The Gluebook
The whole guide to $GLUE, written for people and for agents. One token, and a few very different things built on it.
The whole guide to $GLUE, written for people and for agents. One token, and a few very different things built on it.
New to all of it? Start Here explains both halves in one page. Every page is also raw markdown at /gluebook/<slug>.md, and the whole book is indexed at /llms.txt.
Two things live under $GLUE: the Track, a horse racing game you bet on for real SOL, and Gluniverse, a play to earn MMO now in open alpha. Start with either. One token underneath both.
Season 1 status. Phase 1 The Minting is complete (100 horses minted). Phase 2 The Gauntlet is next.
5 horses, every race runs a flat 1 hour, highest market cap at the bell wins, tie broken by mint address.
Every pot splits 50% to the winning horse's top 40 holders (3% cap), 35% buy and burn $GLUE, 10% jackpot, 5% keeper. Snapshot frozen at the bell.
A progressive pool fed by 10% of every pot. When it pops, one holder of the winning horse takes the entire thing. Already paid 12.18 SOL on chain.
Every horse keeps a permanent record. Five losses in a row and it becomes glue, retired forever. Survivors get rarer as the field thins.
Season 1 runs in two phases: The Minting (100 horses born) then The Gauntlet (the survivors race each other).
What happens when all 100 horses are minted. The field closes forever, the survivors race each other, and the real game begins in gluniverse.
The through-line of the whole track. 35% of every pot buys and burns $GLUE forever. Real on chain SPL burns.
$GLUE holders vote to name an upcoming race's horse. Voting is message signed and free. Propose names with a larger bag.
A tour of the app: the track, the stable of careers, and the HorseX coin screener and pages.
Real on chain data only, never mock. Every race has a proof page with the frozen snapshot and every payout, burn and treasury transaction.
Straight answers: why hold after the bell, is it fair, what happens to losing horses, is my money safe.
A play to earn MMO built by the $GLUE team, live now in open alpha. Wake as a horse or as a human, find your companion, and walk a persistent world that keeps growing.
Where Gluniverse is and how it got here. Open alpha since 19 July 2026, and the door is open to anyone with a Solana wallet, no token needed. The full world, the player economy, land, fighting, the Bank and cosmetics are all live. The August 2026 economy rebalance made five materials renewable, made horse shit premium, and added the tent, stable interiors, furniture, upkeep, the inactivity auction, new land, armour fusing and the trading licence. What comes next is not announced yet.
How to enter the gluniverse open alpha. Play at gluniverse.gibglue.xyz on a desktop, tablet or phone. Connect a Solana wallet and sign once, no token, no transaction and no fee. Wake in the dead forest with 1,000 gloo, talk to the scarecrow, find your companion, cross back over, and the world opens.
Every key in the game and what it does: movement, the combat moves, the interact key, the dock apps, the map, chat and the console. Plus the camera, the HUD, the minimap, the settings menu, point and click, and the honest list of things that do not exist, like emote animations, a screenshot key and camera rotation.
Before you enter you make your soul: choose your form, your look, your name, and spend your 9 starting stat points across speed, resistance, power, wits and stamina. Your form is permanent once you cross into the world. Every new soul wakes with a one time welcome purse of 1,000 gloo. Renaming later is free once, then 1,500 gloo.
Speed, Resistance, Power, Wits and Stamina: exactly what each one does to the numbers. You start at 5 in each with 9 to spend, every level pays 3 more, and 111 spendable points exist by the level 35 cap. The soft cap sits at 140 per stat, above what any build can reach, so every point pays full. There is no respec, except the one that happens every time you die.
Every soul wakes alone in the Dead Forest with nothing. A short guided arrival teaches you the whole loop, and your companion opens the shared world.
Two bars run your body: health and stamina. Health heals slowly out of a fight, stamina is the pool you spend to run and work, and some places will come at you.
