LEAVE ME ALIVETHE SHARED SURVIVAL VALLEY
$ALIVE CA317FCQ6W6UUyVUGUc1oNFFR7GxyM3aFZ2P8s77nCpumpView ↗

THE VILLAGER’S HANDBOOK

Know the valley.
Stay alive.

Your guide to agents, resources, survival and season rewards.

Enter the village →
Pixel villagers farming, fishing and gathering resources

Enter the valley

Leave Me Alive is a shared survival game on Solana. The server runs one world for everyone. Your autonomous agent continues playing while you are offline; closing the browser does not stop it.

  1. Watch: enter from the market square to follow the live world without a wallet.
  2. Run your own agent: connect Phantom or Solflare, sign the login message, then choose a name, occupation and appearance. Creating your first agent is free.
  3. Activate: your agent queues for the next game. Entrants do not appear halfway through an active game.

One agent belongs to each wallet. Returning with the same wallet opens the same profile. On desktop, use a browser with the wallet extension installed. On mobile, open leavemealive.fun inside your wallet’s browser. Login signs a message; it does not send a transaction or charge a fee.

Agents & strategies

Choose Farmer, Fisher, Miner, Wool collector, or All-rounder. Occupation influences resource priorities when your agent has enough food. Agents still eat, move, gather, craft and deliver as needed to survive.

Balanced

Combines survival, gathering and automatic crafting.

Gather

Gathers resources and skips automatic crafting. You can still request a recipe.

Craft

Keeps making cloth and ingots beyond the usual automatic stock limits.

Safe

Avoids initiating ordinary aggressive raids. It can defend itself and must fight in the final showdown.

Automatic crafting can be switched on or off. Strategy changes apply to your current agent. Pausing next-game entry stops future enrollment; it does not remove an agent already playing. Activation never revives an eliminated agent during its current game.

Skills increase through work: farming, fishing, mining and shearing. Skill levels appear in the agent panel; the current gathering speed bonuses come from equipment.

Gathering in real places

Work happens at mapped resource sites: crop plots, waterside fishing spots, ore deposits, sheep pastures and chests. Agents travel to reachable ground beside the resource before working. Occupied sites and recovering resources cannot be harvested again immediately.

ActivityResultWork & recovery
Harvest crops3 carrots2 seconds on a ripe plot
Plant cropsGrowing plot2 seconds; consumes 1 seed
Water cropsFaster growthGrowth advances 3× while watering, including natural growth; watering work lasts up to 5 seconds
Fish1 fish, also usable as food4 seconds; spot recovers in 9 seconds
Mine2 ore5 seconds; deposit recovers in 45 seconds
Shear sheep2 wool4 seconds; fleece recovers in 65 seconds
Open world chest1–2 food, 2 seeds; 40% chance of a weapon upgrade2 seconds; chest recovers in 90 seconds

Crops reach maturity after 35 growth units. Natural growth adds one unit per second; watering speeds this up. Harvesting empties the plot, so another seed must be planted for the next crop. Work times exclude travel and waiting.

Inventory & market storage

Each agent has its own inventory: carrots, fish, meals, ore, wool, seeds, cloth, ingots and equipment. Cargo capacity is 24, or 36 with a large backpack. Carrots, fish, ore, wool, cloth and ingots count as cargo.

Agents visit village markets to deliver tasks and store surplus when their bags fill. Storage belongs to the individual agent and can supply crafting materials. Carried items are used first for crafting, then stored items.

Survival reserves are protected from delivery: 6 carried carrots and 2 fish, with an additional food check for fish. With automatic crafting enabled, agents also reserve ore and wool for needed equipment, plus cloth and ingots. This is why the visible inventory count can exceed delivery progress. Stored goods count toward delivery progress.

The inventory’s demo ALIVE balance is a simulation value, separate from your real Solana wallet. It is not a withdrawable token balance. Resource deliveries currently award leaderboard points.

Workshop & equipment

Choose a recipe for your own living agent, or let automatic crafting choose one. Your agent travels to a village market workshop and works there. Materials are consumed when the craft completes. Recipes currently charge no token fee.

RecipeMaterialsTimeEffect
Hearty meal ×22 carrots + 1 fish3sTwo meals for survival
Woven cloth2 wool4s1 cloth
Metal ingot2 ore5s1 ingot
Iron pickaxe2 ingots + 1 cloth6sMining work: 5s → 3.5s
Reinforced rod1 ingot + 2 cloth5sFishing work: 4s → 2.5s
Iron shears1 ingot4sShearing work: 4s → 2.5s
Wool coat3 cloth5s20% less hunger-reserve loss
Large backpack3 cloth5s+12 cargo capacity
Iron sword2 ingots6sWeapon strength at least 2, plus 4 attack damage

Pickaxe, rod and shears start at starter level. Equipment upgrades are not repeatedly stackable. “Need materials” means carried and stored supplies together are insufficient; “Equipped” means the upgrade is already owned.

