How poggers.fun works
Every Steam game gets exactly one coin, and the game's studio earns from every trade. These are the rules, and the contract enforces them.
Launching
- Paste a Steam link. Anyone can launch, and it's free plus ~0.01 SOL of Solana rent.
- One coin per game: the coin's address is derived from the Steam App ID, so a second one can't exist. Trying to launch a taken game takes you to its coin.
- Base games only. DLC, demos, soundtracks and videos are rejected using Steam's own store data.
- Name and art come from Steam and are locked forever. The launcher can't add descriptions or links.
- The launcher's first buy is capped at 2.5% of supply.
Trading
- Bonding curve. Buy and sell against the contract right away. The price rises as people buy.
- Graduation. When the curve sells out (about 85 SOL raised), the coin graduates.
- Its own pool. The raised SOL and the reserved 20.7% of supply become the coin's own pool. The contract has no way to withdraw it, so liquidity can never be pulled. The fee split keeps running forever.
| Share of every trade | Goes to |
|---|---|
| 1% | Studio vault |
| 0.8% | poggers.fun |
| 0.2% | Launcher |
| 2% | Total, before and after graduation |
The contract hard-caps the total trading fee at 3% and the graduation fee at 3%. No update can exceed them.
Affiliates
- Anyone can create an affiliate code from the Affiliate page and share a link.
- Wallets that join with a code are linked to it on-chain, for life. A wallet can only ever use one code, and you can't refer yourself.
- The affiliate earns 30% of the platform fee on every trade those wallets make, before and after graduation. It's paid straight to the affiliate's wallet in the same transaction, so there's nothing to claim.
- Referred traders get 10% off the platform fee, forever.
- Both come only out of poggers.fun's 0.8%. The studio and launcher shares never change.
Studios
- Fees only, with no token allocation, so there's no studio dump risk.
- Each game has a vault tied to its Steam App ID. Fees pile up before the studio ever shows up.
- To verify, the studio proves it controls the game with a one-time code tied to its wallet. It can post the code in an official Steam announcement or put it on the official website listed on the Steam page. Both are checked automatically. The proof link is saved on-chain for anyone to check.
- Verified studios withdraw from the studio dashboard: per game or all at once, any time, to their own wallet or multisig.
- After verification there's a 72-hour security delay. After that, only the studio can move its vault.
- Unclaimed rule: if no studio claims a vault within 365 days of the coin's launch, anyone can trigger a buyback: the vault's SOL buys the coin, and those tokens are burned. The deadline is fixed per coin at launch and can't be shortened.
- Studios can opt out. Their coin is delisted and buying stops. Holders can always sell.
- Studios can buy on the curve like anyone else, visibly on-chain.
Anti-rug protections
- Fixed supply. Mint authority revoked at launch.
- No freeze authority. Nobody can freeze your tokens.
- Metadata locked. Its update authority is removed.
- Liquidity locked in the coin's own pool at graduation, with no withdraw function.
- Launcher first buy capped at 2.5%.
- Anti-sniping: for the first 20s the fee starts at 22% and falls to 2%, each buy is capped at 1% of supply, and the launcher can't buy. The extra fee goes to the studio.
- Coin pages flag holder concentration and bundled launches.
- Hard fee caps written into the contract.
Memecoins are speculative. Nothing here is financial advice. poggers.fun is not affiliated with Valve, Steam, or any game publisher.