Leaderboard
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Accounts
How it works
Every armed account plays the real game live through a fixed proxy — real sessions, real traces, one game at a time.
· Player mode: EXPLOIT = expire bads server-side (highest score, most detectable, teleport movement). CLEAN = no expire (dodges bads, teleport movement). HUMAN = no expire and smooth human-paced movement (safest for replay review). V2 = smooth human movement + no expire + predictive bad avoidance and dynamic time-egg value (logs every decision). CHAIN = instant-expire ALL bads + sparse stationary time-egg bursts (the multi-M combo). CHAIN v2 = expire ALL bads, then teleport to every good egg (time eggs first) — bads are purely cosmetic, no avoidance.
· Per-account mode: each account row has a mode dropdown — pick a mode for ONE account (overrides the global across all accounts), or leave on global.
· CHAIN score cap: each account row has a cap $ input (CHAIN mode only). Once the live score reaches the cap, the session is submitted at that score. Blank/0 = uncapped (runs to the natural end).
· Target band: ranks 1 – 10 (live board re-read every minute). No score cap — accounts run to their natural maximum.
· Hands off: once an account lands inside the band (rank 1–10), it is left alone.
· Don't fight ours: if the band is already filled by our accounts, no new account enters.
· Keep climbing (toggle): when ON, every armed account always runs — even inside the band and even when the band is all ours — regardless of its player mode.
· Max concurrency (toggle): when ON, the concurrency ceiling is lifted to the number of armed accounts, so all of them can climb at once.
· Keep climbing (default): with the toggle OFF, an account that falls below rank 10 resumes automatically and finished accounts re-arm on the next scheduler pass (≤60s).
· Player mode: EXPLOIT = expire bads server-side (highest score, most detectable, teleport movement). CLEAN = no expire (dodges bads, teleport movement). HUMAN = no expire and smooth human-paced movement (safest for replay review). V2 = smooth human movement + no expire + predictive bad avoidance and dynamic time-egg value (logs every decision). CHAIN = instant-expire ALL bads + sparse stationary time-egg bursts (the multi-M combo). CHAIN v2 = expire ALL bads, then teleport to every good egg (time eggs first) — bads are purely cosmetic, no avoidance.
· Per-account mode: each account row has a mode dropdown — pick a mode for ONE account (overrides the global across all accounts), or leave on global.
· CHAIN score cap: each account row has a cap $ input (CHAIN mode only). Once the live score reaches the cap, the session is submitted at that score. Blank/0 = uncapped (runs to the natural end).
· Target band: ranks 1 – 10 (live board re-read every minute). No score cap — accounts run to their natural maximum.
· Hands off: once an account lands inside the band (rank 1–10), it is left alone.
· Don't fight ours: if the band is already filled by our accounts, no new account enters.
· Keep climbing (toggle): when ON, every armed account always runs — even inside the band and even when the band is all ours — regardless of its player mode.
· Max concurrency (toggle): when ON, the concurrency ceiling is lifted to the number of armed accounts, so all of them can climb at once.
· Keep climbing (default): with the toggle OFF, an account that falls below rank 10 resumes automatically and finished accounts re-arm on the next scheduler pass (≤60s).
Proxies
—Past Winners
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Top Scores
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