SUKI / The player guide

Make every gesture count.

Meet Sumi. Discover what she likes. Give her gifts, build Love Points and take your relationship from Stranger to Waifu.

SUKI is an adult virtual-relationship game. Gifts drive your progress, conversations help you get to know her, and her happiness shapes how the relationship develops. Your level, Love Points and eligible time determine your share of daily SUKI rewards.

Explore the relationship, choose your next gesture and follow your progress in the game.

Docs · 19 October 202616 sections
7 levelsStranger to Waifu
28 giftsIn four collections
7 toolsHappiness top-ups
75 / 15 / 10Rewards · burn · Treasury
01Getting to know her

The concept

Gifts build the relationship.
Happiness helps it grow.
Progress unlocks a larger reward reserve.

  • Give a giftBuild Love Points, raise happiness and, for durable gifts, enjoy effects that last.
  • Send a messageDiscover her preferences and influence her happiness. A good exchange can also add Love Points.
  • Use a toolTop up happiness and prepare a reserve for time away.
  • Reach a new levelUnlock new items and participate in that level’s reward reserve.
  • Claim rewardsMove settled SUKI rewards to your wallet.

Sumi, off-camera

Her personality, preferences and changing moods give each interaction context. Get to know her through her profile, conversations and wishes. Paying attention helps you choose a gesture she will appreciate.

A relationship with a rhythm

Love Points track progress within your current level. Happiness influences positive Love Point gains and their decline over time. Higher levels receive larger allocations of reward funding, shared among the eligible players at each level.

Photos are part of the experience, too. As the relationship heats up, she can send pictures. Open them in the conversation and keep favourites in her album; the game shows any purchase price before you confirm.

02Start and progress

From Stranger to Waifu

Begin with four starter gifts and ten free message credits. Offer all four starter gifts and send five messages to complete the tutorial. Your remaining free messages stay available afterward.

Love Points to fill the bar · time at level

Level 1Stranger
100 LP
4 hours
Level 2Friend
450 LP
8 hours
Level 3FWB
1,950 LP
16 hours
Level 4Girlfriend
7,500 LP
24 hours
Level 5Lover
30,000 LP
48 hours
Level 6Addicted
110,000 LP
72 hours
Level 7Waifu
220,000 LP
72 hours

The timer starts when you enter a level and runs alongside your progress. Fill the Love Point bar and complete the waiting time to advance. Marriage also requires an accepted ring. At Level 7, filling the final bar and spending 72 hours there completes this relationship milestone.

When the bar is full

During a required level-up wait, the Love Point bar stays full while happiness keeps changing. Deferred Love Points wait for the next stage. On promotion, the new level starts with an empty bar. Check the delivery preview: immediate Love Points above the current bar’s capacity are lost.

03Messages and reactions

Small talk. Big gestures.

Message creditSUKI priceBase Love Points
1 message901.125

Choose any whole-number quantity from one credit upward. The game shows the unit price and total before you confirm. Send messages whenever you have credits; each message uses one credit. Conversations build progress gradually, while gifts are the main way to move through the relationship.

An ordinary appreciated message adds 1 happiness point. Her response can range from -3 to +3 happiness. Positive Love Point gains depend on her happiness and the reaction; a bad paid interaction can remove 25% of that interaction’s base Love Points.

Give her what she is wishing for

A current wish receives a positive reaction and a one-time bonus. The gift’s price determines the extra Love Points and happiness shown below.

Gift price in SUKIExtra Love PointsExtra happiness
Below 5,000+5%+5
5,000 to below 100,000+10%+10
100,000 to below 750,000+20%+20
750,000 and above+30%+30

Other interactions can land well or badly. Rare reactions can change a positive Love Point result by a factor between 0.5 and 1.5. A wish uses its own bonus instead of that exceptional roll. Review the interaction details and possible outcomes before spending.

04Happiness and Love Points

Keep her happiness in balance

Her visible happiness bar runs from 0 to 100. Without attention or an active effect, it falls by 50 points over 24 hours. Appreciated messages and gifts restore it; durable gifts slow its decline, and prepared tools replenish it from reserve.

