Token gated
Only eligible $RESCUE wallets (0.100% of supply) can attempt missions.
Hold $RESCUE. Pick a captured card. Attempt the rescue. If you free it, you keep it.
RESCUE ACCESS LOCKED
Connect your wallet. Rescuers need 0.100% of $RESCUE supply.
01 — Live hideout
Rescue access locked
Hold 0.100% of $RESCUE supply to attempt. Anyone can scout the cells.
Connect to see your rescue status.
INCOMING TRANSMISSION · BOSS MAGNA
“Every card in this hideout is MINE. Nobody gets out.”
TEAM CRYPT // AUTHORIZED VILLAINS ONLY
03 — Fairness
Only eligible $RESCUE wallets (0.100% of supply) can attempt missions.
Cooldown state can't be bypassed by editing the website.
Results come from verifiable onchain randomness — never your browser.
Every live card links to its actual collectible asset.
Odds never
change.
A target set to 1 / 2000 is exactly 1 / 2000 on every accepted attempt. No pity timer. No rising odds. No predetermined winning attempt.
Attempt #1
1 / 2000
Attempt #500
1 / 2000
Attempt #8,000
1 / 2000
05 — FAQ
Rescuemon is a token-gated collectible rescue game where $RESCUE holders can attempt to free real collectible slabs.
Hold or lock the required amount of $RESCUE and connect your wallet.
Yes, as long as you're eligible and not in cooldown.
Pass I (lock 0.1%) gets 1 try, Pass II (lock 0.5%) gets 7 tries, Pass III (lock 1%) gets 15 tries per round. Upgrade any time by locking the difference.
You lose that try. A round's tries can go on any cards; once they're used up, your wallet enters the round's timer — the longest timer of the cards you tried.
No. The cooldown locks every target for your wallet.
No. Once a round has started, use its tries — then its timer runs — or wait that timer after your last try. After that your locked $RESCUE comes back.
The first verified win takes it. If yours settles second, your try is refunded and no timer starts.
No. Every target has fixed odds.
The target becomes rescued and the collectible can be transferred/claimed by your wallet according to the game contract.
No. Production player state lives onchain.
Pump.fun.
Hold
Lock 0.100%+ of $RESCUE. Bigger pass, more tries.
Enter
Gain access to the villain hideout.
Choose
Pick any captured target.
Rescue
Submit an onchain rescue attempt.
Keep
Success means the collectible is yours.
Pass I
Lock 0.1%
1try / round
Pass II
Lock 0.5%
7tries / round
Upgrade: lock +0.4%
Pass III
Lock 1%
15tries / round
Upgrade: lock +0.5%
A round = your tries, on any cards. When they're used up, the longest timer of those cards runs. Upgrade any time by locking the difference. Your tokens stay yours.
Get $RESCUE. Enter the hideout. Bring one home.
Built on Solana. Live on Pump.fun.