BONK PARTYBONKLAND Play now
LIVE · BONKLAND ARENA 01
32 BONKERS ON THE START LINE

BoboThe classic Bonker

BONK PARTY

Thirty-two Bonkers. Collapsing platforms. Swinging hammers. One crown. Everything between the start line and the finish is trying to take you out — including the other thirty-one.

The start line · after dark

Everyone goes through the same door.

Thirty-two Bonkers, one gate, and a wall of doors behind it where only some of them open. About four seconds before it stops being orderly.

The design brief

Controlled chaos, on purpose.

Every Bonker knows exactly where the finish line is. That was never the hard part. BONK PARTY is built on three rules, and the third one is why no two matches ever land the same way.

Rule 01

Easy to play

Run, jump, dive, grab. You understand the controls inside five seconds and you're in the match on your first try.

Rule 02

Hard to master

Winning takes timing, map knowledge, positioning and risk management. Shortcuts exist. Most players never find them.

Rule 03

Always chaotic

Players collide, block, launch and fall into each other constantly. The physics stay unpredictable without ever taking the controls out of your hands.

The signature mechanic

One button. Whole leaderboards ruined.

The BONK is a short physical bump against a nearby opponent. It's the difference between a race and a party. It also has a cooldown — throw it early and you're the one who ends up in the pit.

  • Shove a rival off their line
  • Interrupt a jump at the top of its arc
  • Knock someone clear of the obstacle they were timing
  • Break their balance on a landing
  • Send them straight into an environmental hazard
Match log · Bonk Boulevard

21:04:12 — Zip is two strides from qualifying.
21:04:13 — Momo BONKs Zip away from the finish.
21:04:13 — Both players fall.
21:04:15 — Bobo qualifies. Bobo was facing the wrong way.

"I can't believe that happened."

The line every match is designed to produce.

Round types

Four ways to get knocked out.

Each match shuffles its rounds, so the ladder you climbed last game won't be the one you climb next. Hover a card to see what's in rotation.

The Bonkers

Round bodies. Big heads. Short legs. Terrible balance.

Bonker proportions exist for one reason: physical comedy. Every collision has to read clearly from across the arena. Personalities are cosmetic — nobody gets a stat advantage for picking the big one.

The world

Bonkland is one enormous entertainment world where everything exists for competition.

Six themed zones, each with its own hazard vocabulary. New seasons open new ones.

Party Pass

The world keeps rebuilding itself.

Every season brings new maps, obstacles, costumes, emotes and challenges. Because the obstacle system is modular, a handful of new pieces creates hundreds of new combinations without rebuilding the game.

32Players per match
5Rounds to the crown
6Zones in Bonkland
1Winner

Get to the crown.
Or get bonked trying.

The lobby fills in seconds. Bring friends — it's worse for everyone that way.

Chapter 01

How to play

Seven verbs, one cooldown and thirty-one people actively working against you. Here's the whole game.

Controls

Everything you can do.

Deliberately short. New players participate immediately; experienced players chain these into movement tech the map designers didn't plan for.

The BONK

Timing beats spam.

Hit the BONK and your Bonker throws a short shoulder-bump at whoever's nearby. It lands hard — and then it's gone for a moment. Press the button below to feel the rhythm.

Try it

Ready

What lands
  • Push another player off their line
  • Interrupt their jump mid-air
  • Knock them away from an obstacle they'd timed
  • Break their balance on landing
  • Send them into an environmental hazard

Miss, and the cooldown leaves you standing still in the worst possible place. That's what turns player contact into tactics instead of noise.

The ladder

32 in. 1 out.

A standard Party Royale runs five randomized rounds. Qualify or go watch.

Round rotation

Every map in the pool.

Final rounds

The last six Bonkers get something meaner.

Game modes

Pick your chaos.

Limited-time modes

Fun first, balance never.

Physics

Unpredictable, never out of control.

Exaggerated character physics exist to manufacture funny moments — but you always keep authorship of your own mistakes.

Chapter 02

How to earn

Progression rewards showing up, not just winning. Qualifying pays. Finding a shortcut pays. Landing a BONK that changes a round pays.

XP sources

Six ways to move the bar.

You earn experience for participating in matches. A last-place finish with three good BONKs still moves you forward.

Unlocks

What progression actually gives you.

Customization is the point. Your Bonker is how the lobby recognizes you before you've done anything.

Costume pool

Party Pass

Seasonal progression.

Each season introduces new maps, obstacles, costumes, emotes, challenges and a theme that reshapes Bonkland. Pass tiers unlock as you play — no tier requires winning.

Ranked

Seven ranks between you and BONK LEGEND.

Ranked play uses more skill-focused maps while keeping the game's chaotic personality. Fun first — but the ladder is there if you want it.

$BONKP rewards

Where the token plugs into the loop.

The reward design below is a proposal, not a live economy. Numbers, emission rates and eligibility rules need to be finalized before launch.

Placeholder

Every figure on this page and on Tokenomics is illustrative. Swap in your real emission schedule, wallet addresses and reward caps before this goes public.

Chapter 03

The $BONKP token

One supply, one crown, no hidden mint. Hover the ring to break down the allocation.

Allocation

1,000,000,000 $BONKP

Contract

Details.

Contract address
TBA — paste your mint address here
Utility

What the token is actually for.

Cosmetic-only, gameplay-neutral. Nothing purchasable gives a competitive advantage — that rule is load-bearing for the whole design.

Vesting

Release schedule.

Not financial advice

$BONKP is a community token for a game in development. Every number on this page is placeholder copy for layout purposes and must be replaced with your audited, final figures before launch.

Chapter 04

The whitepaper

The full game design document — vision, systems, world, art and audio direction.

BONK