gamingFeb 10, 20265 min read

Maze of Gains Explained: How Players Are Breaking Even Before Jackpots

Maze of Gains is a turn-based roguelike dungeon crawler on Abstract where skill-based gameplay and real ETH economics collide.

Maze of Gains Explained: How Players Are Breaking Even Before Jackpots

Onchain games usually come with the same disclaimer baked in.

You pay to enter. You play. You get some points. And the "economy" is either vibes, inflation, or a prize pool that feels impossible to read.

Maze of Gains doesn't magically solve every problem in onchain gaming, but it does something rare: it makes the loop understandable, and it gives players real levers to pull. That's why it's already getting traction on Abstract.

MoG is a turn-based roguelike dungeon crawler built by @onchainheroes, running as a side game today and teased as something that could plug into OCH World later. You buy Keys with $ETH, you run procedurally generated floors, you extract Treasure, and you can trigger instant jackpots by defeating a specific boss.

The pitch sounds simple. The design is more intentional than it looks.

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The Part Everyone Cares About: How the Money Loop Works

MoG is "pay to play," but it's not a black box.

Keys cost 0.001 $ETH (roughly a couple dollars). When Keys are purchased, that spend is split into three buckets:

  • Most of it goes back to players via a weekly prize pool tied to Treasure performance
  • A meaningful slice funds instant jackpots when you beat the boss
  • A smaller portion supports development

This structure matters because it changes the default expectation. The baseline isn't "pray for a win." The baseline is: play enough, play efficiently, and you can often recapture a large share of your cost through the weekly distribution, then jackpots become upside.

That's the line MoG is trying to walk: a skill-first loop with variance on top, not variance pretending to be a game.

Why the Game Feels Different: Energy Is the Real Currency

MoG's real mechanic isn't $ETH, it's energy.

Every run starts with a fixed energy budget. Every tile you move consumes energy. You replenish energy by opening chests and killing mobs, but you never get to ignore the math.

That forces a genuine roguelike mindset: it's not about "clearing," it's about making decisions that keep your run profitable. Do you detour for a chest that might not repay the movement cost? Do you fight, or route around a mob to preserve HP for deeper floors? Do you push a risky floor because the jackpot pool is juicy, or do you bank Treasure score and reset?

It's the kind of design that makes "skill" a real factor instead of a slogan.

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Source: @WhitestWizard

What Matters on Early Floors (and What Doesn't)

The first few floors are rarely where runs are won.

They're where runs are thrown away by bad routing.

Early floors tend to be mechanically forgiving, so the biggest edge is simply not wasting energy. Treasure score is your weekly share signal, so in the early section your job is to convert your movement budget into Treasure efficiently, without taking unnecessary fights or detours that don't pay.

Then, as you approach the point where boss spawns become possible, the priorities flip. Survival and damage efficiency start to matter because every "lost fight" isn't just HP, it's future energy you'll spend recovering.

The Boss That Changes the Week: Sir Jackalot

MoG's jackpots aren't abstract. They're triggered by beating a specific boss.

Sir Jackalot can appear starting around the mid floors, and you can only cash him once per run. When you beat him, you get an instant payout from the jackpot pool.

That creates a real decision layer: you can run shallow and optimize weekly consistency, or you can push deeper, accepting higher risk for the chance at immediate $ETH upside. Most players end up doing both in the same week once they internalize the two-phase approach.

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The Actual Meta: Movement Is Everything

MoG looks like a dungeon crawler. In practice it's an efficiency puzzle.

A few habits make an outsized difference:

If a chest is far off-route, it often isn't "free value." The travel cost can exceed the reward. If a layout has traps in the center, the shortest path can be the most expensive path. Some enemies don't kill you, they waste your turns by blocking you into bad angles. Positioning around objects (including chests) can manipulate turn order and reduce incoming damage, which saves more energy than it costs.

These are small details, but MoG rewards exactly this kind of thinking, and that's why experienced players can be consistently ahead without needing perfect luck.

One Extra Reason to Play Right Now: A Real Gameplay Badge

MoG also ships something @AbstractChain needs more of: badges earned through gameplay, not just through clicking a portal page.

This week, players can pick up an in-game badge by progressing to the right floor, grabbing it inside the dungeon, then completing the run and claiming it through the portal flow.

It's a small thing, but it's a big signal: MoG is being treated as part of Abstract's identity layer, not just a standalone mini-game.

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Where This Goes if OCH World Happens

Onchain Heroes has hinted that MoG could connect more deeply into the broader OCH roadmap later. If that's true, MoG makes sense as a foundational module: a repeatable loop with a clear economy, capped weekly progression value, and an optional high-risk/high-reward lane for grinders.

The only real question is sustainability at the extremes: what happens when the meta hardens, when top players push absurd depths, and when prize pool dynamics stabilize after the early hype.

But as a first read? MoG is already showing a better blueprint than most onchain games: clarity, constraints, and strategy that actually matters.


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This article is for informational purposes only and should not be considered financial advice. Always do your own research before making any investment or onchain decisions.

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