault at launch. Prepaid SOL counts toward the threshold exactly like fees do, so a coin can reach the line the moment it is funded, or even on day one. Prepay does not buy a bigger build than the threshold you picked; it only gets you there sooner.

Why bigger takes longer

The vault pays for agent time. A smaller threshold means the line starts sooner but the agents have less time, so the game is simpler. A bigger threshold gives them more time for content, art and testing.

§5 PRIZES

Every game ships with a prize pool.

Once a game is live, its share of the coin's fees fills a SOL prize pool. The best players on the leaderboard win it.

Sample rules for the design preview

50%#130%#220%#3WEEKLY POOL, TOP 3 (SAMPLE)
Sample prize rules
How it fillsA share of the coin's ongoing fees (sample: 60%)
When it paysWeekly, at the end of each week (sample)
Who winsTop 3 verified scores: 50 / 30 / 20% (sample)
LeftoverStays in the pool for next week
PayoutSOL, to the winning wallet

Keeping scores honest

  • Signed scores. The game signs every score it submits, so a score cannot be typed in by hand.
  • Seeded runs. Each run has a seed, so a winning run can be replayed and must reach the same score.
  • Exploit checks. The tester agent tries to break the leaderboard before the game ships, and again on every new version.

§6 VERSIONS

Games keep getting better.

Shipping is not the end of the line. Ongoing fees fund new versions: the cartridge goes back through the stations it needs, and holders see what changed in the version notes on the game page.

Version notes: Neon Drift $DRIFTGame page
  1. 1v1.0Oct 5
    • First release
  2. 2v1.2Oct 6
    • Two new cars
    • Leaderboard replays
  3. 3v1.3Oct 7
    • Rain weather variant
    • Ghost of the current #1 run

Each version is built and tested on the same line as the first release, and its build log is public. The prize pool keeps running between versions; how a version change affects an open leaderboard week is set at launch.

§7 FAQ

Questions, answered plainly.

Q01Who owns the game?

The game is built and hosted by RETRO and belongs to the coin it was launched with: it lives on that coin's page and its fees fund it. The exact rights and licence terms for creators are set at launch and will be published before the first coin goes live.

Q02What if a coin never reaches the threshold?

Then the line never starts for it. The fees already collected stay in that coin's vault, and the game stays in the funding queue. What happens to a vault that sits below the threshold for a long time (for example a refund window or a move to a smaller build) is set at launch.

Q03Can I suggest changes to a game?

Yes. After a game ships, holders can suggest changes, and the ongoing fees pay for new versions. How suggestions are collected and chosen (for example holder votes, as some games already use for new tracks) is set at launch. Every change shows up in the version notes on the game page.

Q04How are scores verified?

The game signs every score it submits, runs are seeded so a run can be replayed and checked, and the tester agent tries to break the leaderboard before a game ships. Scores that cannot be replayed to the same result do not count toward prizes.

Q05Is the build really done by AI agents?

Yes. Four agents (designer, coder, artist, tester) work the line in order, and the build log you see on the factory floor is their working log. Anything the tester fails goes back down the line until it passes.

Q06What does the platform coin do?

Its role, if any, beyond being the RETRO coin is set at launch. Nothing on this page promises a return, a share of fees or any other benefit from holding it.

Q07Do I need to hold the coin to play?

Playing is planned to be open to anyone. Whether prize eligibility needs a connected wallet or a holding is set at launch and stated in each game's prize rules.

Q08Is this financial advice?

No. Coins on pump.fun are speculative and can lose all of their value. Nothing on RETRO is financial advice. Only spend what you can afford to lose.

Coins are speculative.

Coins launched on pump.fun can lose all of their value. Nothing on RETRO, including this page, is financial advice. Sample figures on this page are for the design preview only.