buy $MODDER

how it works

3 steps · 10 seconds

two classic games become one. the first game is the world you play in. the second game is the hero you play as.

1 · world

carmageddon

the game you play in

carmageddon runs in your browser, the real thing. its maps, its rules, its physics.

1997 · racing · 7 mb
2 · hero

doomguy

the hero you play as, from doom

doomguy is dropped into carmageddon with its own moves, powers and health.

1993 · shooter · +0.3 mb
3 · mod

carma + doom

play as doomguy in carmageddon

one game, both rulebooks. damage, doors, pickups, explosions and cars work both ways.

not launched yet · be the first to launch it

order matters. doom + carma would put max damage in doom.

view carma + doom

both ways

live diagram

inside a mod the two games talk all the time. what happens in carmageddon reaches doomguy, and what doomguy does lands back in carmageddon.

what crosses over
signalworld to herohero to world
damagemonsters, traps and falls hurt your heroyour hero's attacks hurt the monsters
doorsthe world's doors, lifts and switchesyour hero presses use and they open
pickupshealth and armor lying around the worldyour hero picks them up and heals
explosionsbarrels and rockets throw your hero aroundyour hero's blasts break props and walls
carsracing worlds bring roads, ramps and rivalsa car hero drives into any world

that is the whole idea. now make one.

faq

6 questions
do i need the games?

no. you do not need to own, download or install anything. the games run right in your browser tab.

the first load pulls in both games, between 1 and 75 mb depending on the mod. after that you just play.

why desktop only?

these games were made for a keyboard and a mouse (a gamepad works too) and they want a real graphics card. so the player opens on a computer.

on a phone you can still browse every mod, see the previews and follow the token.

what does launching a mod mean?

every mod starts not launched yet. the first person to launch one burns $MODDER for it and owns it forever. their wallet goes on the mod page and they earn a share of the fees while people play it.

after that anyone plays it for free, as much as they like.

launching one costs 100,000 tokens. the tokens are burned on chain, gone for good. the for nerds part shows how the burn is checked.

2 of 182 mods are launched so far.

where does the money go?

every trade of the token pays a small creator fee. every 3 hours those fees split in two.

  • 50% mod creators, by how long people play their mods. sessions under 60 s and a creator's own play do not count
  • 50% infrastructure: the servers and the game streaming, so the games load fast

every payout is published on chain with its transactions. there is no buyback.

tokens burned to launch mods leave the supply for good. 182 mods at 100k each is 1.8% of the supply, once all are launched.

nothing here is a promise of profit. payouts follow fees and playtime.

how do i know the ca is real?

the official address is the one on this site and on our x. both always match. it is a pump.fun coin on solana.

anything else, in a dm, a reply or a group chat, is not ours. never buy from an address someone sends you. check it here first.

official ca · solana · pump.fun
HDi8ZNqp3sxxtah224tA7wdba6UY1tqJysaQybQtpump
is every mod tested?

yes. every mod is built ahead of time and played by a test bot. it walks, jumps, takes damage, dies, respawns and counts errors.

then people watch the frames in motion, because a bot happily passes a mod that still looks wrong. the long version is in for nerds.

for nerds

skip it if you just want to play

the long version. the world is the original game's own engine compiled to webassembly, untouched where it counts. the hero is a pack that one shared runtime drops into that engine's frame.

the stack

the world game runs as its original engine compiled to wasm and draws its own frame. the hero game supplies a hero pack. both feed themodder runtime, three.js plus rapier, which puts the hero into the world's frame inside one iframe.

facts
worlds
real source ports of the original games, built for the browser with emscripten
builds
single-threaded wasm, no sharedarraybuffer, so a mod runs inside any iframe
heroes
one pack per game: moves, camera, abilities, hud and an avatar (gltf, sprites, voxels or a car)
runtime
three.js draws the hero, rapier runs its physics, a state guard hands the world's gl back untouched
glue
the world streams collision to the runtime and gets the hero back as a puppet it can hit
events
postMessage out of the iframe: ready, started, paused, died, respawned, exit
units
metres, z up, yaw 0 is +y

fourteen engines, byte by byte

these are the real files your browser loads, one cell per byte: code reads magenta, text and tables orange, padding black. every wasm file opens with the same four bytes, 00 61 73 6d, which spell \0asm. pick a row, then point at the map.

