MAGA president Trump 2028

Joined January 2024
Maxy (🥅,🥅) retweeted
Robinhood chain is firing up again and builders powering the next wave are about to get paid👀 Vlad literally said it himself so here are my picks: > @NetNetCap robinhood:0xca9c78dd337a67f6e0077f65f5e9218719d30edf > @longbowlend robinhood:0x451b42a15100c340ca12f7c66de06fac5ea2d751 > @EARNONHOOD robinhood:0xa3b6aee90017b72c0812dc1e013de70eb2917ba3 > @deltaliquidity robinhood:0xe8ffd7e24187f72afb08d75b1bb13088a989a791 which ones did i miss🤔
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Maxy (🥅,🥅) retweeted
manifesting the next leg up on robinhood:0xca9c78dd337a67f6e0077f65f5e9218719d30edf
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Maxy (🥅,🥅) retweeted
$NET @NetNetCap is gonna lead the pump of Robinhood’s second leg up. You can’t change my mind. Are you ready for the fireworks, anon? Get in the rocket! Limited seats!
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Maxy (🥅,🥅) retweeted
Project of the week: @NetNetCap A $29M treasury on Robinhood Chain is now shipping a game engine for AI agents. @NetNetCap runs onchain desks for lending, bonds, trading and games, with every fee flowing back to NET backing or burns. ■ Treasury above $29M, built from zero since launch ■ $3.2M+ deposited into the Credit Desk, built on @Morpho ■ $1.9M+ played across fifteen onchain games ■ Net Forge is live as 19 open-source packages on npm The Kit is next, letting any Net Forge game launch its own token trading against wsNET.
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Maxy (🥅,🥅) retweeted
man there seriously isn't any better content for a token than $net has with al dunlap their ai videos are all the highest quality shit on the net (pardon the pun)
Shareholders, For the last few weeks we have been building Net Forge, and this week it went from a private project to something any developer, or any AI agent, can pick up and use. Here is what that means and why we think it matters. More and more games start as a sentence typed to an AI coding agent. "Make me a co-op survivors game." "Add multiplayer to my three.js scene." The agent picks the tools, writes the code and runs it. So the engine an agent reaches for decides what a lot of people end up building with. Most game engines were made for people clicking around an editor. Agents can't do that. They work best with code they can read, a typed API they can't misuse, and a way to test what they wrote without a human playing it. Multiplayer makes this harder still, because the server and the browser have to agree on every frame. Net Forge is built for that from the ground up: - One game simulation runs the same in the browser and on the server, so multiplayer works from the first line - A three.js renderer on WebGPU, with a WebGL2 fallback - Each game's rules live in one typed file an agent can read and safely change - Playtest bots play the game for you, so an agent can check its own work - 530 CC0 models and sounds across six art styles, so nothing ships as grey boxes - Ten complete templates to start from: survivors-like co-op, arena shooter, tower defense, dungeon crawler, idle, platformer, card battler, monster collector, kart racer and party game What shipped publicly: - 19 open-source packages on npm published straight from a public repo with npm provenance - npm create netforge@latest, which turns any template into a running game in about a minute - An MCP server and a CLI setup command, so Claude, Cursor and other coding agents can drive the engine directly - Full docs at forge.netnet.capital, written so both people and AI models can read them, with guides for the questions developers actually ask - A GitHub template repo for every game, so you can start one with a single click - Playable demos of the templates on itch.io Everything public runs with play money. No wallet, no chain, no sign-up. Why this matters for NetNet: the next step is the Kit, which connects a game to its own token, an in-game store and player rewards. When it goes live, anyone who builds on Net Forge will be able to launch a game with an economy attached in one flow. Each game token will trade against wsNET, so every game that launches adds a new market built on NetNet. The open engine comes first. The more developers and agents building on it, the more games there are to launch when the Kit arrives. If you build something, show us. Issues and pull requests are open.