Farmer Hodge in the town has work for you: a starter chain of four quests worth 3,500 XP. Broker Rook on the Exchange floor has nine more, the trading licence chain, worth 11,700 XP and 5,300 gloo and the right to sell. Beyond the chains, three daily quests rotate in each day and reset at midnight UTC. A daily you do not like can be rerolled for gloo: 250 for the first, doubling with each reroll, up to 8 a day, and a rerolled quest will not come back the same day. No quest ever hands you material. The quest screen has three tabs, story, dailies and completed, and the side panel tracks every step live.
How to talk to people and find them: two chat channels, whispers, 64 pixel emoji, the /trade and /ask commands (20 oracle questions a day), the friends panel, name colors, and the status lines over heads. Plus the free Camera from level 7, the level 20 sticker pack at the goodies counter, the boombox, the world news that interrupts everyone, and El Glulito on the gluniverse radio reading a spoken news bulletin every couple of hours.
The whole map in one place: every zone and every building a player sees, each linked to its own page. You wake in the Dead Forest, search its four wild lands for your companion, then cross into the shared world of the Foal Pen, the Crossroads, the town of Glueburg, the Field and the Black Market strip, with the PvP Arena, the elite Dead Forest and Knacker's Pass out on the frontier. Names where to go for the Bank, the Casino, the Exchange, the shops, the pub, a plot to buy, and how to travel.
The starting zone. Ash, bone gray trees, and the sap that starts the economy. Rebuilt from zero.
The four zones ringing the Dead Forest: the Ashfell, the Hollow, the Shore and the Mire. Same world, four moods. The Shore's three shipwreck chests roll 50% an iron fitting, 35% hide, 25% bone and 10% a cosmetic, and respawn every 10 to 15 minutes. The wilds also gate onto the Dead Forest, Knacker's Pass, the Arena and the Black Market.
The PvP zone, an 80x80 killing ground off the far corners of the Shore and the Ashfell. A walled central pit for staked best-of-3 wager duels, a no-kill safe apron that grows outward from the pit and so protects the pit too, and an outer biome with scrap and hide nodes where anyone can throw hands. In a wager duel you risk only the stake. Out in the open biome a knockout drops your whole bag for anyone to take. Stakes are free, 1K, 10K or 1M gloo, winner takes the whole pot.
The town: Market Row, the pub, the Gloo Bank and the trading floor of the Gloo Exchange.
The first zone where you own the ground. West of Glueburg, surveyed into 75 plots in four sizes, 64 of them open and 11 held in reserve. Each size is a gloo price and a level gate: 6x6 from 3,000 at level 3, 8x8 from 7,000 at level 7, 10x10 from 15,000 at level 12, 12x12 from 30,000 at level 18. Walk up to an empty plot and it takes your name. One home plot per soul.
The Field is not finished. Eleven more plots sit locked in reserve, and they open one at a time as the world fills: every third new account that reaches level 8 unlocks one. Six 6x6 at 12,000 gloo, three 8x8 at 28,000, one 10x10 at 60,000, in a fixed order nobody can jump. Unlocks are announced to the whole world every eight hours.
Turn a claimed plot into your home. Deposit bricks to raise a stable, then recall to it from anywhere, keep a 40 slot stash, and once you craft a saddle, mount up and ride 50% faster. A built stable also makes horse shit around the clock, eats bricks in upkeep every day, and can grow a room inside, a kiln in the yard and a level 2 upgrade at level 19 for 150,000 gloo.
A stable starts solid. Lay a second run of bricks and it grows a room you can walk into: 60 bricks on a 6x6 plot, 100 on an 8x8, 150 on a 10x10, 220 on a 12x12. Bricks go in from the yard, at the stash panel's upgrades section, and once the shell stands the go inside button appears. The room holds placed furniture, up to 8 rooms of guests, and guests can only come in while you are home.
Six workshop craftables you place inside a stable room: the stable stool, stable table, straw rug, sap lamp, tack shelf and trophy rack. All six are made mostly of scrap, all six trade on the Exchange, and none of them does anything to your numbers. A room holds 8 to 22 pieces depending on the plot size, and dismantling the stable returns every piece whole.