14 files63,507,998 bytes · 60.6 mb

crispy-doom.wasm · 1,951,452 bytes
00000000?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??................
00000010?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??................
magic
00 61 73 6d \0asm, like every wasm file
size
1,951,452 bytes · 1.9 mb
entropy
6.38 bits per byte
sha-256
1598e5d0d24c…
sections
code 1.2 mbdata 580 kbnames 88 kbheaders 7 kb
patches
+198 −3 · 20 files

two ways into the picture

the result looks the same either way. the hero is depth tested, so it walks behind the near pillars and in front of the far one. what differs is who owns the canvas.

gl-inject

for worlds that already draw with webgl2.

  1. 1the world draws its frame in its own gl context
  2. 2the runtime draws the hero into that frame
  3. 3the world draws its hud on top
  4. 4every gl state goes back the way it was

used by carma, hl, q3, simcity, srb2, tr + 6 more

composite

for worlds with a software renderer.

  1. 1the world renders in software, no gl
  2. 2it hands over color, depth and hud as textures
  3. 3the runtime draws world and hero, depth tested
  4. 4the runtime owns the final canvas

used by diablo, doom

modder check
example output

every mod gets played before you play it

a test bot boots each pair and plays it: it walks, jumps, uses every ability, takes damage, dies, respawns and counts console errors.

a pass from the bot is not enough. people watch frame sequences in motion, because scripted checks happily pass things like a giant held sword, inside-out models or a car stuck on a one block step.

  • walk
  • jump
  • damage
  • respawn
  • frames in motion

launching a mod is one burn on solana

your wallet signs one transaction: a burn of the price plus a memo that names the mod. the tokens are destroyed, not sent to anyone.

the server reads that transaction from the chain and only counts it when

  • the transaction did not fail
  • it burns the official mint, at least the price
  • it landed after the official address went up on this site
  • the wallet that burns also signed it
  • the memo names a real mod of two different games
  • the signature was never used before

the first valid burn wins, ordered by slot. a two minute hold stops two people burning for the same mod, and an indexer rereads the mint every 45 seconds, so a closed tab still counts.

modder launch
example output

man modder

MODDER(1)
modder.100040400-00040851 · 1,105 bytes · 29 lines
MODDER(1)modder manualMODDER(1)

NAME

modder - mod any game into any game

SYNOPSIS

modder playworld+hero
modder launchworld+hero
modder ls[--launched | --new]
modder checkworld+hero

DESCRIPTION

modder runs a classic game as the world and drops the hero of a second game into it. the world keeps its maps, rules and physics. the hero keeps its moves, powers and health.

order matters. carma+doom puts doomguy in carmageddon. doom+carma puts max damage in doom.

COMMANDS

play - play a launched mod in the browser. free.
launch - burn $MODDER to launch a mod. yours forever.
ls - list mods. 14 games, 182 mods.
check - run the test bot on a mod.

RENDER MODES

gl-inject - hero drawn inside the world's webgl2 frame
composite - world hands over color, depth and hud

SIGNALS

damage, doors, pickups, explosions, cars. both ways.

FEES

every 3h. 50% mod creators by playtime, 50% infrastructure (servers, game streaming). no buyback.

EXAMPLES

modder playcarma+doom - play as doomguy in carmageddon.
modder playsimcity+srb2 - play as sonic in simcity.

BUGS

desktop only. phones get previews, not the player.

SEE ALSO

mix(0), play(1), mods(2), token(3), how(4)

modder 1.0october 2026MODDER(1)