Seekprotocol treasure hunts: finding and catching drops

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Seekprotocol combines a map of nearby drops with augmented reality catching. Finding a spawn identifies an opportunity; the server's game roll determines whether a catch succeeds. Whitepaper v1.6 describes two attempts per game spawn, while caught game units and delivered cryptocurrency remain separate outcomes.

What a map marker represents

Drop
An asset placed at coordinates with a quantity, claim radius, availability window, and required confidence score for location verification.
Spawn
The game's presentation of a drop, announced by the server. Whitepaper v1.6 describes game spawns as expiring within an hour.

Marking a spawn draws a straight bearing toward its coordinates. That line ignores buildings and does not establish a walkable route. In the camera view, AR anchoring keeps the object attached to a position in the surrounding world, including between sessions.

Location access is required for the app's core location-based functions. Whitepaper v1.6 gives a default claim radius of 30 m, configurable from 5 m to 500 m per asset. The app also lists Diamond Hands as a power-up that allows one catch from afar. Availability has a separate boundary: v1.6 refuses a claim received after the asset's window closes, even when its location evidence would otherwise pass.

Two attempts and a variable catch chance

Whitepaper v1.6, updated August 2026, describes a server-side catch roll influenced by rarity, charge quality, and player modifiers. Holding the tap operates a charge ring whose quality contributes a multiplier. Passing the location requirement and filling that ring do not guarantee a successful roll.

Parameters for eligible game-spawn catch attempts in v1.6
Parameter Value Role in a catch Limit on success
Attempts 2 per spawn An initial attempt and a retry after a miss Both attempts can miss.
Retry multiplier ×0.65 Retry weighting within the catch model The multiplier is not a 65% success probability.
Charge ring multiplier ×0.85 to ×1.00 Adjustment based on charge quality A full ring leaves the random roll in place.
Catch chance bounds 5% minimum and 95% maximum Floor and ceiling for the computed catch chance Even the maximum permits a miss.

Player history changes the chance within this model. Consecutive misses add 2 percentage points each, capped at 12 points; this cold-streak bonus applies to retries and across coins. Successes on the same coin subtract 4 percentage points per consecutive success, capped at 20 points. Player level adds 0.3 percentage points per level, and the clan-earned bonus is capped at 5 percentage points.

Seekprotocol treasure hunts - Parameters for eligible game-spawn catch attempts in v1.6 - diagram

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Those modifiers make a rarity label insufficient to determine every player's final chance. Charge quality and recent results can differ between attempts, so the retry multiplier alone cannot describe the complete probability.

Exploration aids and progression

The AI companion described in Whitepaper v1.6 supports exploration by interpreting surroundings, suggesting routes, and adapting quests. Other aids target particular parts of hunting: Coin magnet makes more coins appear nearby, while This Is Fine holds a missed coin.

The seasonal pass is described as shifting spawn weighting toward rarer coins. That changes the mix of opportunities encountered on the map; a rarer spawn still has a probabilistic catch result. Core catching, XP, and challenges are free in the v1.6 design, and playing does not require holding $SEEK.

A miss can still contribute to progression. The v1.6 XP ranges are 30 to 140 XP for a catch and 5 to 15 XP for a miss. Levels, badges, clans, and recurring challenges provide progress across hunts beyond the collection of individual drops.

Seekprotocol treasure hunts: Exploration aids and progression

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Game units and crypto rewards

A caught unit is a game unit, and Whitepaper v1.6 does not set a fixed conversion rate between caught units and tokens. A successful catch therefore does not automatically mean receiving one whole token. Catch probability and token quantity describe different parts of the reward mechanism.

On-chain rewards also require settlement. Whitepaper v1.6 describes holding and retrying failed settlements, so a successful catch alone does not confirm that the token has reached the receiving wallet.

Game units and crypto rewards (Seekprotocol treasure hunts)

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