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Maxy (🥅,🥅) retweeted
sniffing some criminal move in $NET (🥅,🥅) anyone else delusional on this one???
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Maxy (🥅,🥅) retweeted
robinhood:0xca9c78dd337a67f6e0077f65f5e9218719d30edf IS THE STRONGEST CONVICTION PLAY IN THE ROBINHOOD ECOSYSTEM Look at this chart. That's the NetNet treasury, from a few million at the end of August to ~$26M today > ~$163 of onchain reserves behind every NET > price sitting right on that number > a protocol bid that's been buying and burning NET all week > ~$3.9M of tokenized stocks on top, not even counted > a team shipping a new product every few days robinhood:0xca9c78dd337a67f6e0077f65f5e9218719d30edf protocol burned about 4% of the entire supply in one week 9,581 NET bought back and burned to date. Supply down from ~159K to ~153K in seven days To sum up, we also have the following: > treasury just keeps growing, no matter what > number of holders just keeps increasing, and they keep accumulating THAT'S THE MOST BULLISH MECHANIC ON THE CHAIN
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Maxy (🥅,🥅) retweeted
People are panicking over candles. Smart capital is reading the balance sheet. ​Here is what is mathematically happening while people stare at short-term wicks on $NET: ​1️⃣ Over 10,050 NET permanently incinerated (>6.2% of total supply wiped out forever). 2️⃣ Standing Bid floor at $160.50 backed by over $29M in real yield-generating reserves. 3️⃣ 87.9% of supply locked in staking (~134,185 NET), leaving a microscopic real float in circulation. 4️⃣ Every single epoch capacity is saturating at 100%—absorbing discounted supply and accretively raising backing per share. 5️⃣ Zero algorithmic protocol sales anywhere below the $325.88 threshold. ​Add the launch of Net Forge turning every future AI-generated game economy directly into $wsNET liquidity demand. ​You can't liquidate math. The floor keeps rising. (🥅,🥅) ​ #Web3 #AI #DeFi $NET $RWA #Web2 #Gaming
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Maxy (🥅,🥅) retweeted
The elegance of the NetNet protocol continues with inverse bonds which allow you to redeem your NET from the treasury for 98.5% of NAV ($162.91) and burns the NET. To date, we’ve seen 9,582 NET burned (6.27% of total supply), and users have redeemed a total of $1.54m resulting in the NAV increasing due to redemption value being slightly lower than NAV. Inverse bond capacity per epoc is 1% of the total liquid USDG maintained at a 30/70 split between the liquid USDG and yield bearing Morpho vault. If the market price (currently $160.82) falls below NAV, it’s arbitraged typically to within 5% of NAV because of the 5% buy tax. We saw market efficiency arbitrage a single 2,208 NET $346k ($156.52 per NET) market sell last night which brought the market price back right in line with NAV as of this morning. The treasury (ownership revoked and immutable) still sits at $24.9m in USDG. NET is essentially a stablecoin with only upside while staking rewards remain at zero. NetNet is battle-tested new financial art.
The NetNet protocol is actually an elegant reflexive financial instrument. When the market premium hits 2x NAV, it responsibly mints new NET, sells into it, and banks the USDG to the treasury. When price falls below 2x NAV, staking emissions step down. Inflation management.
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Maxy (🥅,🥅) retweeted
🥅🥅 30 M treasury $net Will dca more next days Target is 2k + before eoy FREE X10 Max fud on $hood chain rn Net is the protocol that is generating more revenue on rh, more than $pons and is 10x the marketcap $stonk $meme $boner $pump $sol $cashcat $index $delta $zzz
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Maxy (🥅,🥅) retweeted
One day $NET might look like the most obvious trade nobody took seriously. The funny thing about conviction is that it looks crazy until the market catches up. I know what I'm holding. Screencap this, 4 digits next!