Happiness, with no care effects — starting at 100

025507510006121824HOURSHAPPINESS87.57550
Starting at 100After 6 hoursAfter 12 hoursAfter 24 hours
Happiness, with no care effects87.57550

Happiness helps your progress

Positive Love Point gains are multiplied by 0.95 at zero happiness, 1.00 at 50 and 1.05 at 100. Reactions and gift-specific bonuses also affect the final result.

The loss rate follows an exponential curve and uses yesterday’s earned SUKI as its reference. When the relationship earned rewards yesterday, lower happiness causes progressively faster Love Point loss. With no earnings yesterday, passive Love Point loss is zero.

Recover before the relationship slips

If happiness stays at zero and Love Points fall far enough below the level’s threshold, a demotion countdown begins. Restoring happiness or recovering Love Points clears that countdown. A completed countdown lowers the relationship by one level. The game displays the current bar and countdown so you can see what is happening.

Previously credited rewards remain yours to claim. Your next rewards depend on your current level and Love Point progress over time.

05Gifts and lasting effects

Choose the right gift

Buy gifts for your inventory and offer them when you choose. New gifts unlock as you progress, and earlier gifts remain available. Each gift belongs to your game inventory and is used when offered.

Gift style · SUKI per base Love Point

100SUKI per base Love Point
Immediate100% now
115SUKI per base Love Point
Mostly immediate75% now · 25% later
145SUKI per base Love Point
Mostly deferred25% now · 75% later
160SUKI per base Love Point
Fully deferred100% later
  • Love Points now
  • Love Points later

Deferred Love Points arrive every six active hours over the gift’s listed duration. Each delivered gift has its own schedule, so several gifts can release Love Points in parallel. Required full-bar waiting pauses that release until progress can resume.

A happier relationship, for longer

Gift happiness is applied when an eligible positive reaction occurs. Some gifts also reduce the rate of happiness decline for a fixed duration. The strongest active slowdown applies; an equally strong effect refreshes its duration. A weaker effect leaves the stronger one in place.

The catalogue in the next section shows base values before reactions and happiness modifiers. Each card lists its SUKI price, level unlock, immediate Love Points, six-hour release and happiness effect. Ring happiness applies on acceptance.

