Super Torch

Super Torch

Run as Ember and outrun the Torchbound across the dusk sands of Varr. Practice for free, or pay your offering, enter the daily Arena, and race for the top 3 prizes.

Practice mode
Score0
Best0
Blast
Ready!

Space or ↑ to jump (hold for higher), hold J or Z to shoot, F or X for the Super Blast. Press C or K to use a stored power. Chain kills for a combo multiplier (X2 at 10 kills, up to X5 at 70), and every 10-kill combo stores a power (Triple Spark, Flame Wave or Ember Shield, 2 slots) to use whenever you want. You start each run with 2 hearts. Raiders very rarely drop an extra heart (up to 3): most runs won't see one. On a phone, tap the game to jump.

Today's race ends in--:--:--
CA

The legend of Varr

Every run in Super Torch is a page of the same story.

A world stuck at dusk

Varr is a desert planet at the edge of a dying star system, where the sky has burned orange and violet for a thousand years. Under its sands lie the ruins of the Lumen Order, an ancient brotherhood of runners who carried starfire from world to world and kept the dark at bay.

Ember, the last runner

Ember is the last of the Order. His silver mane is starfire made visible, and it burns brighter the farther he runs: silver at first, then shot through with cyan, until at the very edge of his strength it ignites into Super Torch, a green blaze no Torchbound has ever survived. The crimson band he wears is the Order's oath, and the core in his chest stores the spark he throws.

The Torchbound

When the Order fell, its fallen knights were bound to their own flames. The Torchbound wear living green fire as a hood and carry torches that burn whatever they touch, and they hunt anything carrying starfire. Every 3,000 paces another one finds Ember. Watch its torch: a green flare means a strike along the ground, so jump; a pink flare means a strike overhead, so stay low. Each Torchbound that falls is tougher than the last.

The Gauntlet

Once a day the Gauntlet of Varr opens. Runners pay an offering to race, and when the day turns, the three who ran farthest share % of every offering. Another % is fed to the Starfurnace, where is bought back and burned forever, and the rest keeps the Order's lights burning.

How the Arena works

Practice is free and always open. The Arena is where runs count: one entry, one ranked run, and one champion every day.

  1. ConnectConnect an EVM wallet on .
  2. Pay the offeringPay the entry of ETH (about $) for one ranked run. Every entry goes into that day's prize pool.
  3. RunYour run's seed and every jump and blast are recorded. Before a score counts, our server replays the run from those inputs, so faked scores never reach the board.
  4. ClaimAt every day, the top 3 verified scores win %, % and % of that day's pool, and a new Gauntlet begins. Winners claim their prize with one click.

Where every entry goes

  • % to 1st place, the day's top verified score.
  • % to 2nd place.
  • % to 3rd place. One place per wallet. Prizes for empty places roll into the next race.
  • % to the Starfurnace. Used to buy on the market and burn it, publicly visible on-chain.
  • % to the protocol. Funds servers, development and new Torchbound.

The Furnace

Every Arena pool sends % to the Furnace, which buys on the market and burns it forever. These numbers are read straight from , so anyone can check them.

Total burned--of total supply
Burned by the Arena--bought back and sent to the dead address
Sent to the burn worker--% of every Arena pool

Recent burns

WhenSpentBurnedTransaction

on

launches on , a token launchpad on . Every Arena entry feeds the Starfurnace, so the more people run, the more burns.

Contract address

Buy on

Token facts

Ticker
Chain
Launchpad
Total supply
Buy tax
Sell tax
Launch fees

Questions

Is practice really free?

Yes. Practice runs need no wallet and no payment. They are the same game as the Arena, so you can learn the Torchbound's patterns before you put in an entry.

How do hearts and powers work?

Every run starts with 2 hearts: a hit costs one, and losing both ends the run. A Raider can drop an extra heart, up to a maximum of 3, but it's very rare: at most one per run, and most runs won't see one. Every 10-kill combo stores a power (Triple Spark, Flame Wave or Ember Shield) in one of 2 slots. Stored powers stay even if your combo breaks, so you can save them for the boss.

How do you stop cheaters?

Every ranked run uses a random seed from our server and records every input with its exact timing. Because the game runs on fixed ticks, the server can replay your run from those inputs and confirm the score. A score that doesn't reproduce never reaches the leaderboard.

What happens if two runners tie?

The run that was submitted and verified first wins the tie.

How is the burn proven?

The Starfurnace share buys on the open market and sends it to a dead address. Every buyback and burn is an on-chain transaction anyone can check on the explorer.

Can anyone enter the Arena?

Paid competitions are regulated differently around the world. Entering may not be allowed where you live, so check your local rules before you pay an entry.

Buy

Sell

Buy

Getting the price…

Preview mode

Try any character, skin and cosmetic in a real practice run before the shop opens. Nothing is bought or saved, and it only changes how the game looks.

Choose your character

Every character plays the same: only the look and the energy colour change. More characters unlock with $SuperTorch when the shop opens at launch.

Connect a wallet

The Arena opens at launch

Ranked runs need your wallet and the entry of ETH (about $), which go live together with on . Until then, every run here is practice, and your best score still saves on this device.

When it opens: one entry buys one ranked run. At the top 3 verified scores win %, % and % of the day's pool, % buys and burns , and % goes to the protocol.