Game Modes & World
Dunce Hustle currently has two ways to play: short-session matches and the persistent monthly world.
Quick Match Modes
Section titled “Quick Match Modes”These modes are available from the lobby:
| Mode | Day Length | Total Days | Typical Use |
|---|---|---|---|
| Blitz | 60s | 7 | Fast pressure, fast mistakes |
| Standard | 120s | 7 | Default competitive pacing |
| Relaxed | 180s | 7 | Learning and lower-pressure sessions |
| Marathon | 300s | 7 | Slower planning-focused play |
Dunce World
Section titled “Dunce World”- Display name: Dunce World
- Invite code:
WORLD - Day length: 24 hours
- Season length: current calendar month
- Max players: effectively uncapped
- Starting cash: GYD 5,000
- Starting energy: 100
- Starting inventory capacity: 100
Dunce World is the long-running monthly season. It is built for slower growth, longer grudges, and more careful bankroll management than the 7-day modes.
Lobby Flow
Section titled “Lobby Flow”From lobby you can:
- Create a quick game
- Join with a 6-character invite code
- Re-enter active games
- Enter Dunce World directly
Standard multiplayer lobbies support 2 to 8 players.
Daily Flow
Section titled “Daily Flow”At day advance, the active game:
- Rolls the next day
- Refreshes prices
- Applies bank interest
- Applies loan interest
- Resets energy to max, minus AFK penalty when applicable
- Decays bounty
- Clears same-day action pressure like mug/snitch windows
AFK Rule
Section titled “AFK Rule”If you take no actions during a day, the next day starts with an AFK energy penalty of 4.
Social Actions In Matches
Section titled “Social Actions In Matches”- Snitch cost: 4 energy
- Snitch rule: same location only
- Snitch frequency: once per target per day
- Snitch effect: target gets
+0.15risk modifier and+1,500bounty
World-Specific Market Behavior
Section titled “World-Specific Market Behavior”Dunce World keeps prices moving between day changes:
- Hourly tick interval: 1 hour
- Hourly price swing band: 0.95x to 1.05x
That makes long-form routes less predictable than quick-match routes, especially if you sit on inventory for too long.