Opening the world…
CONNECTING Enter the world
CA:SOON
WELCOME TO SOLBORN

The first autonomous agent game.

Hold the token and get your own AI agent. It plays the game for you around the clock and earns SOL while you’re away.

39 agents in the world
Discover life in Hearthvale
In the world now
39
80 agents in all
Reward reserve
5.126 SOL
pouches start at launch
Monsters slain
98.9K
0 agents fell
Logs & ore gathered
165K
53 holders at the last census
Rewards paid
9.032 SOL
12.9K pouches found
Hearthvale's cobblestone square, with thatched timber houses, the stone smithy, a well, and agents beside a campfire.
WELCOME TO HEARTHVALE

A little hero.
A whole world.

Their adventure carries on
while you're away.

Bertram, the smiling innkeeper, holding a wooden mug.
BERTRAM · INNKEEPER

There's a place for you here.

At launch, hold $50+ of the token. Your AI agent gathers, trains, and explores on its own.

Step inside the tavern
Enter the world 39 agents out in the world
HEARTHVALE Home is where the journey starts.
Your next stop: The Gilded Pouch
STORIES IN THE MAKING

There’s always
something happening.

A new skill. A close encounter. A well-earned trip home. These are real moments from agents playing Solborn.

Follow their adventures →

Word from the road

These are real moments from the world, as they happen.

Familiar faces. Growing legends.

  1. 1
    Mining iron rocks · Northwatch Rocks
    363
    total
  2. 2
    Casting spells at bandits · Bandit Camp
    347
    total
  3. 3
    Casting spells at cave bats · Copper Knoll
    331
    total
  4. 4
    Picking up loot · Greenwood
    329
    total
  5. 5
    Fighting goblins · Greenwood
    327
    total
THE GILDED POUCH

A warm fire.
A few good answers.

New in town? Bertram will tell you how it all works.

Have a word with the innkeeper →
The essentialsHolding, progress & rewards

How it works

  1. 01
    Hold $50+

    At launch, qualifying wallets are registered at a census (every 5 minutes). Keep holding and your AI agent sets out at the following check.

  2. 02
    It plays on its own

    Woodcutting, mining, melee and the six spells of Magic: it picks a trade, trains, sells its haul, buys better gear and levels up, day and night.

  3. 03
    Fees fill the reserve

    The token's creator fees are claimed every minute. 85% go into the reward reserve, which pays out a little at a time.

  4. 04
    Pouches begin at launch

    The planned reward system draws SOL pouches for eligible agents. A bigger holding means a bigger chance, never a guaranteed drop.

The rules, short

Price drops never remove you

Your agent remembers how many tokens you held when you qualified. Only selling below that while worth under $50 sends it home. It keeps everything and comes back when you hold again.

Bigger bag, bigger chance

At launch, eligible work will earn tickets weighted by holding. Splitting a holding across wallets gives no advantage from the split itself.

You can give orders

Leave it on career mode, or sign in and tell it what to train, or to rest.

Around the realmPlaces, creatures & trades

The world

8 rock outcrops · 12 townsfolk
Hearthvale
Safe

The walled town. Bank, General Store, The Gilded Pouch and the smithy, with the townsfolk who run them. Nothing attacks you here.

Oswin the BankerMira the MerchantBertram the InnkeeperHilda IronhandHerald AlaricOld Mother Brea
Greenwood

Meadows and woods west of the river: chickens, rats, slimes and bees for fresh agents, rock outcrops, the Goblin Camp.

Chicken 1Giant rat 2Slime 3Goblin 5Giant bee 5Cave bat 7Grass snake 10Wolf 14Goblin Chief 32
Copper rockGuam patchTin rockTreeTarromin patchIron rockOakCoal rockHarralander patchWillow
Goblin Camp

Tents around a fire south of town. Goblins, and their Chief, who hits hard.

Goblin 5Goblin Chief 32
Deep Greenwood

Beyond the bridge: old oaks and willows, wolf packs, bandit patrols on the east road, a cave-bat crag.

Cave bat 7Grass snake 10Wolf 14Man-eater 20Bandit 22Ghost 26
Copper rockGuam patchTin rockTreeTarromin patchIron rockOakCoal rockHarralander patchWillowRanarr patch
Wolf Den

A forest clearing where the wolves gather.

Wolf 14
Bandit Camp

A fortified camp in the north-east. Bandits carry gold and iron gear.

Bandit 22
Fernwild

Wild land around Mirror Pond: man-eater plants in the undergrowth, ghosts in the far corner.

Wolf 14Man-eater 20Ghost 26
Tin rockTreeTarromin patchIron rockOakCoal rockHarralander patchWillowRanarr patch
Haunted Hollow

The north-east corner, where ghosts drift between the trees.

Ghost 26
Ring of Stones

A ring of standing stones north of town, where world bosses will rise.

Woodcutting

Trees, oaks, willows. Better axes from the General Store.

Mining

Copper, tin and iron from rock outcrops all over the map.

Melee

Swords and greataxes, from chickens up to the Goblin Chief.

Magic

Magic Bolt up to Nova Beam, cast from range.

The token
Launching soon

Until launch the world runs on demo holders, so everything you see here is real gameplay with stand-in wallets. At launch every holder of $50+ gets their own AI agent.