Dig

$DIG on Uniswap v4, Robinhood Chain (4663)

The law of Dig.

Everything the contracts do, in twelve articles. Nothing here is a plan or an intention: it is either written in the code at deployment or it is not on this page. Every number marked set at deploy is published here before anything opens, and none of them can be changed afterwards.

  1. 1What it is
  2. 2The toll
  3. 3The depth
  4. 4The layers
  5. 5The break
  6. 6The floor
  7. 7One direction
  8. 8Invariants
  9. 9What can go wrong
  10. 10The chain
  11. 11The numbers
  12. 12Addresses

01What Dig is

$DIG is a token with one pool on Uniswap v4, on Robinhood Chain, and one rule attached to that pool by a hook of our own. The pool sits under layers of earth. Every trade pays a toll, the toll buys $DIG and burns it at once, and everything burned is depth. When the depth breaks through a layer, the toll steps down for everybody, permanently. It never steps back up, and it stops at a published floor.

That is the whole product. There is no staking, no lock, no vote, no queue and no prize. Nothing is ever paid to anyone. Most tolls of this kind are constants; this one falls, and the falling is the game. The one number people will check is how much is left to dig before the next step down.

The one sentence. Dig down. The toll goes with you.

02The toll

Every trade pays a toll in the quote asset, at the current rate, the same for every address at any given depth. The whole toll buys $DIG on the pool and goes to the dead address in the same transaction. Nothing accrues, nothing waits, nothing is held for anyone. The opening rate is set at deploy.

03The depth

The depth is the cumulative amount burned since deployment, measured in the quote asset. It only ever goes up. It is one storage word, read by anyone at any block, and the shaft on the front page is that word drawn as a tunnel.

04The layers

Layer boundaries are laid out at published depths, set at deploy, each layer wider than the one above it, so that each step is harder to reach than the last and the game has a shape. The layer counter is the number of boundaries passed, and it only ever goes up.

05The break

When a trade's burn takes the depth past the next boundary, the layer breaks in that transaction and the toll steps down by a published amount, set at deploy, for every address, from the next trade onward. A single trade can break several layers; each one steps the toll down once. The trade that breaks through pays the toll of the layer it was in, like every trade in that layer, and receives nothing.

Who the break is for. Everybody who trades afterwards, which is nobody in particular. Early trades pay the highest toll and do the deepest digging; late ones trade cheaply on a pool the early ones paid for. Nothing is transferred between them.

06The floor

The toll has a floor, set at deploy. Once the floor is reached the toll stops falling and stays there for the life of the pool. Layers below the floor do not exist. At the floor the game is finished: the shaft stays, the total burned keeps climbing, and the page says so in those words.

07One direction

There is no function that raises the toll, none that moves a boundary, none that resets the depth, and none that is callable by anybody for any reason. The only input is volume and the only output is depth.

08The invariants

  • I1 The toll never rises.
  • I2 The depth never falls, and the layer counter never falls.
  • I3 The toll leaves as burned $DIG and in no other form, in the same transaction it is taken.
  • I4 No address has any right over the toll, the depth or the boundaries: no owner, no setter, no pause.
  • I5 The toll is the same for every address at any given depth.
  • I6 The boundaries, the step and the floor are fixed at deployment.

09What can go wrong

  • Somebody digs to the floor quickly. A well funded actor can push volume until the toll bottoms out. It costs them the tolls of every layer on the way, all of which burn, and it leaves a pool with the cheapest possible toll. There is nothing to extract; the design's stated destination is reached early.
  • Wash trading to lower the toll. Same answer, and this is a rule where wash trading is straightforwardly expensive and straightforwardly useful to everyone else.
  • The floor is the end of the game. At the floor the page has no counter left to move and the token becomes an ordinary low toll pool. Written here rather than left for someone to discover.
  • The high early toll deters early volume. True, and it is the tension the design lives on. The opening toll and the step decide whether the first layer is a wall or a formality, and they are the hardest numbers in the rule.
  • Rounding on the toll and on the buy. The first gate before anything opens, proven at every rate in the table including the smallest, because every rate step is a new rounding regime.

10The chain and the pool

Robinhood Chain, chain id 4663, an Arbitrum Orbit chain settling on Ethereum, with the Uniswap v4 PoolManager and a hook of our own. $DIG has its own pool on that PoolManager, and the protocol's liquidity position is locked in a locker with no withdrawal function.

The hook works in afterSwap: take the toll at the current rate, buy, send to the dead address, add to the depth, and step the rate down once per boundary passed. The rate and the depth are two storage words and the boundaries are a fixed table, so the work is constant. Cheap gas is what allows every single trade to carry a real buy and a real burn rather than batching them, and batching is what would make the depth on the page lag behind the chain.

11The numbers

Every value below is written in the contracts at deployment and published here before anything opens. None of them can be changed afterwards, by anyone. The shaft on the front page runs the rule on its own numbers, chosen to make the rule legible in a minute, and its blocks slower than the chain's; the real ones are these.

NumberWhat it doesValue
Opening tollthe rate every trade pays before the first layer breaksset at deploy
The boundariesthe depths at which the layers break, each layer wider than the lastset at deploy
The stepwhat each broken layer takes off the tollset at deploy
The floorthe toll never goes below this, and stays thereset at deploy
Supply and issuancethe whole supply and how it is issuedset at deploy

The open questions, said plainly. The opening toll and the step: together they decide whether the first layer is a wall nobody climbs or a formality broken in an hour. They are the hardest pair of numbers in the design, simulated on real traces before deployment and published here. Two things that were once open are settled and written above: the boundaries widen with depth, each layer wider than the one above it, and at the floor the game is finished, the shaft stays and the total burned keeps climbing.

12Addresses and risk

Contract address published here and on X at launch, nowhere else. Any address for $DIG found anywhere else is not ours. There is no presale, no allowlist, no private round and no team allocation. The team keeps nothing, and nobody is paid for breaking a layer.

$DIG is not an offer of anything and may lose all of its value. Burning supply on its own sets no price, and nothing here promises one. The burn rate declines by construction. Not available where prohibited by law.