Quests and tasks
A quest is a small, bounded piece of work with a stated reward. Everything you earn from playing starts here.
Anatomy of a quest
| Field | What it means |
|---|---|
| Title and description | What you are being asked to do, and why it is worth doing |
| Tasks | The individual checks. A quest completes when its required tasks are all done |
| Reward points | The sum of its tasks' points. A team quest is the exception — see below |
| Difficulty | EASY, MEDIUM, HARD, LEGENDARY — a label on effort, not a multiplier |
| Categories | DEX, FARM, STAKING, BRIDGE, SOCIAL — what kind of activity it is |
| Chain | Which network the on-chain part runs on. Genesis runs on Base, Soneium and Sonic, and a quest that needs two says both |
| Quarter | The place on the map the quest stands on, and the sealed quarters it opens for you when you finish it |
| Window | Optional open/close times inside the season |
A task carries its own step-by-step instructions and its own check. Some tasks are verified against the chain, some against a linked platform (X, Discord, Telegram), and some are simple acknowledgements of a step you have read.
Three networks
Genesis runs on three chains, and the quest tells you which one it wants before you start — on its card in the list as well as on the task itself. One quest of the season names two, because it asks you to be ready in both at the same moment.
| Network | What it is for in Genesis |
|---|---|
| Base | The main street. Your first swap, the lending deposit, all three team quests |
| Soneium | The far shore. The same moves made in a second network, plus the first liquidity position of the season |
| Sonic | The fast lane. Everything here is about what your wallet holds — gas, dollars, a stake in the network's own fuel, a liquidity position |
Every quest on each network, with its venues and what the check reads: Base · Soneium · Sonic.
You do not have to play all three. Everything on Base can be finished without ever bridging, and each of the other two can be finished without touching Base — except one quest that asks for two at once, and says so.
Quests that repeat in a new network what you already did in the first one are priced at half — the same rule that prices a second swap on the same venue at half. Full price is paid for work that is genuinely new: getting funds across for the first time, and providing liquidity. By the third network there is nothing new left to pay full price for, so every Sonic quest is a half-tier quest.
Sonic quests never ask for a swap. They ask what your wallet holds, which is read straight from the network — so the block you start at does not matter on that shore. It also means a Sonic quest is never the verified transaction that payout eligibility asks for: that takes a swap on Base or Soneium, or a counted Denshin Sync on any of the three networks.
FEES ARE SMALL ON ALL THREE
A transaction costs fractions of a cent on any of the three networks. The thresholds in Genesis quests are ten and twenty-five cents — they exist to prove the action was real, not to cost you money.
Start, then act
The order matters, and it is the one rule new players trip over.
PRESS START MISSION FIRST
On-chain action checks only count activity from the block at which you pressed Start mission. A swap you made last week does not satisfy a quest you start today.
This is deliberate. Without a start point, "did you swap" collapses into "does your wallet already look like someone who has swapped" — which rewards having a history rather than doing the thing. See Proof and verification.
Starting is free and costs no gas. There is nothing to cancel: a quest you started and never finished simply stays open, and pressing Start mission again keeps your original block — unless you have switched your main wallet since, in which case the quest re-opens on the new wallet from the current block (Wallets).
Checking a task
Press Verify when you have done the action. The check either ticks the task or explains what is missing — a balance below threshold, no matching transaction yet, a social account not linked.
- A failed check costs nothing and can be re-run.
- One check per minute, per quest. After a check comes back empty, that quest's button shows a countdown; other quests are unaffected and can be checked right away.
- Indexers can lag the chain by a minute or two, which is exactly what the minute is for: if you are certain the action landed, the answer is more likely to have changed after it.
Task points are credited the moment the task verifies, not when the whole quest completes. Finishing the last required task completes the quest and opens the quarters it holds on your map. Team quests are the exception to the first sentence — see below.
Quest states
| State | Meaning |
|---|---|
AVAILABLE | Open to you right now |
IN_PROGRESS | Started, some tasks still open |
COMPLETED | Done, points credited — for a team quest, once the whole team has finished |
LOCKED | Its wave has not opened yet, or a condition on it is unmet |
EXPIRED | Its window closed before you finished it |
SEASON_ENDED | The season it belonged to is over |
Team quests
Some quests are run by a team: a fixed number of seats, filled first come, first served. Genesis has three of them — teams of 3, 5 and 7.