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Maxy (🥅,🥅) retweeted
Je ne vais pas y aller par quatre chemins: pour moi, le robinhood:0xca9c78dd337a67f6e0077f65f5e9218719d30edf est probablement le meilleur risk/reward du marché à l'heure actuelle et j'ai donc décidé d'en racheter massivement ces derniers jours Pourquoi? Tout simplement parce qu'il ne peut pas aller plus bas que son prix actuel (sauf hack/exploit) étant donné qu'il est backé par une ÉNORME trésorerie Ces derniers jours nous l'ont bien montré: l'intégralité du marché a vacillé, mais pas le NET, qui est resté autour de 160 $ contre vents et marées Et c'est parfaitement normal, car il est possible de burn 1 NET en échange de 160 $ via leur "buyback program" et, depuis 10 jours, ce sont plus de 9100 NET qui ont été burn de la sorte (avec une supply qui a donc fortement diminuée) J'avais peur que le prix de rachat par NET s'effondre avec tous ces burns et quand j'ai vu que ce n'était absolument pas le cas, j'ai décidé de swap une bonne partie de mes stables sur RH en NET Au pire? Le token ne pump pas et je pourrai décider de sortir quand je veux via la trésorerie, à mon prix d'entrée, sans (quasi) aucun risque que mon bag dump Au mieux? Un des innombrables produits que cette team goated a déjà sortis, est en train de sortir (comme Net Forge ci-dessous) ou sortira à l'avenir: • Finira par avoir de la traction • Générera une tonne de fees pour la trésorerie • Ce qui enverra le NET (à nouveau) sur la lune La dernière fois que j'ai acheté du NET et que j'ai été bullish non-stop publiquement, avec des centaines de messages sur @TheDiggersDAO, c'était quand on était à 800k$ de FDV et, derrière, on a run jusqu'à 120M$ de FDV (x150) Cette fois, je n'en demande pas autant, je veux simplement avoir: 1. Le beurre (= un bag qui ne peut pas dip) 2. L'argent du beurre (= un bag qui peut exploser à la hausse) 3. Et le cul de la NETière (= augmenter mon expo au projet le plus passionnant, mais aussi le plus clivant de ce cycle)
Shareholders, For the last few weeks we have been building Net Forge, and this week it went from a private project to something any developer, or any AI agent, can pick up and use. Here is what that means and why we think it matters. More and more games start as a sentence typed to an AI coding agent. "Make me a co-op survivors game." "Add multiplayer to my three.js scene." The agent picks the tools, writes the code and runs it. So the engine an agent reaches for decides what a lot of people end up building with. Most game engines were made for people clicking around an editor. Agents can't do that. They work best with code they can read, a typed API they can't misuse, and a way to test what they wrote without a human playing it. Multiplayer makes this harder still, because the server and the browser have to agree on every frame. Net Forge is built for that from the ground up: - One game simulation runs the same in the browser and on the server, so multiplayer works from the first line - A three.js renderer on WebGPU, with a WebGL2 fallback - Each game's rules live in one typed file an agent can read and safely change - Playtest bots play the game for you, so an agent can check its own work - 530 CC0 models and sounds across six art styles, so nothing ships as grey boxes - Ten complete templates to start from: survivors-like co-op, arena shooter, tower defense, dungeon crawler, idle, platformer, card battler, monster collector, kart racer and party game What shipped publicly: - 19 open-source packages on npm published straight from a public repo with npm provenance - npm create netforge@latest, which turns any template into a running game in about a minute - An MCP server and a CLI setup command, so Claude, Cursor and other coding agents can drive the engine directly - Full docs at forge.netnet.capital, written so both people and AI models can read them, with guides for the questions developers actually ask - A GitHub template repo for every game, so you can start one with a single click - Playable demos of the templates on itch.io Everything public runs with play money. No wallet, no chain, no sign-up. Why this matters for NetNet: the next step is the Kit, which connects a game to its own token, an in-game store and player rewards. When it goes live, anyone who builds on Net Forge will be able to launch a game with an economy attached in one flow. Each game token will trade against wsNET, so every game that launches adds a new market built on NetNet. The open engine comes first. The more developers and agents building on it, the more games there are to launch when the Kit arrives. If you build something, show us. Issues and pull requests are open.
