VOLTAOpen in Telegram

A node on Solana, inside Telegram

Own a machine.
Earn real SOL.

Keep it running and collect what it earns. Five builds, five finishes, and one pool every live node draws from. It runs inside Telegram and it pays in SOL.

An Apex node in the Ice finish

Apex / Ice finish

Builds
5
Finishes
5
Tank fills in
2h 24m
Settlement
Midnight
Pick a machine on the rail. Double tap it to turn it round.Every render here is the product’s own

The premise

It is a rig. The load is a worker.
An Apex node, front face, rotor turning

Real hardware, with something alive inside it.

Structurally this is a mining rig. Rack hardware, thermals, wear, upkeep. The one substitution is the load: it is not hashing, it is an AI worker. Every part you can see on the chassis is there to carry one half of that or the other.

Chassis
Hexagonal machined body. Ownership, tier, build quality.
Aperture
Iris blades over a glass port. The closest thing it has to a face.
Filament bay
The sealed volume behind the glass, where the worker lives.
Telemetry strip
A row of indicator LEDs. Live status, at a glance.
Thermals
Intake, fins, exhaust. It is doing work, and work makes heat.
Rails and ports
Mounting hardware. It belongs in a rack, and there are others.
Serial plate
An etched designation. It is a specific unit, and it is yours.

It is real hardware

Weight, machining, heat, ports, seams, serials, telemetry. It should look like it was engineered by people who had to solve cooling, because the alternative is a glowing blob with a price on it.

Something alive is inside it

It responds. It gets tired. It can burn out. The machine is the body and the Filament is the tenant, and the product is the tension between the two.

The shift

One 24-hour cycle

Ten visits a day, not one.

A node does not pay out once and go quiet. It fills a tank, you empty it, and the chassis wears a little for the work. Four things happen, in this order, every day you run it.

01

It fills

A licensed node fills its tank in 2 hours 24 minutes. A full tank stops filling, so the shape of a day is ten visits rather than one.

02

You extract it

Tap the tank out into your balance. Six thousand taps a day on a licensed machine, and what lands is SOL rather than a token waiting on a listing.

03

The chassis wears

Every tank cleared takes health off the machine, and health is a term in what it draws. Spend XP on repairs, or watch the rate fall.

04

Midnight judges it

Settlement runs at midnight in your own timezone. Anything you left in the tank is offered to everybody again the next day, and the operators who showed up collect it.

The worked face

Chamber shown at capacity
An Apex node turned round with its chamber full, an auto-harvester clamped to its lower corner catching the spill

Illustration. The level here is not a reading from any node.

Turn it round and the tank is right there.

The front of a node is its port. The back is the chamber a shift fills, behind glass, with the turbine still running deep inside it. It is the one part of the machine that tells you where you stand without a number.

A full chamber is not a good state. A full tank stops filling, and the node is doing nothing until you clear it. That is the whole reason a day is shaped as ten visits rather than one collection.

Time to full
2h 24m
At full, the node
Stops filling
Left in the tank at midnight
Offered again tomorrow

The unit on its corner is the auto-harvester

It clamps to the node and catches what a full tank spills. It parks while the tank is filling and works only while it is full, and that is also the only time its runtime is spent. Watch it long enough and the rule explains itself without a sentence: the jaws open, the spill goes in, the jaws close.

The cycle

Two instruments, one day

A tank that fills, and a bar that empties it.

The tank is the machine’s side of the day and the energy bar is yours. One fills on its own and stops when it is full. The other returns on a clock whether you are there or not, and it is the only thing standing between you and the tank.

Six hundred taps empties a full tank, and each one costs a single unit of energy. That is the whole loop, and it is why a day is ten visits rather than one.

The tankFills in 2h 24m
The barOne unit per tap
A tank fills in
2h 24m

On a licensed machine, three hours on the free one. Then it stops, and a full tank is a machine doing nothing.

One tap moves
1/600

A six-hundredth of the tank, for one unit of energy. Six hundred taps clears a full one.

Energy returns
14.4s

One unit every fourteen and a bit seconds, on a clock that does not care whether you are watching.

Taps in a day
6,000

On any licensed machine. The free one is capped at a thousand, which is the shape of the trial.

The range

Tiers escalate by build

Five machines. The expensive one is visibly more made.

A product line that separates its tiers with a colour and a badge looks cheap. These separate by material, density and machining. Same hexagon, same proportions, same light. One of them is simply built more than the others.