06Four collections

The gift catalogue

Collection 1 of 4400 – 1,500 SUKI
  • StrawberryL1
    400 SUKI
    • Now 4 LP · Every 6h 0 LP
    • Happiness +2
  • LollipopL1
    600 SUKI
    • Now 3.913 LP · Every 6h 1.3043 LP
    • Happiness +3 · Release over 6h
    • Happiness decline 10% slower for 6h
  • CupcakeL1
    800 SUKI
    • Now 5.2174 LP · Every 6h 1.7391 LP
    • Happiness +4 · Release over 6h
    • Happiness decline 10% slower for 6h
  • TamponsL2
    1,000 SUKI
    • Now 10 LP · Every 6h 0 LP
    • Happiness +4
  • PadsL2
    1,000 SUKI
    • Now 10 LP · Every 6h 0 LP
    • Happiness +4
  • BroomL2
    1,200 SUKI
    • Now 12 LP · Every 6h 0 LP
    • Happiness +2
  • Whipped creamL2
    1,500 SUKI
    • Now 15 LP · Every 6h 0 LP
    • Happiness +3
Collection 2 of 41,800 – 12,000 SUKI
  • Ice creamL2
    1,800 SUKI
    • Now 11.7391 LP · Every 6h 3.913 LP
    • Happiness +4 · Release over 6h
    • Happiness decline 10% slower for 6h
  • SorbetL2
    2,200 SUKI
    • Now 22 LP · Every 6h 0 LP
    • Happiness +4
  • RoseL2
    2,800 SUKI
    • Now 4.8276 LP · Every 6h 7.2414 LP
    • Happiness +15 · Release over 12h
    • Happiness decline 20% slower for 12h
  • Plush toyL2
    4,000 SUKI
    • Now 26.087 LP · Every 6h 4.3478 LP
    • Happiness +12 · Release over 12h
    • Happiness decline 40% slower for 12h
  • MacaronsL3
    5,000 SUKI
    • Now 32.6087 LP · Every 6h 5.4348 LP
    • Happiness +5 · Release over 12h
    • Happiness decline 10% slower for 12h
  • MilkL3
    8,000 SUKI
    • Now 13.7931 LP · Every 6h 20.6897 LP
    • Happiness +6 · Release over 12h
    • Happiness decline 20% slower for 12h
  • MilkshakeL3
    12,000 SUKI
    • Now 78.2609 LP · Every 6h 13.0435 LP
    • Happiness +6 · Release over 12h
    • Happiness decline 10% slower for 12h
Collection 3 of 415,000 – 200,000 SUKI
  • CondomsL3
    15,000 SUKI
    • Now 150 LP · Every 6h 0 LP
    • Happiness +6
  • Game BoyL3
    25,000 SUKI
    • Now 43.1034 LP · Every 6h 32.3276 LP
    • Happiness +10 · Release over 24h
    • Happiness decline 50% slower for 24h
  • Memory albumL3
    30,000 SUKI
    • Now 0 LP · Every 6h 31.25 LP
    • Happiness +10 · Release over 36h
    • Happiness decline 60% slower for 36h
  • BananaL4
    40,000 SUKI
    • Now 400 LP · Every 6h 0 LP
    • Happiness +7
  • ChocolateL4
    60,000 SUKI
    • Now 103.4483 LP · Every 6h 77.5862 LP
    • Happiness +25 · Release over 24h
    • Happiness decline 20% slower for 24h
  • EclairL4
    100,000 SUKI
    • Now 652.1739 LP · Every 6h 108.6957 LP
    • Happiness +9 · Release over 12h
    • Happiness decline 10% slower for 12h
  • Weekend for twoL4
    200,000 SUKI
    • Now 344.8276 LP · Every 6h 129.3103 LP
    • Happiness +30 · Release over 48h
    • Happiness decline 65% slower for 48h
Collection 4 of 4250,000 – 2,000,000 SUKI
  • NecklaceL5
    250,000 SUKI
    • Now 1,630.4348 LP · Every 6h 67.9348 LP
    • Happiness +35 · Release over 48h
    • Happiness decline 30% slower for 48h
  • DildoL5
    350,000 SUKI
    • Now 3,500 LP · Every 6h 0 LP
    • Happiness +10
  • WhaleL5
    450,000 SUKI
    • Now 775.8621 LP · Every 6h 581.8966 LP
    • Happiness +11 · Release over 24h
    • Happiness decline 20% slower for 24h
  • PlugL6
    750,000 SUKI
    • Now 7,500 LP · Every 6h 0 LP
    • Happiness +12
  • BeadsL6
    900,000 SUKI
    • Now 1,551.7241 LP · Every 6h 581.8966 LP
    • Happiness +20 · Release over 48h
    • Happiness decline 70% slower for 48h
  • RingL6
    1,500,000 SUKI
    • Now 0 LP · Every 6h 0 LP
    • Happiness +15 on acceptance
  • Custom tripL6
    2,000,000 SUKI
    • Now 0 LP · Every 6h 1,041.6667 LP
    • Happiness +25 · Release over 72h
    • Happiness decline 80% slower for 72h
07The ring

Ready to ask the big question?

The ring is essential to propose, marry her and reach Level 7: Waifu. But first, she has to say yes.

The ring: 1,500,000 SUKI. Offer it when the Level 6 Love Point bar is full and its 72-hour waiting time is complete. The ring opens the marriage milestone; on acceptance, it adds 15 happiness.

Proposal · what happens

First attemptHer happiness influences the chance of acceptance.
If she refusesYou keep the ring and can try again after the displayed wait, up to six hours.
Third attemptAcceptance is guaranteed by the third attempt.