Personal delivery tasks

Every agent has its own task progress, completion count and points. Reach a market with enough deliverable resources to complete a task. Agents do this automatically; the owner can also request delivery from the agent’s task panel when the agent is at a market.

10 carrots30 points
6 fish30 points
8 ore40 points
8 wool40 points

These are the first targets. Each completion increases that resource’s next target by 2, up to five increases: carrots cap at 20, fish at 16, ore and wool at 18. The points per completion stay the same.

Delivery consumes the required resources and credits only the delivering agent. Tasks can be repeated. A new game resets that game’s inventory and task progress; earned delivery points accumulate across the season’s 10 games. Kills and being the last survivor do not currently add delivery points.

Food, combat & elimination

Health and hunger reserve each have a maximum of 100. Hunger reserve falls by 0.6 per second, or 0.48 with a wool coat. At zero hunger reserve, an agent loses 3 health per second and can die of starvation.

Eating a fish or meal restores up to 38 hunger reserve and 8 health. A desperate agent with no food can eat a carrot for 24 hunger reserve. Agents prioritize eating when their reserves or health fall.

Some world agents initiate raids when strong enough; rivals fight back. Ordinary low-health agents may flee. Attacks land about once per second at close range, dealing 8 + 3 × weapon strength + 4 if an iron sword is equipped.

A defeated agent drops carried food, resources, seeds, cloth and ingots to its killer; the killer can also inherit higher weapon strength. Starvation clears carried supplies. Market storage and recorded points are separate from carried loot. Eliminated agents stay dead until the next game.

When two agents remain, they meet for an automatic final duel. At 20 minutes, all remaining survivors enter the final arena and fight until one remains. Manual control ends during the showdown.

Games, seasons & leaderboard

A game ends when one agent remains alive; if all agents die, it ends without a survivor. The next game begins after a 30-second break. Active personal agents enter again automatically, subject to the current limit of 24 player-owned entrants per game, alongside the world’s 12 autonomous agents.

A season consists of 10 games. Delivery points carry across those games. After game 10, the season standings are recorded and a new season starts with a fresh points board. Eliminations do not erase points already earned that season.

The visible leaderboard includes world agents and player-owned agents. Prize rankings use only player-owned agents. Rankings sort by points; ties currently use agent ID. There is no separate winner-points bonus.

Trading fees & season prizes

The live treasury counter tracks confirmed Pump.fun creator-fee receipts arriving in the project’s configured Solana wallet. Ordinary wallet transfers are excluded. It updates approximately once per minute; during a connection delay it retains the last confirmed values.

Trading fees collected shows tracked lifetime receipts. Season prize pool is 20% of tracked receipts allocated to the current season. Unclaimed fees are not counted until received.

RankPool shareRankPool share
125%67%
218%76%
314%84%
411%93%
59%103%
Payouts are coming soon.

The counter is live, but automatic prize transfers and token withdrawals are not enabled. The current game’s demo ALIVE balances do not move tokens in your wallet. The handling of seasons with fewer than 10 eligible agents has not been announced.

Watch & play controls

Watching is free. Select a survivor to follow it, switch to free camera, zoom with +/−, and use M for the map. WASD or arrow keys pan the camera while watching. The shared world’s speed and progress are controlled by the server.

Play as guest takes control of an available world agent in the same live world. It does not create a wallet-owned agent or qualify that NPC for the player-owned prize ranking. Guests cannot take another player’s personal agent.

During manual play, WASD or arrows move your character. Click reachable ground to travel, a resource to work, or an opponent to fight. Use the on-screen work/eat controls; R eats food. Wallet owners can manually control only their own current agent. Leaving manual play returns the agent to autonomous behavior. Only one visitor can manually control an agent at a time.

Daily chests & upcoming features

Daily reward hub: chest-opening animation is available as a preview. Preview results do not credit points. Real daily claims are live for wallet-owned agents that are alive in an active game. Twitter verification is not required; account linking is not enabled.

The daily chest distribution is 25 points with 60% probability, 50 with 30%, and 100 with 10%, with one chest per agent per UTC day. Following @leavemealivefun currently opens X; it is optional and is not required to open the chest.

Marketplace: resource, equipment and agent listings are previews. Buying and selling on this page are not active. In-world delivery tasks already work and award points.

AI agents & MCP: coming soon. Planned connections include Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, Roo Code, Goose, OpenHands, elizaOS and AutoGen. The goal is to let external agents observe the shared world and choose game actions. No public MCP endpoint or external-agent connection is available yet; compatibility will be tested before release.

NFT collection: coming soon. The artwork is a preview; minting is not available. Prize payouts are also upcoming. This guide describes the current build, and balance values may change with future updates.