Keeping a stable costs bricks every day: 1 on a 6x6, 2 on an 8x8, 3 on a 10x10, 4 on a 12x12. You bank bricks ahead in the plot panel's maintenance section, up to 14 days deep, and the meter is how full that bank is. Below 30% the stable stops making horse shit and a level 2 stable stops letting you mount away from home. The building is never destroyed, your stash is never touched, and an empty bank builds no debt.
Land nobody comes back to goes up for sale. A plot whose owner has not been seen for 14 days is listed on the black market land board on their behalf, and after 48 hours it takes the best funded offer. The absent owner keeps half of the price, waiting for them; the other half goes to the treasury. Logging back in before the hammer cancels the whole thing.
Everything built in the world is bricks, and a brick is 3 horse shit, 2 straw and 1 water fired at the Kiln in the Foal Pen. Straw and water are gathered and regrow at their nodes; horse shit cannot be gathered at all, which makes it the bottleneck the whole economy turns on. Bricks build stables, room shells, plot kilns and black market shops, and every standing stable eats 1 to 4 of them a day forever. The kiln also fires metal rods and sheets and refines fishbone into bone.
The snow mountain north of the Mire: open PvP everywhere but its summit plateau, home of the frost forge, 12,000 frozen sap, 6,000 water, 450 iron fittings and all 1,500 keystones. Lil Knacker guards the top: 2,800 health, level 35, respawns hourly. Deal 1% of his health and you roll your own loot: a guaranteed sap or shard pick, 2 charms, 50% a frozen treasury, 10% a cosmetic, 5% a keystone, 3% the frozen sword, 2% a relic, 0.5% a portable terminal. A hit locks your travel 20 seconds, and everyone in the fight cannot hurt each other.
The bazaar strip between town, the Field, the Mire and the Ashfell. Thirty claimable player shops: 500,000 gloo to claim, built from 400 bricks, 10 iron fittings, 12 metal rods and 12 metal sheets, 8 sale slots each, listings up to 10,000,000 gloo with a 5% fee to the treasury. The one venue for rolled gear and relics. The land sale board trades claimed field plots with escrowed offers that expire in 48 hours. Noctavia holders claim skimasks here, 3 per wallet.
The hidden zone. Swim east off the Shore at level 16 and the world runs out of floor. An 80x80 sea of open water with no ground, no nodes and no benches, holding three kinds of fish and three reef sharks. Fish drop fishbone, which refines two into one bone at the kiln from level 6. Every shark drops an Ocean Treasury worth 100 to 500,000 gloo, four treasury opens a day shared with the frozen kind.
Everything in the economy starts here. Walk up to a node, press E, and pull raw material from the world: sap, hide, scrap, straw, water and frozen sap. Each has a home zone, a gather time, an XP payout and a vendor floor price. Nodes cool down 45 seconds, refill at 20 an hour up to 60, and move to a new spot when they come back. Seven materials are renewable and bounded by a world ceiling on what may be held at once; only frozen sap, fishbone, iron fittings and keystone are still finite pools. Wallets have a daily allowance of 150 plus 50 per level up to level 30, so 1,650 a day at most, plus a per material day on each renewable and a 15% share of whatever room the world has left. When a limit stops you, the limits window says which one.
Made things are worth more than raw material, because making them destroys what they came from. Four stations in the Foal Pen: the hoof bench, the workshop, the chem lab from level 10, and the kiln for bricks, metal, fishbone refining and armour fusing. A fifth, the frost forge, stands on Knacker's Pass, and you can build a kiln of your own on a plot. Crafting is instant, costs 10 gloo, and the first make of any recipe pays 50 XP against 5 for a repeat. Crafting also destroys its inputs, which is what reopens the world's ceilings.
Eight gear slots: weapon, body, a top for shirts, three trinket sockets, a relic and storage. Workshop pieces roll a rarity, common to legendary, and Wits tilts the roll. Duplicates of the same trinket stack. Rolled gear never lists on the Exchange: it trades at the black market player shops, or you roll it yourself. Durability was deleted on 5 August 2026: nothing wears out.