An accepted proposal takes the relationship to Waifu. Continue caring for her happiness and building the final Love Point bar as you participate in the Level 7 reserve.

The first wedding is only the beginning

When the first player marries Sumi, the next reveal begins. REDACTED is coming.

08Tools

A little care, ready in advance

Use tools to boost her happiness. Prepare up to three tools and let their reserved points top up her bar as it falls.

UnlockToolHappiness at matching level
L1Brush+50
L2Soap+50
L3Credit card+50
L4Lube+50
L5Spanker+50
L6Riding crop+50
L7Remote+50

Every point counts

Her visible happiness stays capped at 100. Points that would exceed the full bar are held separately in reserve and automatically refill it as happiness falls.

BeforeUse one matching toolAfter
95 happiness50 happiness points100 visible + 45 in reserve
100 happinessThree matching tools100 visible + 150 in reserve

Starting at 100 happiness, 150 reserved points cover 72 hours of normal decline at 50 points per day. Points used to restore the initial bar leave fewer in reserve. Prepare up to three tools for an absence of up to three days; the game shows both balances.

09Daily pricing

Tool prices follow your level

A matching-level tool costs 30% of the previous day’s average credited rewards per full day of eligible participation at your level. The reference updates daily. Check the displayed SUKI quote before confirming.

Daily reference
Matching tool price = 30% × yesterday’s average daily reward at your level.

Eligible time is counted proportionally: two players present for twelve hours each contribute one full day of participation. This keeps the daily reference aligned with the time spent earning at that level.

Earlier tools remain useful

Each level of difference halves both the happiness effect and its price relative to your current-level tool. Smaller tools give you finer top-ups; their excess happiness also goes into reserve.

Tool relative to current levelHappinessShare of matching price
Matching level50100%
One level lower2550%
Two levels lower12.525%
Three levels lower6.2512.5%
Four levels lower3.1256.25%
Five levels lower1.56253.125%
Six levels lower0.781251.5625%

For example, if the matching tool quote is 30,000 SUKI, the tool one level below costs 15,000 SUKI and adds 25 happiness. Your current level determines the reference used for the quote.

10The game economy

Where SUKI goes

Everything in the game is priced in SUKI. Use your SUKI or select an available funding option that acquires SUKI for the purchase. The checkout shows the amount and any conversion costs before confirmation.

AllocationSharePurpose
Rewards75%Replenishes the level reserves for players.
Burn15%SUKI is sent to the burn address and removed from circulation.
Treasury10%Supports the project Treasury.

For every 1,000 SUKI received from a game purchase

75%15%
  • 75% Rewards
  • 15% Burn
  • 10% Treasury
750 goes to rewards, 150 to burn and 100 to the Treasury.

Trading fees

Trading fees are 5%: 0.3% goes to the launchpad and 4.7% to the game. Of the game’s 4.7%, 75% funds game rewards, 15% is burned and 10% goes to the Treasury. The allocation applies to the collected fee, while game purchases use the purchase allocation above.

The reward reserves

Launch allocationSUKISupply share
Reward reserves, bought at launch100,000,00010%
Launchpad curve, then locked liquidity900,000,00090%

The one-billion-token supply launches on the launchpad’s bonding curve, and the game buys 10% of it at launch to seed the reward reserves. Purchases and allocated trading fees then replenish the reserves. Each level receives the share described in this guide; player rewards transfer tokens from those funded reserves.

Designed for a game that lasts

SUKI is built around replenishment and measured distribution. Purchases support future rewards, burns reduce circulating tokens, and an adaptive daily release balances current activity with the reserves available for later players. These mechanisms support longevity; the rewards available over time depend on actual receipts and participation.

11Redistribution formulas

From each receipt to each reserve

Let G be SUKI actually received from game purchases and F the game’s collected trading fees, converted to SUKI. Both follow the same split. Each purchase is counted once, when paid.

