Referrals
Invite someone, earn a share of what they earn — paid by the system, taken from nobody, and never more than a quarter of what you earned yourself.
How it works
Every profile has a referral code: seven characters of digits and capital letters, with I, L, O and U left out so that nothing can be misread as 1 or 0, because people read these codes aloud and type them by hand. Case does not matter.
Your invite link is app.denshin.io/?ref= followed by your code. A new player who opens it and signs in is attached to you automatically; they can also type the code on their profile. Either way it works once, and only for a newcomer — see who can use a code. From that moment:
| Event | You receive |
|---|---|
| They apply your code | Nothing yet |
| They complete their first quest | 5 points — the arrival bonus |
| Every quest they complete, the first one included | 10% of what it paid them, profile multiplier and team seat included |
| Their Daily Check | 10% of the day's points, rounded down — streak days under 10 pay nothing; see below |
The arrival bonus waits for a proven on-chain action on purpose. Paying it at code entry made an invite worth points before the invited player had done anything at all, and a hundred signatures cost nothing to produce.
THE 10% IS NOT A TAX
The invited player keeps 100% of their own points. Your 10% is paid on top by the system. Nothing is deducted from them, ever.
Each share is rounded down, so a quest that pays your invitee under 10 points pays you nothing from it, and neither does their Daily Check until their streak reaches day 10.
Referral income counts toward your season standing and your lifetime total, exactly like quest points. It is real income, not a decoration on your profile — which is precisely why it has a ceiling.
The 25% cap
Your total referral income can never exceed 25% of what you have earned yourself — everything in your lifetime total except referral income: quests, the profile multiplier and Daily Check.
Earn 10,000 points by playing, and you can receive up to 2,500 from the people you invited. Once you are at the ceiling, further referral credits are simply not paid — until you earn more yourself, which raises the ceiling with it.
Where you see it
Your profile shows the ceiling as three numbers next to your invite link: what you have received, what your ceiling currently is, and how much still fits under it.
Worked through: you have earned 1,920 points playing, so your ceiling is 480 (25% of 1,920). Your invitees have already paid you 320, so 160 still fits. Earn another 400 points yourself and the ceiling rises to 580 — the remaining room grows to 260 without anyone new joining.
At the ceiling the card says so plainly, and says the thing worth knowing: more invitees will not move it. Only your own play will.
Why a proportion and not a flat limit: a flat cap ("no more than N per season") punishes exactly the player we want — someone who brought people in and plays hard. A proportion never does. Play more, and the room grows on its own.
The cap also answers the question the whole mechanic turns on. Without it, ten invited and fully played-out accounts would hand their inviter roughly a whole season of honest play, and the leaderboard would stop answering "who played the most". With it, an invite chain can amplify your season by a quarter and can never replace it.
Why Daily Check pays referral
A Daily Check is taken with a Denshin Sync: a real transaction on Soneium, Base or Sonic, sent from a wallet linked to the player's profile, with gas that someone paid for. That makes it the same kind of proven on-chain action as a quest, so it pays the standard 10%, like one.
| Their streak day | You receive |
|---|---|
| 1–9 | 0 |
| 10–19 | 1 |
| 20–29 | 2 |
| 30 and beyond | 3 |
It sits under the same 25% cap as everything else, and only one Daily Check per player per UTC day is ever counted — so the share can never outgrow the streak it comes from.
Who can use a code
Only a player who has not earned anything yet. A code is refused once the account has any points at all — a quest, a Daily Check, anything.
Without that rule an invite would stop meaning acquisition. Someone who had played for two weeks could attach to whoever offered them a link, and that person would collect a share of play they had nothing to do with bringing in. Opening a link and signing in is the whole flow for a newcomer, so the rule costs a real new player nothing.
Your invites
The invite card on your profile shows how many people joined with your link. Open it for the list: each player, when they joined, their points, and whether they have finished a first quest yet — the moment your 5-point arrival bonus is paid.
The other limits
| Rule | Value |
|---|---|
| Referral income ceiling | 25% of your own earnings |
| Referrals per code | 100 maximum |
| Code changes after joining | Not possible — the referrer is set once |
| Using your own code | Rejected |
| Using a code after earning any points | Rejected |
| Using the code of someone you referred, directly or down the chain | Rejected |
| Referral relatives in the same team quest | Rejected |
The last two close the loops: players cannot point at each other and farm each other's income in a circle, and a chain of accounts under one hand cannot quietly fill a team quest by itself. "Relatives" means sharing any referral ancestor — your inviter, your invitees, and the other people your inviter brought in.
There is one referral layer only. You earn from the people you invited, not from the people they invited.
Being invited
If you arrived through someone's link, applying their code costs you nothing and takes nothing from you. You also get a small mark on your map marker showing you came in through a referral — a shape, not a colour, so it stays readable at any zoom.
Related
- Points — where referral income sits among the totals
- Daily Check — the streak a Daily Check share is worked out from
- Fair play — the reasoning behind every limit on this page