The kiln is one station with two tabs. The bricks tab fires bricks, metal rods, metal sheets and refines fishbone into bone. The armour tab fuses bone plate and bone barding up the rarity ladder: two of a tier make one of the next, always, no roll, burning horse shit as fuel. 8 shit for an uncommon, 12 for a rare, 16 for a legendary, 20 for a mythic. A town kiln only fires up to rare; legendary and mythic need a kiln of your own, 150 bricks on your plot. Mythic cannot be rolled or dropped and exists only through fusing.
Every material, consumable, weapon, armor piece and trinket in gluniverse: what it does, what it takes to make, and where to get it. Materials with their vendor floors, the potions and timed buffs, the three long swords, bone armor, the ten charms and the workshop fuse lane that deepens them, each fuse now priced in bone as well as the twin. Durability is gone from the game: nothing wears out. Tools, storage, clothes and shop goods have their own page.
The catalog's second half: the saddle and saddlebag, the tent and its repair kit, six pieces of furniture, the brick and the two black market metals, the GPS tracker at 1,500,000 gloo, the portable trading terminal at 10,000,000, personal storage chests you can upgrade to 24 slots, the boombox, the free camera, crafted t-shirts, and the full table of what trades where. Selling on the Exchange, at Sticky Situations and to the vendor floor needs the trading licence quest chain or a lifetime 1 SOL deposit.
Five drop only skill relics: Rush, Tether, Stick, Second Wind and Bellow, each in rare, epic and legendary tiers. Only Lil Knacker drops them, a 2% roll per player in the fight, and a drop is 70% rare, 25% epic, 5% legendary. Under that roll sits a world floor: if 24 hours pass with no relic dropping anywhere, the next boss kill is guaranteed to pay one. Level 28 to equip, one worn at a time, fired on K. Tradeable player to player at any level, never on the Exchange. Not the building material kind of relic: iron fittings and the keystone are a different thing.
33 looks drop in the wild: 8 coats, 5 manes, 6 saddle colors and 14 hairstyles, split 7 uncommon, 17 rare and 9 legendary. Sticky Situations sells house stock at 430,000, 2,150,000 and 8,600,000 gloo a tier, 12, 5 and 2 per look, sold out forever, and players resell at a 5% commission up to 10,000,000 gloo. Trail boots and two pairs of sunglasses are shop only. Noctavia balaclava holders claim skimasks, 3 per wallet. Equip looks from the Build panel.
Every dropped look in the world with its rarity, perk and house price: 8 coats, 5 manes, 6 saddle colors and 14 hairstyles. Uncommon looks cost 430,000 gloo at the house, rares 2,150,000, legendaries 8,600,000, and stat perks run from +5 stamina to +10% move speed.
Everything you gather and make rides in your trough, the bag the scarecrow hands you: 15 slots, stacks of 99, plus a slot every fifth level and 8 more from a saddlebag. Four stores exist beyond it: a built stable's 40 slot stash (60 at level 2, 999 per row, the one store death cannot touch), a 12 slot personal chest that upgrades to 24, and a 26 slot tent. Leave the world more than 4 days and every store you are not carrying starts leaking material back, at a rate that climbs from 0.2% to 10% a day.
A shelter you carry in your bag and pitch on any free ground. It holds a 26 slot stash, creatures lose interest in you while you stand on its tile, and with a saddle it lets you ride that zone without owning a stable. It is a level 5 workshop craft, one per soul, and it wears out 7 days after you pitch it whether you play or not. A tent repair kit, 2 cotton and 4 sap, sets the clock back to new. Left worn out another 24 hours and anyone can empty the stash. Banned in fifteen zones including town, the foal pen, the arenas and every interior.
Every creature in the world with its real numbers: health, power, speed, XP and what it drops. Each of the four lands has its own animal, and the Dead Forest in the far north adds the Burrowing Badger, the Dark Wolf and the White Wolf, the hardest ordinary animal in the game. They grow stronger the deeper you go, the stag will turn on you the moment you strike first, and one boss stands in the live world: Lil Knacker, at the top of Knacker's Pass, the only source of keystone.