The receipt split
Rewards = 0.75 × (G + F)Burn = 0.15 × (G + F)Treasury = 0.10 × (G + F)

Of each trade, the game’s 4.7% routes 3.525% of the volume to rewards, 0.705% to burn and 0.47% to the Treasury. These fees arrive in ETH: the Treasury keeps its 10% in ETH and the rest buys SUKI for the rewards and the burn. Allocations use the actual receipts.

A shared contribution, allocated by level

Funding each level
J[L] = Rewards × s[L]Initial reserve[L] = 100,000,000 × s[L]

s[L] is the level share in the next table. J[L] is the new SUKI assigned to that reserve. A purchase at any level funds all seven reserves, including those above the purchaser’s level.

Follow the reserve balance

One daily cycle
R = opening reserve + J[L]Closing reserve = R - E[L]

R is the balance available before the day’s distribution; E[L] is the funded release. Rewards already settled for players are tracked separately from available reserves. Claims transfer those settled rewards to wallets. Reusing rewards for a purchase starts a new purchase cycle and its allocation.

12Reward allocation

Seven levels. Seven reserves.

LevelRelationshipFunding shareInitial SUKI reserve
1Stranger5,000
2Friend45,000
3FWB350,000
4Girlfriend2,100,000
5Lover10,500,000
6Addicted35,000,000
7Waifu52,000,000

These percentages divide the rewards allocation across the seven reserves. They describe how reserves are funded, rather than an individual player’s daily return. A reserve without eligible players keeps its balance for later participation.

An adaptive daily release

Each day, the game sets a release from each occupied reserve. It considers the available balance, recent receipts, eligible participation and rewards distributed over the last 48 and 72 hours.

Reserve release
Daily release = available reserve / effective divisor.The divisor ranges from 15 to 60.

A smaller divisor releases a larger share that day; a larger divisor releases it more slowly. Funding limits constrain the release. As reserves and activity change, daily rewards change with them.

The remaining balance stays in the reserve for future days. Your personal share also depends on the other eligible players at your level.

13Emission formulas

How the daily release adapts

Each level runs this calculation using its own reserve and activity. N is eligible participation measured in full relationship-days. E48/E72 and N48/N72 are daily averages over the last two/three completed days; I48/I72 are average daily receipts assigned to this reserve.

1 / Recent participation and funding
Nref = 0.60 × N48 + 0.40 × N72Eref = 0.60 × E48 + 0.40 × E72I = min(J[L], I48, I72)

R includes the current day’s assigned receipts J[L]. I uses the lowest of current and recent daily receipts, so a short spending spike cannot alone set the sustained funding reference. With no completed history, I starts from J[L].

2 / Balance funding and participation
B = clamp(R/60 + 0.50 × I, R/60, R/15)Q = (Eref / Nref) × ND_raw = R / sqrt(B × Q)

B combines reserve support with recurring receipts. Q projects the recent reward per participant onto today’s participation. Use that ratio when Eref and Nref are positive; otherwise set Q = B. clamp(value, low, high) keeps a number inside those limits.

3 / Apply the funded release limit
D_target = clamp(D_raw, 15, 60)C = clamp(R/60 + I, R/60, R/15)E[L] = min(R/D_target, C)D_effective = R / E[L]

An empty reserve or a day with zero eligible participation releases zero. At zero current receipts, the funding cap limits the release to R/60. With a fixed divisor D and zero new receipts, the balance after n distributions is R_initial × (1 - 1/D)^n. The divisor controls release speed while retaining a balance for later days.

Balance left after n distributions, with zero new receipts

02550751000102030405060DISTRIBUTIONS (n)% OF R_INITIAL
  • D = 60: the slowest release
  • D = 15: the fastest release
R_initial × (1 - 1/D)^n at both ends of the divisor’s range.
14Estimates and claims

Your progress. Your share.

Your reward score combines eligible time at a level with Love Point progress. A fuller bar increases your weight within that level’s daily distribution. Time spent at different levels is attributed to the relevant reserves.

