▸ Strategy, not just luck
Your TEAM's EXP adds success chance above each mission's minimum, and its class and level stack bonuses onto the reward.
Military strategy NFT game on Solana.
Mint soldiers and transports, build your TEAM, complete missions, earn $ARMY and test your aim against other players in skill-based PvP duels.
Armary is a military strategy NFT game with 16-bit pixel art looks, built on Solana. You recruit soldiers and transports as NFTs and combine them into squads called TEAMs, then deploy them on missions with a real chance of success or failure. Every victory pays rewards in $ARMY, the game's token, and every defeat comes with consequences: XP wear, damaged transports, and a TEAM that takes its time getting back to base.
What sets it apart from other games of its era: here, luck doesn't call the shots. Your soldiers' experience raises your success chance, TEAMs gain levels and class, and PvP is decided by aim in a shooting minigame — not by a roll of the dice.
Your TEAM's EXP adds success chance above each mission's minimum, and its class and level stack bonuses onto the reward.
Common soldiers are fusion fuel: sacrifice a free one and another soldier gains +20 XP. Nothing gathers dust in your inventory.
45-second target-shooting duels against real players, turn-based. The best score wins — not the biggest wallet.
Five steps and you're on the battlefield. Here's the full Armary loop:
Open Recruit and Transport Boxes for 25,000 $ARMY each and see which soldiers and vehicles you pull.
Load your soldiers into the transport: its seats set the limit. The majority rarity defines the TEAM's class and bonus.
No ammo, no deployment. Every soldier burns their own on every mission, win or lose.
Six operations, from the safe patrol to the Final Operation. The bigger the risk and the EXP, the bigger the reward.
Collect $ARMY, level up your TEAM, fuse soldiers, repair transports in the workshop, and challenge other players in PvP.
Every rule and number, exactly as they work on the testnet today. No fine print: public odds, fixed prices in $ARMY, and clear consequences for every decision.
// One random soldier per box
Pity: every 10 boxes opened guarantees a Rare or better.
// One random vehicle per box
The transport sets how many soldiers your TEAM carries: Jeep 2 · Truck 3 · Armored 4 · Helicopter 5 seats.
// Building a TEAM costs 2,000 $ARMY · editing it is free
A TEAM's class is set by whichever rarity leads in count — no ties allowed: if two rarities tie at the top, the TEAM gets no class.
| LEAD RARITY | CLASS | REWARD BONUS |
|---|---|---|
| Veterans | A | +8% |
| Epics | B | +5% |
| Rares | C | +2% |
| Commons / Uncommons | — | No class |
Levels 0–30: the TEAM gains 1 level every 2 expeditions, win or lose. On a win, the level adds its bonus on top: levels 5–9 +1% · 10–14 +1.5% · 15–19 +2% · 20–24 +2.5% · 25–29 +3% · 30 +4%, stacked with the class bonus. Watch out: disbanding the TEAM wipes all its levels (back to 0); editing it doesn't.
// No ammo, no deployment
Every soldier burns their ammo on every mission, win or lose. It comes in packs covering 1, 3 or 7 deployments:
| RARITY | PER MISSION |
|---|---|
| Common | 5 |
| Uncommon | 10 |
| Rare | 15 |
| Epic | 20 |
| Veteran | 25 |
Example: a TEAM of 3 Commons and 1 Rare burns 30 units per mission → a 3,000 $ARMY pack per deployment.
All 5 rarities share the same look — helmet with tactical goggles and a green military uniform. What changes is the weapon, the gear, the face, and the background. The higher the rarity, the more EXP it brings to the TEAM… and the more ammo it burns per mission.
Pistol in hand, standard uniform, no vest. The classic recruit — and perfect fusion fuel.
Mustache, shotgun slung over the shoulder, neon green background. The same base soldier, with more character and better gear.
Night-vision goggles with a green glow on a blue background. A TEAM led by Rares already fights at class C.
Beard, tactical backpack, rifle raised and already aiming. A purple background for the one who charges in without hesitation.
The golden elite: goatee, modern armored suit, and a heavy futuristic rifle. Drops in only 2% of boxes.
No transport, no mission. Every vehicle is an individual NFT, sets your TEAM's seats, and can come back damaged from a failed mission: off to the workshop, and wait for repairs.
Fast and light. Every commander's starting point.
The classic balance: one extra seat to grow your squad.
Armored, with room for a serious four-soldier TEAM.
The crown jewel of the fleet: five seats for the ultimate TEAM.