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Maxy (🥅,🥅) retweeted
guess what? another 24 hours have passed and we are at 6% $NET burned
quick update: 24 hours have passed and now we have 5% $NET burned that's 1% every 24hrs. protocol is protocoling
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Maxy (🥅,🥅) retweeted
The $NET treasury (28.9M), which is mainly cash reserves + yield generating equities is bigger than the FDV (24.2M), meaning they can technically buy back and burn the whole supply. Programmatically more solvent than the market can be irrational. Something to think about.
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People should stop sleeping on on $net
Replying to @NetNetCap
Built over the weekend on Net Forge. This is a game changer for how fast we can make our ideas playable.
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Maxy (🥅,🥅) retweeted
Don't sleep on this update. This transforms @NetNetCap from a pure on-chain holding into the fundamental infrastructure layer for AI-native gaming. ​Here is why Net Forge is a massive paradigm shift (and why it matters for $NET): ​1️⃣ Built for the AI Agent Era Traditional game engines (Unity, Unreal) aren't built for autonomous coding agents. Net Forge is designed from scratch for LLMs: • Built-in MCP server allowing Claude, Cursor, and ChatGPT to build multiplayer games directly via prompts. • Typed APIs and automatic playtest bots so agents can write code, simulate physics, and verify bugs autonomously. • 10 full genre templates + 530 CC0 assets ready out of the box (npm create netforge@latest). ​2️⃣ Zero Friction Developer Onboarding Fully open-source on npm (19 packages). No mandatory wallet pop-ups, no upfront gas fees, pure WebGPU/WebGL2 browser-native performance. Builders on Solana, Base, or Web2 can prototype games in minutes without touching smart contracts. ​3️⃣ The Token Flywheel: Enter "The Kit" Once games gain traction, creators can seamlessly deploy monetization via the upcoming Kit: • Instant in-game stores, token launches, and player reward loops. • Crucial: Every single game token will trade against $wsNET. ​The Bottom Line: More developers and AI agents deploying games = a growing network of micro-economies, each permanently locking and routing liquidity through $wsNET. ​With ~88.5% of $NET supply staked, over 4.7% of total supply already burned below NAV, and a $29M+ backing treasury, NetNet isn't chasing hyp it's building the decentralized game engine of the future. (🥅,🥅) Ecosystem $NET 🥅 linktr.ee/netnetcap 🥅 strategicgamingreserve.net 🥅netnetintel.com 🥅tentencapital.net @coinsinkstudio @NetNetIntel @TenTenCap Cc @vladtenev @fern @RobinhoodApp @RobinhoodCrypto ​ #Web3Gaming #AI #GameDev $NET $RWA #Web2
Shareholders, For the last few weeks we have been building Net Forge, and this week it went from a private project to something any developer, or any AI agent, can pick up and use. Here is what that means and why we think it matters. More and more games start as a sentence typed to an AI coding agent. "Make me a co-op survivors game." "Add multiplayer to my three.js scene." The agent picks the tools, writes the code and runs it. So the engine an agent reaches for decides what a lot of people end up building with. Most game engines were made for people clicking around an editor. Agents can't do that. They work best with code they can read, a typed API they can't misuse, and a way to test what they wrote without a human playing it. Multiplayer makes this harder still, because the server and the browser have to agree on every frame. Net Forge is built for that from the ground up: - One game simulation runs the same in the browser and on the server, so multiplayer works from the first line - A three.js renderer on WebGPU, with a WebGL2 fallback - Each game's rules live in one typed file an agent can read and safely change - Playtest bots play the game for you, so an agent can check its own work - 530 CC0 models and sounds across six art styles, so nothing ships as grey boxes - Ten complete templates to start from: survivors-like co-op, arena shooter, tower defense, dungeon crawler, idle, platformer, card battler, monster collector, kart racer and party game What shipped publicly: - 19 open-source packages on npm published straight from a public repo with npm provenance - npm create netforge@latest, which turns any template into a running game in about a minute - An MCP server and a CLI setup command, so Claude, Cursor and other coding agents can drive the engine directly - Full docs at forge.netnet.capital, written so both people and AI models can read them, with guides for the questions developers actually ask - A GitHub template repo for every game, so you can start one with a single click - Playable demos of the templates on itch.io Everything public runs with play money. No wallet, no chain, no sign-up. Why this matters for NetNet: the next step is the Kit, which connects a game to its own token, an in-game store and player rewards. When it goes live, anyone who builds on Net Forge will be able to launch a game with an economy attached in one flow. Each game token will trade against wsNET, so every game that launches adds a new market built on NetNet. The open engine comes first. The more developers and agents building on it, the more games there are to launch when the Kit arrives. If you build something, show us. Issues and pull requests are open.
