Summary
This proposal seeks to improve Survival Mode in Splinterlands by introducing a three-month bracket-based Beta Test with percentage-based rewards. The goal is to create fair and engaging competition for players at all levels, increase match liquidity, and collect actionable data before deciding on permanent parameters.
Background
While Survival Mode is one of the most exciting additions to the game in recent memory, its current structure is not working for the majority of players. Issues such as low engagement, uneven competition, and unclear reward distribution have limited its potential. The DAO now has an opportunity to test a bold bracket system that: - Aligns rewards with actual participation
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Creates competitive and meaningful matches across all player levels
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Creates a self-adjusting rewards formula that adapts automatically to player participation
Proposed Changes: Survival Mode Beta Test Brackets
Test Duration & Reward Pool - Run for 3 months (~6 seasons) as a Beta Test
- 850,000 SPS per season for testing
Bracket Structure - 11 brackets ranging from Novice to Unlimited
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Summoner caps, card level floors, and unique mechanics per bracket
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Bot restrictions vary by bracket (E = Easy; A = Average; H = Hard)
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Players must remain in the same bracket for the entire season
Cooldown Adjustments by Bracket Cap - Novice: 10% of max cooldowns
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Silver: 25% of max cooldowns
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Gold: 50% of max cooldowns
Percentage-Based Rewards Model
Instead of assigning fixed SPS amounts to each bracket, the entire reward pool is shared proportionally based on participation: 1. At season end, calculate Total Survival Mode CP across all brackets
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Determine each bracket’s share: Bracket Share = (Bracket CP ÷ Total Survival CP) × Total SPS Pool
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Distribute bracket rewards retroactively within each bracket based on tracked rshares (or equivalent metric) from matches
Example: - Total Survival CP = 500M CP
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Bracket 8 CP = 100M CP (20% of total)
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Bracket 8 receives 200K SPS from a 1M SPS pool
Advantages
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Eliminates arbitrary payouts – rewards scale with participation
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Encourages healthy competition – more active brackets earn more rewards
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Self-adjusting system – requires no ongoing micromanagement from the DAO
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Clearer player incentives – rewards are tied directly to bracket activity
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Test-driven inclusivity – given this is a test run, casting a wider net in the name of exploration is the name of the game