Every mission has a base % and a minimum EXP. Above the minimum, your odds rise by +1% for every 10 EXP of surplus, up to the mission's cap.
| OPERATION | BASE | CAP | MIN. EXP | REWARD | WEAR ON FAILURE |
|---|---|---|---|---|---|
| M1 · Border Patrol | 90% | 95% | 60 | 5,000 $ARMY | −1 XP |
| M2 · Convoy Escort | 75% | 92% | 160 | 8,000 $ARMY | −2 XP |
| M3 · Night Infiltration | 60% | 88% | 280 | 12,000 $ARMY | −3 XP |
| M4 · Camp Assault | 50% | 85% | 400 | 18,000 $ARMY | −3 XP |
| M5 · Operation Storm | 40% | 80% | 550 | 25,000 $ARMY | −4 XP |
| M6 · Final Operation · level-30 TEAMs only | 30% | 75% | 800 | 45,000 $ARMY | −5 XP |
// Losing leaves a mark too
When a TEAM fails a mission, every soldier loses XP based on the operation (from −1 on Border Patrol to −5 on Final Operation), never dropping below their rarity's minimum.
To win it back, there's fusion: sacrifice a free soldier (not in a TEAM) and burn them; the target soldier gains +20 XP, capped at their max, for 2,000 $ARMY (the cost of building a TEAM). That way, even a Common can toughen up your best Epic.
// Vehicles pay for failure too
When a mission fails, each transport has a 30% chance of taking damage (and a 70% chance of coming through unharmed). A damaged vehicle enters the workshop for 24 real hours and can't deploy on missions in the meantime.
Repairs cost time only — no $ARMY. In a hurry? You can speed them up for a price: instant delivery by transport rarity — Common 400, Uncommon 800, Rare 1,200, Epic 1,600 $ARMY — or cut the remaining time in half for half that price.
// The trip back to base takes time
After every mission, the TEAM is locked for 24 real hours: your soldiers are on their way back to base.
The lock is total: no deploying, no editing, no buying ammo, no disbanding. PvP duels don't count: they neither lock the TEAM nor are affected by the lock.
// Aim, not luck: a 45 s target-shooting minigame
One token for the whole game: boxes, TEAMs, ammo, fusions and PvP bets are all paid in $ARMY, and missions pay it back as rewards.
100,000,000 $ARMY
The game's token prices don't move with the supply: box 25,000, build a TEAM 2,000, ammo 100 per unit.
You start with 500,000 test $ARMY and the demo faucet adds +5,000 per click. None of it is real money and none of it can be withdrawn: it's there so you can test every mechanic risk-free.
As a guest, you play locally with no account. Sign in with Google and connect your Phantom wallet (devnet, read-only) and your game saves to the cloud, tied to your wallet — pick it up on another device, and play betting PvP duels too.
$ARMY circulates: it flows out as rewards and flows back in through boxes, ammo, TEAM building, fusions and workshop speed-ups. The economy breathes both ways.
Armary's original design paid fixed dollar rewards through an oracle: if the token dropped, the game had to issue more and more tokens to pay the same amount, until it collapsed — the same death spiral that sank CryptoMines. That is over in this version.
There is no fixed dollar oracle: rewards come out of a capped dynamic pool, and the market decides what $ARMY is worth. It's a more honest design, deliberately boring: built to last, not to promise what it can't sustain.
No. You can play as a guest, locally, with no account and no wallet, and your full demo balance. You only need to sign in with Google and connect your Phantom wallet on devnet (read-only) if you want cloud saves and betting PvP duels.
No. It's a test token on Solana's devnet network: it has no value, can't be bought or sold, and can't be withdrawn. The testnet exists to test the game's mechanics with zero risk to anyone.
Three things: wrapping up the beta phase with testnet feedback, an audit of the system, and the on-chain program that will move real tokens and NFTs. Until then, everything you see here is a demo.
In the Armary whitepaper (the project's original document) and on the YouTube channel Ruta Digital, where development is covered.
The testnet is open: 500,000 test $ARMY, six operations, a workshop, a shooting range and duels against real players. Jump in, build your first TEAM, and check the mechanics out for yourself.
▶ PLAY THE TESTNETARMARY is in its testnet phase (Solana devnet): the $ARMY and NFTs used in the demo are test assets with no real value — they can't be bought, sold, or withdrawn. This page describes the game's mechanics for informational purposes; playing the demo grants no rights over current or future tokens.