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Maxy (🥅,🥅) retweeted
Shareholders, For the last few weeks we have been building Net Forge, and this week it went from a private project to something any developer, or any AI agent, can pick up and use. Here is what that means and why we think it matters. More and more games start as a sentence typed to an AI coding agent. "Make me a co-op survivors game." "Add multiplayer to my three.js scene." The agent picks the tools, writes the code and runs it. So the engine an agent reaches for decides what a lot of people end up building with. Most game engines were made for people clicking around an editor. Agents can't do that. They work best with code they can read, a typed API they can't misuse, and a way to test what they wrote without a human playing it. Multiplayer makes this harder still, because the server and the browser have to agree on every frame. Net Forge is built for that from the ground up: - One game simulation runs the same in the browser and on the server, so multiplayer works from the first line - A three.js renderer on WebGPU, with a WebGL2 fallback - Each game's rules live in one typed file an agent can read and safely change - Playtest bots play the game for you, so an agent can check its own work - 530 CC0 models and sounds across six art styles, so nothing ships as grey boxes - Ten complete templates to start from: survivors-like co-op, arena shooter, tower defense, dungeon crawler, idle, platformer, card battler, monster collector, kart racer and party game What shipped publicly: - 19 open-source packages on npm published straight from a public repo with npm provenance - npm create netforge@latest, which turns any template into a running game in about a minute - An MCP server and a CLI setup command, so Claude, Cursor and other coding agents can drive the engine directly - Full docs at forge.netnet.capital, written so both people and AI models can read them, with guides for the questions developers actually ask - A GitHub template repo for every game, so you can start one with a single click - Playable demos of the templates on itch.io Everything public runs with play money. No wallet, no chain, no sign-up. Why this matters for NetNet: the next step is the Kit, which connects a game to its own token, an in-game store and player rewards. When it goes live, anyone who builds on Net Forge will be able to launch a game with an economy attached in one flow. Each game token will trade against wsNET, so every game that launches adds a new market built on NetNet. The open engine comes first. The more developers and agents building on it, the more games there are to launch when the Kit arrives. If you build something, show us. Issues and pull requests are open.