A team quest does not work like the others, and the difference is the whole mechanic.
The bigger the team, the more every seat pays
This is the rule that decides which one you join. Every seat on a larger team is worth more than every seat on a smaller one — including the last seat of the seven against the first seat of the five. Waiting for six other people is harder than waiting for two, and the reward says so.
| Team | Wave | Seats by order of joining |
|---|---|---|
| Night Shift · 7 seats | 1 | 160 · 147 · 141 · 138 · 136 · 135 · 133 |
| Dock Detail · 5 seats | 3 | 108 · 100 · 96 · 94 · 92 |
| Last Run · 3 seats | 4 | 78 · 72 · 70 |
Every one of those seats also pays more than the 60 points an ordinary swap quest pays for the same swap. That difference is what the risk below is worth.
It pays nothing until the last seat is filled
An ordinary quest pays each task the moment it verifies. A team quest pays nothing for its tasks. Instead the whole quest carries one pool:
pool = seat base × team size + the quest's risk premiumThat pool is held until the final seat closes, then paid to everyone at once.
How a seat's share is worked out
The pool splits in two parts, and they answer two different questions.
The seat base is the same for everyone. The swap made by the seventh player is the same swap the first player made, and it is paid the same.
The risk premium is split by order of joining — the order in which players took their seats, not the order in which they finished — on the same decay curve that splits the season prize pool:
weight(p) = 1 / p^0.55 for seat p = 1 … n
share(p) = premium × weight(p) / Σ weight
seat(p) = seat base + share(p)The rounding remainder is folded into seat 1, so the shares always sum to exactly the pool.
| Team | Seat base | Risk premium | Pool |
|---|---|---|---|
| 7 seats | 120 | 150 | 990 |
| 5 seats | 80 | 90 | 490 |
| 3 seats | 60 | 40 | 220 |
The first seat is worth more because it carries more risk: whoever goes first commits without knowing whether the team will fill at all. The slope is gentle on purpose — the last player in did the same work, and leaving them a token share would mean nobody ever closes a team.
If the team never fills, everything burns
The quest's own window is the deadline. When it passes with seats still empty, the entire pool is gone — for everyone on the team, including the people who finished their tasks. There is no partial payment, because there were no partial payments to begin with.
This is stated on the quest before you take a seat, and again on the button. It is the risk the earlier seats are being paid for.
A TEAM QUEST ALWAYS HAS A DEADLINE
A team quest with no window could never burn and never pay — an unfilled team would simply hang forever. The city refuses to publish a season containing one.
You can see the whole team
The quest panel lists every seat: who holds it, in what order they joined, and whether they have finished their tasks yet. Empty seats are drawn too, so "two still open" is something you see rather than something you calculate.
It updates while you watch. When somebody takes a seat or finishes their tasks, the panel changes in front of you — you do not need to reload the page or reopen the quest.
Your own hold countdown is shown only to you. Nobody else can see how long is left on your seat, and you cannot see how long is left on theirs.
Holding a seat
Taking a team quest reserves a seat for one hour. The work itself is minutes — open a venue, connect, make a swap — so an hour is a wide margin, and it means one seat can pass through twenty-four hands in a day instead of being locked by somebody who walked away.
You are told twice, and in time to act:
- About 15 minutes before the hold ends, while you can still finish the task. The countdown on the quest turns amber at the same moment.
- When the hold ends, so you know the seat is open again rather than discovering it later.
Losing a hold costs you nothing you had already done: take the quest again while a seat is still free and you are back on the team, keeping the block you first started from and your place in the joining order. Once your tasks are finished the seat is yours regardless of the clock.
No self-dealing
Seats are checked against the referral tree, so a chain of accounts under one hand cannot quietly occupy a team. Anyone who shares a referral ancestor with a player already on the team is refused — the person who invited you, anyone you invited, and anyone invited by the same person as you.
What quests never do
- They never ask for a token approval or a spending allowance in order to be "verified".
- They never ask you to send funds to Denshin.
- They never ask for a private key or a seed phrase. Nobody at Denshin will, ever.
Related
- Proof and verification — what a check actually looks at
- Points — where quest points go once they are credited
- Seasons and waves — when quests appear