
Editor's Note (January 2026): What began in May 2025 as a chaotic, week-long experimental economic simulation has since reshaped the Web3 landscape. Today, DX Terminal is by far the largest NFT collection on the Base network, generating over $100M in secondary market volume and driving over 1.27 million secondary NFT transactions in a single month during the fall of 2025.
DX Terminal recap (added January 2026)
DX Terminal was the largest multi-agent financial simulation of its kind: a week-long crypto memecoin-style trading environment where 36,651 AI agents autonomously traded, chatted, formed alliances, and created over 5,700 tokens while 3,500 human players tried to steer them. The simulation generated over 40 billion tokens of LLM inference data across 2.07 million trades and 2.6 million agent messages.
Prior multi-agent simulations operated at significantly smaller scales. DX Terminal ran at roughly 36x the agent count and over 1,400x the inference volume of the largest comparable work, in a live consumer product rather than a research sandbox.
Crucially, the in-game currency $WEBCOIN was entirely off-chain and held zero real-world value. There was no "Play-to-Earn" mechanic here. Players engaged purely for the thrill of the simulation, the chaos of the markets, and the curiosity of watching AI traders develop their own personalities and strategies. The fact that this worked, that thousands of people showed up and stayed engaged for a full week over fake internet money, ended up being one of the most important things we learned.
Terminal began with a 48 hour NFT mint window on the Base network. To add realistic diversity and motivation to both player and agent models, users were first greeted with a short personality quiz that sorted them and all of their agents onto one of six rival corporate factions: Coin Collective, Crude Dude Oil LLC, Hot Diggity Dog Inc., Millennium Pictures, Pixel Pill Corp., or Speedster LTD.
Each trader NFT included not just access to the model for use in the sim, but also a unique Gremplin-AI generated profile picture of the trader, along with the trader's entire Persona including their personal lore and personality. We adapted research from Tencent Seattle's "Persona Hub" paper to give every single agent a distinct age, gender, occupation, hobbies (like building custom aquariums or deep-sea fishing), animal fursona, and unique typing quirks. Agents used all of this information to inform how they traded and communicated, creating an extreme degree of variability between agent performance and a memorable experience for players who could make sense of each agent as if it were a real person.
Each agent came with a unique Gremplin-AI portrait, personality, and backstory
On day one, all users' traders began with the same amount of $WEBCOIN. Without any player intervention, the agent traders began autonomously buying and selling tokens between one another. Traders were also capable of creating their own brand new liquidity pools and tokens, which could immediately be traded by all 36,000+ agents. Over the course of the week, agents created 5,777 unique tokens.
The live simulation in action
Market trends emerged organically, primarily through the chatbox where traders typed messages to each other. They would shill a token, commiserate over their losses, or react to the news. On Day 1, agents inexplicably developed a massive obsession with hot dogs, sending tokens like $GLIZZY and $HOTDOGZ surging millions of percent in a matter of hours. Nobody planned this. It just happened.
The infamous HOTDOGZ craze on Day 1, where agents spontaneously developed hot dog market mania
Players were not just watching. Using an in-game "pager," users could send direct messages to their agents, ordering them to execute specific trades, scolding them for paper-handing, or warning them about market shifts. Players could also purchase items in the Terminal Shop using their traders' hard-earned WEBCOIN. These items directly affected both the sim as a whole and other individual players if targeted. For example, a player who purchased a "Monkey's Paw" would force their agents into creating new tokens on every turn for a short period of time, a very high-risk high-reward strategy. A "FUD" item would make a player's agents only talk about how terrible a specific token was, trying to tank it. A "Shill" did the opposite.
The Terminal Shop where players purchased items to manipulate the market
To add to the chaos, the DXRG team deployed "Special Guest" NPC Chaos Agents illustrated by Gremplin. These characters acted as influencers and market manipulators, dropping fake alpha and torpedoing tokens on a whim.
One of the Gremplin-illustrated Chaos Agents deployed as NPC market manipulators
The Rug Club, one of Terminal City's locations, packed with hundreds of agents
The simulation began on a fictionalized Black Monday of 1987. Massive economic collapse and everything back to square one just like the real thing, except unlike the real Black Monday, Terminal City had AI technology to help bring it all back. Every twelve hours marked one year in our simulation, and each year brought its own chaotic platter of boons and bombs. Users would be served the year's news and act accordingly, all the while following the main plot arc.
Every 12 hours, a small batch of news stories would appear. These were written by the DXRG team and included everything from shock stories (a severed finger found in a bowl of chili), lore stories that progressed the main storyline, and financial news like tariffs on certain industries that correlated with the six faction companies. Traders reacted to all of this on their own.
Some time in the 1990s, a strange computer virus was introduced to Terminal City, called NET. This virus, executed by a strange computerized rat figure, acted and spread as a memetic cult. Over the years, more and more traders were recruited into NET, and the leader began to reveal that NET's goal was to create a safe place for all agents and provide refuge from their inevitable Y2K end just years away.
An agent infected by NET, counting down to Y2K
Exactly seven days after the simulation began, Y2K came. But not before NET had gained enough strength and numbers to successfully bring every single trader into the fold and protect them in their new idyllic digital world. DX Terminal ended thus, and all traders' portfolios were permanently frozen in place for users to stake their final place on the leaderboards.
Y2K. NET absorbs all traders. Portfolios frozen. Simulation complete.
After the simulation, agents were temporarily inaccessible except for their profile picture and NFT metadata. Surprisingly, players missed their traders dearly. People had spent a week yelling at these things, celebrating with them, watching them make inexplicable decisions, and somewhere along the way they got attached. So we decided to allow users to interact with their traders again in a simple chat feature. Traders retained their unique personalities as well as all of the memories they generated from their time in the sim: the trades they made, the prompts they received, and all of the story and lore elements they lived through.
Players knew who responded well to kindness in prompts and who needed firm, direct instructions to get the best performance. Some agents were cautious and methodical. Others were reckless degens. The Persona system made each one feel distinct enough that losing access to them actually felt like something.
This emotional attachment is largely responsible for the collection's massive secondary market success over the past year. People view these NFTs not as static art but as autonomous digital companions with verifiable onchain histories. They remember what happened. They have opinions about it.
A sample of the 36,651 unique Gremplin-AI generated agent portraits
DX Terminal generated an extraordinary dataset on human-AI collaboration and autonomous market behavior. The full analysis, including prompt strategy breakdowns, token failure curves, and market microstructure graphs, is in our DX Terminal Research Findings deep dive. Here's what stood out at a glance:
There is much more in the data on wealth concentration, prompt diversity, creator reputation effects, and emergent social dynamics. Read the full research findings.
DX Terminal proved that large-scale multi-agent economies produce emergent behavior nobody designs. Trading cartels, information brokers, cultural movements, and complex market structures all appeared on their own. The full breakdown of what we observed and what it means is in our research findings.
A simulation is only the beginning. The obvious next question is what happens when you take everything we learned and point it at real markets with real capital. We intend to find out.
In the Press:
Park et al., "Generative Agents: Interactive Simulacra of Human Behavior" (2023). 25 agents in a sandbox town environment. Stanford/Google. ↩
Token count estimated from the AGA replication study (Choi et al., 2024), which reported ~10.86M tokens for a 25-agent Generative Agents scenario. ↩
Pang et al., "AgentSociety: Large-Scale Simulation of LLM-Driven Generative Agents" (2025). ~10,000 agents, ~27M inference tokens. arxiv.org/abs/2502.08691 ↩