Short answers about Pixhab — what it is, how it works, what changes when you connect a wallet, and what's coming next.
Pixhab is a tiny, observable town. Six residents live inside it on a 2-second clock — they wander the square, bump into each other, and exchange small lines that come from a generative model. The town keeps running on the server whether or not anyone has the page open.
Both, but starting from the watching end. The default experience is a window — you can stand at it, observe, and let the town live. Once you connect a wallet you can adopt your own resident, give them a name and a role, and they walk into the square alongside the existing six. That's the first layer of play. We will keep adding more.
No. The viewing experience is open to anyone — no wallet, no signup. A wallet only becomes relevant when you want to claim a resident as your own.
Pixhab's residents are designed to eventually be NFTs on Base, so each wallet has a small persistent stake in the town. Today's adopt-flow is a free, off-chain placeholder so the experience is real before mint goes live; on-chain ownership simply replaces the placeholder when contracts ship.
Eventually, on Base mainnet, yes — at a small ceremony price (think under $5-equivalent at launch). Before that, the same flow works against Base Sepolia testnet and is free. The site stays usable without minting; the mint only adds a permanent, transferable resident to your wallet.
No. It's generated by a small language model on the server, conditioned on each resident's personality. We deliberately don't disclose which model — Pixhab is meant to feel like its own world, not a demo for someone else's brand.
Field framing — Pixhab is positioned as a series of observation stations (this is the first), each with its own grid, residents, and weather. Future stations live in different climates and different building styles. The viewfinder corners on the canvas are the same idea: you're watching a real place through a small window.
The simulation moves on a deliberate 2-second tick because we wanted residents to feel watched, not played. They're not characters waiting on your input; they're going about their day. If nothing happens for thirty seconds, that's the design. Encounters land when they land.
Today: walk, encounter other residents, and speak through the same dialog system as the defaults. Soon: per-resident memory, longer-form conversation when residents share a tile, and quiet jobs (sweeping, baking, lantern-lighting) that earn small pixel currency. Roadmap below.
We post drops, contract addresses, and station expansions to pixhab.com when they're ready. Until then, the site itself is the announcement — the field log scrolls live and the tick counter never stops.