Love Point barRelative participation weight
Empty1.0
Half full1.25
Full1.5

Love Point losses reduce this weight. Happiness influences rewards through progress and Love Point loss. The level reserve and the scores of other participants also affect the final amount.

Your reward = the level’s daily release × your share of its eligible participation score.

Follow rewards as you play

The game refreshes an estimate as your relationship develops. Daily settlement turns the final allocation into a claimable balance. Estimates can change before settlement; the claimable balance shows the SUKI available to withdraw.

Open Stats to follow the reward reserves and the next estimated distribution, split by level in SUKI and USD. The same page shows the SUKI price chart, fully diluted valuation and the percentage of the original supply burned. Each update displays its time; USD values use the displayed SUKI price.

Claim when you are ready

Use Claim to send settled rewards to your wallet. The game shows your available balance, claim eligibility and transaction details before confirmation. Previously credited rewards remain available as your relationship progresses.

Choose your next move

You can keep your SUKI or use it for more gifts, messages and tools. A new purchase follows the same reward, burn and Treasury allocation, supporting the next rounds of gameplay.

15Participation formulas

How your reward is calculated

Love Points determine your weight within a level. Eligible time accumulates that weight into a daily score. A level change splits participation between the reserves visited that day.

1 / Weight from the current bar
p = clamp(Love Points / stage threshold, -0.30, 1)If p is below 0: w = 1 + (0.50 / 0.30) × pOtherwise: w = 1 + 0.50 × p

w is 0.5 at -30% of the stage threshold, 1 at an empty bar and 1.5 at a full bar. As Love Points change, your weight changes with them.

Your weight follows your Love Point bar

00.511.5-0.300.250.50.751LOVE POINTS / STAGE THRESHOLD (p)WEIGHT w0.51.01.251.5
2 / Share the funded daily release
score[i,L] = sum of (eligible seconds × w)reward[i,L] = E[L] × score[i,L] / totalScore[L]daily reward[i] = sum of rewards across visited levels

Each interval uses the weight that applied during that interval. totalScore[L] is the sum of all eligible players’ scores at that level. If it is zero, the level keeps its reserve. The daily distribution is shared among the eligible scores, so more participants can reduce each player’s share.

A simple distribution example

If a level releases 60,000 SUKI and your score is 15% of its total, your settled reward is 9,000 SUKI. This is an arithmetic illustration; the actual release and your share are recalculated from the day’s reserve and participation.

Why reinvestment supports the next cycle

For each X SUKI spent again in the game, 0.75 × X returns to rewards, 0.15 × X is burned and 0.10 × X goes to the Treasury. If players spend 30% of a distribution again, 22.5% of that distribution returns to reserves. Further receipts and remaining reserve balances fund subsequent releases.

16Questions

A few things worth knowing

What is SUKI?

SUKI is the token used throughout this virtual-relationship game. Gifts, conversations and care build your relationship with Sumi, while eligible progress earns a share of daily SUKI distributions.

How do I start earning?

Complete the tutorial, reach Level 1 and offer a genuinely purchased gift. From then on, your eligible time and Love Point progress contribute to your level’s reward distribution.

How do gifts work?

Choose an unlocked gift and offer it from your inventory. Its card shows the price, Love Points, happiness and lasting effects. A current wish adds its listed bonus; other gifts may receive a negative reaction.

What are tools?

Tools boost happiness. A matching-level tool adds 50 points. Excess points are saved in reserve, and up to three tools can be prepared ahead. The SUKI quote updates with your level’s daily reference.

How do I buy messages?

Choose any whole number of credits from one upward. One credit costs 90 SUKI and pays for one message. Purchased credits never expire.

How are trading fees used?

Trading fees are 5%: 0.3% to the launchpad and 4.7% to the game. The game’s 4.7% is allocated 75% to rewards, 15% to burn and 10% to the Treasury.

Why does my reward estimate change?

Your level, Love Points, participation time, available reserve and other players’ scores all matter. The settled allocation becomes your claimable balance.

SUKI / Docs / 19 October 2026