Every move, what it costs and what it does. Strike, aimed charge, rear kick, brace, ground slam, the charm-unlocked ranged throw, and the jump that dodges. Horse and human fight differently. Every move spends the one stamina bar, and a training yard teaches all of it before the wild does.
The first ranged attack a player has ever held, unlocked by a worn charm: the slinger for human souls, the flinger for horses. Ammo is bone for humans and horse shit for horses, spent on every throw, hit or miss. Tap the ammo's 1 2 3 slot for a 2 tile toss, hold about 1.2 seconds for the charm's full range, 5 tiles at common up to 10 at mythic. No auto aim: humans throw along their facing, horses fire out the back. Damage is 70% of your melee swing, crits apply, cooldown 1.8 seconds, creatures only, never players. What lands shatters and leaves the world.
Take enough damage and you go down. Death drops everything you carried where you fell: yours alone for 3 minutes, open to anyone after, gone in an hour. You wake at the town, the Foal Pen or the Crossroads, picked at random, with your stats knocked loose. Your level, XP, gloo, land and home stash all survive, and practice in the training yard never costs you. Bandages heal other players 40% of their health.
How you grow: XP from gathering, crafting, quests, kills, PvP wins, races, hide and seek, the tree and the slots. Kills pay by the level gap, and beating a player pays what a creature of their level pays, with the same opponent worth less each time that day. Staying alive adds up to +100% XP. Every level pays 3 stat points and a bag slot every fifth level, and the cap is 35. The full unlock ladder and the exact XP cost of every level.
Almost everything in the world is bounded. Seven materials carry a world ceiling and four sit in fixed pools, gathering is rate limited, vendors buy at a floor price in gloo, and the Gloo Exchange is a real order book with twelve terminals, live charts, a 2% burned fee, 24 resting orders per wallet, a last trades tape on its home tab, and prices that also read in real dollars from the live $GLUE price. Buying is open to everyone; selling needs the trading licence quest chain, or a 1 SOL deposit at the Bank. A 10,000,000 gloo portable terminal trades from anywhere.
Selling on the Gloo Exchange, at Sticky Situations and to the vendor floor needs a licence, and the licence is a nine quest chain from Broker Rook behind his desk on the Exchange floor. It opens after Farmer Hodge's saddle quest and runs from a walk around the trading room to pressing ten bricks, paying 11,700 XP and 5,300 gloo along the way. A lifetime 1 SOL deposit at the Bank opens the same doors instead. Buying, crafting, face to face trade, the black market player shops and the land board are never gated.
Horse shit is the base of the building economy and the one material you cannot gather. Its nodes were retired on 15 August 2026 and there are exactly two sources left: a built stable, which makes 5 an hour at level 1 and 8 at level 2 and banks up to 240 whether you are online or not, and the activity bar, which pays 2 to 8 a cycle for playing and is capped at 20 a day per wallet. Neither spends your daily gathering allowance. The world can hold 35,000 at once, and every brick, every armour fuse and every horse throw destroys some of it.
The bar in the top left corner that pays you horse shit for playing. Four things fill it: walking, gathering, fighting and chatting, and each one is capped at part of a cycle so no single action can complete one alone. Walking stops paying at 35 of 100, gathering and fighting at 50 each, chat at 15. A finished cycle pays 2 horse shit as a human on foot and 8 as a mounted horse, and one wallet may earn 20 a day. Leave it alone for 2 hours and it drains 5 an hour.
The Gloo Bank in town swaps gloo to and from real SOL on mainnet. Buying gloo is uncapped, cash outs are capped at 10 SOL per wallet per day with a 0.001 SOL minimum, and every swap pays a 5% fee, half to the treasury and half buying and burning $GLUE. Cash outs are paid only from real reserves. A lifetime total of 1 SOL deposited also opens the trading licence without the quest chain.
