Walk
Open the app and go outside. Your route is tracked live. Pocket mode keeps recording with a black screen, so the phone can stay in your pocket.
KILOWILD turns your real streets into a field guide. GPS and your phone’s step sensor verify every kilometre you walk; Spirits appear where they belong — by the river, in the park, downtown — and a daily pool of KILO — bought back with game revenue — is shared by everyone who walked.
Open the app and go outside. Your route is tracked live. Pocket mode keeps recording with a black screen, so the phone can stay in your pocket.
GPS distance must match the steps counted by your accelerometer. Verified km earn in full; GPS-only km earn ×0.4. Above 25 km/h everything pauses.
Spirits spawn around you by place, weather and time of day. Swipe to throw, circle for a curveball, hit the small ring for an Excellent.
Expedition Points convert into your share of the daily walker pool — KILO bought back with game revenue. Rewards vest 7 days for anti-fraud review, then you claim on-chain.
Most of your Expedition Points come from verified kilometres. Catching, exploring and landmarks add on top. Earning is capped per day on purpose: KILOWILD should reward a healthy habit, not turn walking into a job — and caps make bot farms unprofitable.
| Source | EP | Limit |
|---|---|---|
| Verified km | 60 | first 12 km/day |
| GPS-only km | 24 | ×0.4 |
| New area (~150 m cell) | 2 | 60 EP/day |
| Catch (by rarity) | 4–200 | +30 new species |
| Nexus spin | 3 | 5 min cooldown |
| Soft cap | 1000 | above: ×0.25 |
+5% for every consecutive day with ≥ 1 km walked.
Your companion walks beside you; rarer and stronger buddies boost more. Never required to earn.
Walking 4× more yields ~3.4× the EP: the curve rewards regularity over grinding.
Browsers stop GPS when the screen locks. Pocket mode keeps the screen on but fully black, pauses all 3D rendering and only records distance and steps — near-zero battery on OLED. The native app adds background tracking and Health steps.
Eight elements, 16 evolution lines of three stages, four Legendaries and one Mythic. Every Spirit is generated from 16 bytes of DNA — shape, colours, pattern, eyes, size and hidden stats — so every catch is unique and every client renders the same creature.
Evolution swaps only the species byte, so a shiny Cindrel becomes a shiny Infernyx with the same IVs. On-chain metadata stores just the DNA — no image hosting, no mismatched art.
KILO launches 100% on pump.fun — no presale, no VC round, no team or investor allocation. There is no reward pool waiting to be dumped: every day the treasury buys KILO on the open market with game revenue and creator fees, and those tokens are split between walkers by Expedition Points.
new tokens ever minted for rewards. Walkers share what the game actually earns — more players dilute the share, never the supply.
price in our 24-month stress test: emission grows with users and the reward pool runs dry by month 21 — the classic death spiral.
Sinks — minting Spirits, fusion, cosmetics, tournaments — are priced in USD via Pyth and burned, so they absorb more KILO when the price falls.
Rewards are a share of what the game earns, so they are only as big as the revenue behind them. With free-to-play revenue that is about $1 a month for an average walker; sponsors and wellness partners multiply it. Long streaks, strong buddies and rare Spirits on the market earn more — and creator fees come on top.
| Revenue / player / day | Walker share 30% | Walker share 50% |
|---|---|---|
| $0.03 | $0.39/mo | $0.64/mo |
| $0.05 | $0.64/mo | $1.07/mo |
| $0.15 | $1.93/mo | $3.21/mo |
| $0.40 | $5.14/mo | $8.57/mo |
Every catch starts free and off-chain: instant, no gas, no wallet needed.
Sign an intent, burn a USD-priced KILO fee, get a compressed NFT (Bubblegum v2).
Tensor and Magic Eden with an enforced 5% royalty. The game reads ownership via the DAS API.
Daily reward roots posted after a 7-day fraud review; the program can only pay out KILO that was actually bought back.
A fee-payer relayer sponsors transactions — players never need SOL.
Embedded wallets with Google/Apple sign-in, Phantom, Solflare, Backpack, Mobile Wallet Adapter.
Seed Vault plus the Seeker Genesis Token as a strong one-device-one-player signal.
PWA: real-city map, walk-to-earn tracking, catching, collection, market, ranks, wallet on devnet.
Servers, anti-cheat v1, embedded wallets, one launch city, points only.
Android app with background steps, mainnet cNFT, guilds, raids, sponsored Nexus.
KILO launches 100% on pump.fun once Season 0 proves retention; the buyback-funded walker pool goes live; 3–5 cities.
iOS, PvP tournaments, wellness partnerships, WebGPU, new regions.
Yes. There is no NFT entry ticket. Buying things never increases earning power — paid items are cosmetic.
Rewards are a share of real game revenue plus pump.fun creator fees, split by verified walking. Think “cashback for walking”: about $1/month on average with free-to-play revenue, more with sponsors, on long streaks and early in a season. Rare Spirits can also be sold on the market.
Not to play. You only need one to mint Spirits as NFTs and to claim KILO — and an embedded wallet with Google/Apple sign-in will be offered.
Open a link and play — no store review, no 30% fee, works offline once installed. A native Android app adds background tracking for the highest earning tier.
Step-matched distance, speed and teleport checks, server-secret spawns, canary spawns, device and account binding, behaviour models — and a 7-day vesting window so fraud is removed before payouts.
Season 0 runs on points. KILO will fair-launch on pump.fun — 100% of the supply on the bonding curve, no presale, no team or investor allocation — once retention and revenue are proven. Today’s prototype runs on Solana devnet; nothing in it has monetary value.
No pre-allocation. The team is funded by game revenue — sponsors, passes, cosmetics — not by selling a token treasury. Walker rewards are bought on the market, so there is no unlock schedule to fear.