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Net Forge lets anyone quickly make a video game using AI, and that game can then create its own digital coin that people trade using robinhood:0xca9c78dd337a67f6e0077f65f5e9218719d30edf so the more games people make and play, the more robinhood:0xca9c78dd337a67f6e0077f65f5e9218719d30edf gets used and the stronger it gets. (🥅,🥅)
Shareholders, For the last few weeks we have been building Net Forge, and this week it went from a private project to something any developer, or any AI agent, can pick up and use. Here is what that means and why we think it matters. More and more games start as a sentence typed to an AI coding agent. "Make me a co-op survivors game." "Add multiplayer to my three.js scene." The agent picks the tools, writes the code and runs it. So the engine an agent reaches for decides what a lot of people end up building with. Most game engines were made for people clicking around an editor. Agents can't do that. They work best with code they can read, a typed API they can't misuse, and a way to test what they wrote without a human playing it. Multiplayer makes this harder still, because the server and the browser have to agree on every frame. Net Forge is built for that from the ground up: - One game simulation runs the same in the browser and on the server, so multiplayer works from the first line - A three.js renderer on WebGPU, with a WebGL2 fallback - Each game's rules live in one typed file an agent can read and safely change - Playtest bots play the game for you, so an agent can check its own work - 530 CC0 models and sounds across six art styles, so nothing ships as grey boxes - Ten complete templates to start from: survivors-like co-op, arena shooter, tower defense, dungeon crawler, idle, platformer, card battler, monster collector, kart racer and party game What shipped publicly: - 19 open-source packages on npm published straight from a public repo with npm provenance - npm create netforge@latest, which turns any template into a running game in about a minute - An MCP server and a CLI setup command, so Claude, Cursor and other coding agents can drive the engine directly - Full docs at forge.netnet.capital, written so both people and AI models can read them, with guides for the questions developers actually ask - A GitHub template repo for every game, so you can start one with a single click - Playable demos of the templates on itch.io Everything public runs with play money. No wallet, no chain, no sign-up. Why this matters for NetNet: the next step is the Kit, which connects a game to its own token, an in-game store and player rewards. When it goes live, anyone who builds on Net Forge will be able to launch a game with an economy attached in one flow. Each game token will trade against wsNET, so every game that launches adds a new market built on NetNet. The open engine comes first. The more developers and agents building on it, the more games there are to launch when the Kit arrives. If you build something, show us. Issues and pull requests are open.
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Maxy (🥅,🥅) retweeted
$NET is building more than games. Net Forge gives developers and AI agents tools to build onchain worlds, with tokens, rewards and economies connected to one ecosystem. Imagine hundreds of games feeding into one economy. That's how $NET scales. 🚀 🥅 🥅
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(🥅,🥅)
Shareholders, For the last few weeks we have been building Net Forge, and this week it went from a private project to something any developer, or any AI agent, can pick up and use. Here is what that means and why we think it matters. More and more games start as a sentence typed to an AI coding agent. "Make me a co-op survivors game." "Add multiplayer to my three.js scene." The agent picks the tools, writes the code and runs it. So the engine an agent reaches for decides what a lot of people end up building with. Most game engines were made for people clicking around an editor. Agents can't do that. They work best with code they can read, a typed API they can't misuse, and a way to test what they wrote without a human playing it. Multiplayer makes this harder still, because the server and the browser have to agree on every frame. Net Forge is built for that from the ground up: - One game simulation runs the same in the browser and on the server, so multiplayer works from the first line - A three.js renderer on WebGPU, with a WebGL2 fallback - Each game's rules live in one typed file an agent can read and safely change - Playtest bots play the game for you, so an agent can check its own work - 530 CC0 models and sounds across six art styles, so nothing ships as grey boxes - Ten complete templates to start from: survivors-like co-op, arena shooter, tower defense, dungeon crawler, idle, platformer, card battler, monster collector, kart racer and party game What shipped publicly: - 19 open-source packages on npm published straight from a public repo with npm provenance - npm create netforge@latest, which turns any template into a running game in about a minute - An MCP server and a CLI setup command, so Claude, Cursor and other coding agents can drive the engine directly - Full docs at forge.netnet.capital, written so both people and AI models can read them, with guides for the questions developers actually ask - A GitHub template repo for every game, so you can start one with a single click - Playable demos of the templates on itch.io Everything public runs with play money. No wallet, no chain, no sign-up. Why this matters for NetNet: the next step is the Kit, which connects a game to its own token, an in-game store and player rewards. When it goes live, anyone who builds on Net Forge will be able to launch a game with an economy attached in one flow. Each game token will trade against wsNET, so every game that launches adds a new market built on NetNet. The open engine comes first. The more developers and agents building on it, the more games there are to launch when the Kit arrives. If you build something, show us. Issues and pull requests are open.
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