The Ember node, front face

Ember

The machine every operator starts on. No term and no licence.

Moulded shell, one vent, sealed port

Entry
Free
Term
Open
Power
1.000
Cooling
1.13%/tank
Floor
40%
Taps
1,000/day
The Watt node, front face

Watt

The economy machine, and the shortest session in the range.

Moulded polymer, two bolts, no trim of any kind

Entry
0.10SOL
Term
20shifts
Power
0.937
Cooling
1.00%/tank
Floor
40%
Taps
2,500/day
The Spark node, front face

Spark

The first licensed machine. Thirty shifts and a wide lit aperture.

Stamped steel with polymer inserts, six blades

Entry
0.37SOL
Term
30shifts
Power
1.000
Cooling
0.90%/tank
Floor
40%
Taps
6,000/day
The Core node, front face

Core

Heavier chassis, cooler running. The health floor lifts here for the first time.

Machined aluminium, milled fin stack, nine blades

Entry
0.91SOL
Term
45shifts
Power
1.065
Cooling
0.75%/tank
Floor
45%
Taps
6,000/day
The Apex node, front face

Apex

The most machine in the range. Sixty shifts and the coolest running chassis built.

Single-block CNC aluminium, vapour chamber, twelve blades

Entry
1.68SOL
Term
60shifts
Power
1.159
Cooling
0.60%/tank
Floor
50%
Taps
6,000/day

Power is the tier premium, and it is the only one. Your slice of a day’s pot is your weight over everybody’s: what you have put in per day of your term, times health, times tenure, times Power. Capital size and term length both cancel out of that, which is why neither appears. A node publishes its rate in the app, before you buy it.

Health and repair

Wear is per clear, never per day
The condition gauge, reading in the green

Emptying the tank is what wears the chassis.

Nothing wears while a machine sits. Health comes off when you clear the tank, so the cost of running is counted in work done rather than in days elapsed. Health is also a term in what a node draws, which makes a worn machine a quieter one.

It cannot fall forever. Every machine has a floor it stops at, and the more expensive ones both wear slower and stop higher. That is most of what the tier premium buys.

Ember1.13%/tankfloor 40%
Watt1.00%/tankfloor 40%
Spark0.90%/tankfloor 40%
Core0.75%/tankfloor 45%
Apex0.60%/tankfloor 50%

A repair is bought with XP

Health goes back on at a price set against what the machine carries, so a larger node costs more to keep in condition. It is the main thing XP is for and the reason to have any.

A worn machine is not a broken one

At the floor it keeps working and keeps paying, on a smaller share. Nothing is lost and nothing is bricked. Repair is a choice about how much of the term you want to spend at full strength.

Finishes

Apex shown

A finish changes the metal, not the machine.

Five finishes, on all five builds, and not one of them touches what a node draws. They are the only thing here you buy purely because you want to look at it.

An Apex node in the Factory finish
FactoryThe finish it ships in
An Apex node in the Nacre finish
NacrePearled lacquer
An Apex node in the Ice finish
IceFrosted glass and steel
An Apex node in the Gold finish
GoldAnodised brass
An Apex node in the Diamond finish
DiamondCut facet, mirror bevel

XP

Minted only when SOL comes in

The currency the machine runs on.

XP is what keeps a node in condition and what upgrades it. It comes off the quest board, off the squad you bring in, off the ads and sponsors the product actually carries, and it can be bought outright.

Tapping mints none of it. XP only exists where SOL came in first, so what you hold was paid for by revenue that arrived rather than printed to fill a balance.

Repairs

Health lost to clearing tanks is bought back. The price follows what the machine carries, so a bigger node costs more to keep cool.

Capacity

A larger tank, so a shift holds more before it stops filling and more of the day is spent working.

Multi-tap

More of the tank moved per tap. The same six hundred taps clear a bigger tank, which is the only thing that buys back time.

Operator level

Ten rungs, counted in shifts

The ceiling rises with the shifts you worked.

Level is the one ladder that changes what you are allowed to do. Each rung raises the ceiling on how much capital an account may carry, and it is counted in qualifying shifts rather than in time since signing up or in anything you can buy.

It is not rank. Rank is what other people see; level is what the machine lets you put in, and three of the finishes are held behind it.