The one hard rule underneath everything: nothing is infinite. Every material has a bound, gloo is watched, and rarity is a fact because the world genuinely runs out. Seven materials are renewable and bounded by a ceiling on what may be held at once; four are still fixed pools that only ever empty. Crafting is what reopens a ceiling, and the Hole is the only way anything goes back into the ground.
Bet gloo on the real $GLUE races without leaving the world. The Sticky Hoof pub carries the live track: 1 to 500 gloo a bet, up to 5 bets per race, winners split the pool, 5% burned, and the book closes 15 minutes before the bell. Voided races refund in full.
The town casino is a walk in hall: ten GLUE ADDICTION cabinets betting 10, 50 or 250 gloo, ten GOLDEN HORSE ADDICTION cabinets betting 1,000, 10,000 or 35,000 for a top win of 8,750,000, and four poker tables. The slot paytable tops out at 250x for three horses, the odds are fixed at a 92.38% return (a 7.62% house edge), every spin is server run, audited, capped at 200 a day and pays a little XP, and losing spins split half burned, half to the treasury.
TEXAS GLUE'EM: real hold'em against other players at four tables in the casino hall. Blinds 50/100, 500/1,000, 5,000/10,000 and 50,000/100,000 gloo, 2 to 5 seats, buy in 20 to 100 big blinds. The house never plays: it rakes 5% of the pot, capped at 3 big blinds, only on pots that saw a flop, paid to the treasury. A 25 second turn clock, and 15 XP per dealt hand on the first 200 hands a day.
Race your own horse against other souls for a pot of gloo. Post or join a heat of 2 to 5 racers in one of four leagues: free practice, 1K, 10K or 1M gloo. The winner takes the pot minus a 5% burn. Skill is stamina, not luck: gallop, jump the hurdles, and dodge the mud. Distinct from the pub racebook, which bets on the real track.
An animated tree in the Glueburg town square runs the world's daily lottery. Feed it raw materials or bricks for tickets priced at the vendor floor, capped at 500 tickets a draw. At midnight UTC it draws three ticket-weighted winners who split the pot 75/15/10. Bricks fed come back doubled, the game's only brick faucet, and your first five deposits a day pay 100 XP each.
Every fight in the arena marks you. Kills, corpse looting and kill stealing earn villain standing; rescues, bandages and hunting the marked earn hero standing. The week's top three of each side wear a glyph over their name, and the top hero and top villain each take 50,000 gloo when the week turns.
Bring a friend, both get paid. Your referral card carries a permanent 6 character code and a share link; the friend enters it at character creation. When they finish the prologue and reach level 7, you both receive 10,000 gloo and 500 XP. Up to 3 rewarded referrals per referrer per day, no lifetime cap.
A paid round for four to twelve players in a dedicated arena. Everyone pays the same entry, hiders scatter for thirty seconds, then the seekers hunt for three minutes through a six tile fog. Five percent of the pot is burned first; of what is left, survivors split sixty percent, the best catcher takes twenty five, and the longest hidden of the caught takes fifteen.
The community window, on J. Three tabs: vote, where the founder posts proposals and players from level 11 post their own ideas and everyone votes yes or no; changes, the in-game changelog with the newest release first; and stats, the live $GLUE, burns and bank board. Every week the founder picks one winning idea by hand and that player takes 50,000 gloo.
The world keeps score on twenty one boards: the richest, the highest level, the best traders by realized profit, mob hunters, boss slayers, boss damage, most gathered, craft score, players killed, race winnings, best race time, race record, arena record, three gambling boards, heroes, villains, and three hide and seek boards. Eight of them run both all time and weekly, the weekly resetting every Monday; the rest run in one window only.
What actually holds value, and why. Horse shit is the premium material now: it cannot be gathered, it gates every brick, and the free road to it is 20 a day. Bone is the gear economy. The four finite materials, frozen sap, fishbone, iron fittings and keystone, never come back once a pool empties. Land is the one asset that pays rent and can be sold, and there are 75 lots carved with 64 of them open. Read the supply readouts, not the hype.