The short answers live on the front page. This is the version with nothing left out — including the parts that aren't flattering.
Everything below is true of KHABOOM and of every legitimate project. If something claiming to be us breaks one of these, it isn't us.
No, and this is the whole point of the project. The game on the front page is the real build, running, before anyone asks you for anything. You can play all of it — every weapon tier, the boss, the whole region — without ever connecting a wallet. Connecting is for keeping progress between sessions and for a tier multiplier.
You drop into a region with a wrench. Invasion waves come at you. You kill things, they drop Scrap, and Scrap buys the next rung of the weapon ladder — nailgun, scattergun, lobber, rocket. Each rung is a different verb, not a bigger number. Three waves, then a boss. A run is about 90 to 180 seconds.
Yes, permanently, within a run. The world is voxel and the top two weapon tiers carve it. Fire a rocket at a mesa and the mesa has a hole in it for the rest of the run. This is deliberately the most expensive thing in the build, because it's the one thing worth showing anyone.
Because the other two aren't built. The Dust Flats is finished; The Rail Line and The Hollow are labelled "unmapped" on the front page because that's what they are. We'd rather ship one region that's tight than three that are hollow, and you'd find out inside ninety seconds anyway.
It renders and it runs. It's built for a keyboard and mouse, so a desktop browser is a much better time. Touch controls are on the list, not in the build.
The game still plays. If the database is unreachable, scores hold in memory for the session. If the chain RPC is unreachable, everyone reads as base tier and plays anyway. Nothing in the failure chain is allowed to block play — that's a design rule, not a hope.
No. It's an in-game reward on Solana. Nothing on this site is financial advice and $BOOM is not an investment product. Tier thresholds are a game mechanic — they are never a reason a price should move, and you will not find a sentence on this site arguing otherwise. Play the game, not the chart.
Your balance is read once via a public RPC call and mapped to a tier: Drifter, Settler, Holdout, Warden. Higher tiers get a Scrap multiplier, extra revives, and cosmetics. Tier zero — holding nothing — plays the entire game. Nothing is behind a wall.
Because buying a boost per item means a wallet popup, a signature, and gas — three points of friction on every upgrade, and the loop dies. Reading a balance costs you nothing and signs nothing. One read, no transactions.
Not published yet, on purpose. They're set after launch once a price exists. Any number written down before that is a guess, and a wrong guess either makes the tiers unreachable or gives them away for free. They live in backend config so they can be corrected without redeploying anything.
The contract goes live on pump.fun as a fair launch. The game doesn't change — it's already playable and stays playable. The address appears on the board on the front page and in a post from the official account. Never from a DM. All times on this site are UTC.
No, none, and no. Fair launch means everyone gets the same start at the same second. Anyone offering you early access to $BOOM is selling you something that doesn't exist.
One developer, shipping fast. That's the honest answer and it cuts both ways: the build is real and playable today, and it's also small. The scope on the front page is what exists, not a roadmap.
The Rail Line, then The Hollow. Roster characters beyond the starter. Touch controls. None of it has a date, because dates given by one person shipping this fast are decorative.
The 3D models are CC0 asset packs — Kenney's Blocky Characters and kits, Quaternius's monsters. The terrain is generated in code, not imported. The sound effects are synthesised from scratch for this project. Nothing here is borrowed from another game.