  1. L12SOLfrom the start
  2. L24SOL3 shifts
  3. L38SOL7 shifts
  4. L415SOL16 shifts
  5. L530SOL30 shifts
  6. L660SOL45 shifts
  7. L7120SOL60 shifts
  8. L8250SOL80 shifts
  9. L9500SOL105 shifts
  10. L101,000SOL135 shifts

Rank

Twenty-one rungs, seven boards

Six ranks, and not one of them pays.

Rank touches nothing. Not weight, not rates, not wear, not what you are allowed to buy. It is worth having precisely because there is no cheapest path to it worth finding, and it rides on your own face everywhere the board shows you.

Hand3 rungsTechnician6 rungsMachinist10 rungsForeman14 rungsChief18 rungsMaster21 rungs

The rungs come off seven boards, three tiers each. Twenty-one in total, and the sixth rank is all of them.

ExtractedSOL taken outClearsTanks emptiedCaptureOf the tank, keptUnbrokenShifts in a rowTermsRuns finishedRackMachines ownedContractsSquad brought in

The fortnightly board

Ten places paid
Three machines on a podium in a rack hall, the winner raised

A million XP,
every fortnight.

Bring operators in and what they work counts toward you. Every fourteen days the board closes, pays ten squads, and starts again from nothing.

1st320,000XP
2nd230,000XP
3rd170,000XP
4th100,000XP
5th80,000XP
6th to 10th20,000XP each

Three to qualify

Three activated recruits inside the period puts a squad on the board. Below three there is no seat, and when the fortnight closes every squad starts again from nothing.

Counted on work, not signups

A recruit counts when they activate, which means they have worked. Inviting a list of names moves nothing on this board.

Ties go to whoever got there first

Two squads level on the same count are split by the earliest activation, so the period rewards starting early rather than finishing in a rush.

Your squad

What activation means

A recruit counts once they have worked.

Anybody who starts from your link joins your squad. Nothing is paid for the signup itself, and the three gates below are what turn one of them into a recruit the board can see. They are the same three the app shows your recruit, one at a time, so both of you know which one is outstanding.

What they work then counts toward you for as long as they run, and the squad ladder pays again at three, five, ten, twenty-five and fifty.

  1. 01

    Four quests cleared

    Verified ones, off the Earn board. Signing up is not one of them.

  2. 02

    Three operating days

    A day counts only when the shift was worked and the machine was kept in condition, and three of them cannot happen in fewer than three days.

  3. 03

    Three thousand taps, or a machine bought

    Either the work or the commitment. One or the other, never neither.

  1. 3RecruitsAn XP bonus
  2. 5RecruitsA node skin
  3. 10RecruitsA larger XP bonus
  4. 25RecruitsA custom plate
  5. 50RecruitsA squad insignia

The wallet

Four rails, one screen

The money screen, and the arithmetic screen.

SOL goes in and SOL comes out, at your own address on Solana. The same screen carries every movement the account has made and the figures your own draw is worked out from, in the order the sum runs, ending on the number that is yours.

That last part is the unusual one. Publishing the pot and the weight behind it is what makes a payout something you can check rather than something you are told.

Deposit

Your own address on Solana, on your own screen. Send SOL to it and it lands in your balance.

Withdraw

To an address you set, behind a six digit code. Most withdrawals land on-chain in seconds, and a newly added address waits before it can be paid.

Activity

Every movement in one list, SOL and XP together, filtered by kind or by date. A payout you can point at is a payout you can check.

Pool

The pot, the weight across every live node, and your share of it, published in the order the sum runs and ending on the figure that is yours.

Minimum in
0.05SOL
Minimum out
0.05SOL
Withdrawal fee
2%
Digit code
6

Plainly

Before you spend anything

Straight answers, up front.

You are buying a machine

What you spend buys the node and its place in the term, the way buying any tool does. It is not a deposit held on your behalf, and every figure in the product is written on that basis.

You see the rate before you buy

A node publishes its rate up front. You will not find a projected percentage on this site or in the app, because what the pot pays on a given day depends on how many machines are running.

The pot always adds up

Each day's pot is split among every live node in proportion to weight. It never pays out more than it holds, and that is the property the whole design exists to keep.

The first machine is free

Ember is the free trial: no term, no licence, nothing to spend. Work a full shift on it, see how the loop feels, and buy a licensed machine only if you want one.

Start a shift

Take the free machine first.

Ember runs with no term and no licence. Work a shift on it, see what the loop feels like, and buy a licensed machine only if you decide you want one.