A crypto downtrend doesn't kill you with a punch. It kills you slowly: with hope, with leverage, with the thought "it's going to rebound soon." Surviving a downtrend isn't about making a lot of money, but about not being eliminated from the game. 1. Accept the truth: the market can be bad for longer than you think. The biggest mistake new traders make is: "This drop is too much, it'll definitely rebound." No. Crypto can trade sideways – drop – bleed you dry for months, even years. 👉 The first thing to do to survive is stop predicting the bottom. Nobody needs you to buy at the bottom. The market just needs you not to die. 2. Leverage isn't wrong – but using it incorrectly is suicide. Downtrend + high leverage = a one-way ticket. • X50, X100 in a downtrend • All-in on one trade • Holding onto losses with the belief that "a little rebound will get me back to break-even" 👉 This isn't trading, this is gambling with charts. If still using futures: • Reduce leverage to a manageable level • Only lose a small portion of your capital per trade • Always ask: "If this trade is wiped out, can I still continue?" 3. Cash is the strongest position In a downtrend: • Not entering a trade is also a decision • Holding USDT/USDC is not cowardly Cash helps you: • Avoid psychological pressure • Have ammunition when real opportunities arise • Avoid FOMO (Fear of Missing Out) following weak green candlesticks 👉 The survivor is the one who still has capital when others run out. 4. Don't fall in love with coins – be skeptical of them. Every coin has: • Great narratives • Shill KOLs • Beautiful roadmaps But downtrends don't care about the story. Ask yourself: • If this coin drops another 50%, will I still be calm? • Does it really have liquidity? Or is it just a meme hyped up during a bull market? 👉 In a downtrend, skepticism is a survival skill, not negativity. 5. Fewer trades = longer life Overtrading is a silent killer. • Seeing the chart makes you want to enter • Recovering losses, recovering losses • Having trades every day 👉 Downtrends don't reward the diligent, they reward those who know when to stand still. A week without any trades is perfectly fine. 6. Keeping a clear head is more important than holding the order. Loses aren't scary. Losing control of your emotions is what's scary. • Tired → Rest • Frustrated → Close the app • Want to recover losses → Stop 👉 A surviving trader is a trader who knows when not to trade. Conclusion: A downtrend isn't about proving you're smart. It's a test of: • Your discipline • Your survival • Your presence when the market reverses Bull markets aren't for the smartest. They're for those who survive. Let’s keep survive guys,long life crypto!$BTC $ETH
Chapter 3 dropped October 31. Pixels runs a 3 to 4 month cycle. do the math — Chapter 4 is either already being tested or weeks out. and honestly, I’m less interested in what’s coming than in what Chapter 4 has to prove. the main game is sitting at RORS 0.8. below the 1.0 target the team set for itself. that means right now the core game is still emitting more than it earns. not catastrophic — Pixel Dungeons at 1.2 is picking up some of the slack — but it’s a real number that matters for anyone thinking seriously about where to stake. Chapter 3 tried to fix this by adding combat and Exploration Realms. endgame content for players who’ve maxed out the farming loop. the logic is sound: casual players farm, but high-engagement players spend. and spending is what moves RORS in the right direction. Chapter 4 needs to finish that job. new resource sinks, deeper crafting loops, more reasons to stay inside the economy rather than withdraw and exit. every week a player stays engaged is a week of spending the ecosystem captures instead of losing. the staking model makes this more consequential than it sounds. if Chapter 4 gets the main game above RORS 1.0, it becomes a stronger staking destination. more PIXEL locked in staking means less circulating, less sell pressure, tighter loop. the chapter update and token mechanics aren’t separate stories — they’re the same story. I’ve seen enough chapter updates come and go to know execution is never guaranteed. but the architecture is there. Chapter 4 just needs to prove it works at scale. that’s the one thing I’m watching.
the graveyard of GameFi is full of good games. so why is Pixels still standing
I’ve watched enough GameFi projects die to recognize the pattern. it’s never the gameplay. it’s never the team. it’s always the same thing: the moment rewards become easy to sell, the wrong people show up. gold farming studios. mercenary players. wallets that exist purely to extract. they come in fast, drain what they can, and leave before anyone realizes what happened. two months later the chart looks like a cliff edge and the Discord is full of people calling it a rug.
Pixels survived that. the question worth asking is why. they looked at every project that died before them and reverse-engineered the failure. then built friction into the protocol at the exact points where value was leaking out. start with RORS. most projects just emit tokens and hope the game is engaging enough to absorb them. Pixels set an actual rule: every PIXEL distributed as reward has to generate at least one dollar in protocol revenue. the main game is currently running at 0.8 — below target, and the team says so openly. Pixel Dungeons is at 1.2. under the staking model, emissions flow toward games that hit the target and away from those that don’t. the reward distribution is self-correcting. that’s genuinely new. then there’s the companion token. rewards that flow as the spend-only token never touch the open market. a player earns it, uses it in Pixel Dungeons, stakes it back in, buys a VIP tier — all of that circulates inside without creating a single sell order. the transition from direct PIXEL rewards to companion token distribution is still happening, expected to take about a year to complete. when it does, the main source of constant sell pressure in the ecosystem is gone. the Farmer Fee sits on top of all that. exit the ecosystem directly and you pay between 20% and 50% — every cent of which goes back to stakers. the Reputation Score makes it dynamic: the longer you’ve been genuinely participating, the lower your fee. the more extractive your behavior, the more leaving costs you. the protocol knows the difference between the two and prices them accordingly. 28 million PIXEL go out every month. how much each game receives depends entirely on how much is staked into it. token holders aren’t passive — they’re actively deciding which games deserve to survive. games that can’t hold players lose staking support and eventually lose funding. the whole system applies market pressure to game quality without requiring the core team to make every decision. none of this is without problems. the main game running below RORS target matters. day 1 to 7 retention is still on the fix list — new players are leaving too early, and the team has said so directly. unlock pressure from early investors hasn’t fully played out yet. but here’s what the data shows: in 2021, the average blockchain game player spent 18 minutes a day in-game, 70% of it farming. by 2025 that number was 2.3 hours, with 85% of time actually spent playing. the person who stayed in Web3 gaming after everything collapsed is a fundamentally different kind of user. not here for the exit. here because they actually want to play. Pixels built for that person before most projects even knew that person existed. that’s why it’s still here. whether the architecture holds as they scale — more games, more unlocks, more users who need a reason to stay — is the only open question that matters now.
what’s the one thing you think Pixels still needs to fix? 👇 #pixel @Pixels $PIXEL
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Thank you very much.
By the way, is anyone else shorting BTC like me?$BTC
HNS CAPITAL
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most people describe Pixels as a game. I think that’s the wrong word. try this frame instead: Pixels is a nation-state. and PIXEL is its currency. over 3.7 million lifetime wallets. 1 million citizens logging in every single day. that’s not a player base — that’s a population. larger than many real countries. and like any functioning nation, it has the things a nation needs to survive: a labor market, a tax system, a monetary policy, and a class of landowners who sit at the top of the economic hierarchy. the labor market is the most visible layer. players farm, craft, process, and fulfill orders. they allocate their time — their most scarce resource — based on where the returns are highest. when a new crop becomes profitable, labor migrates toward it. when an industry gets nerfed, workers leave. this isn’t game mechanics. this is economics. the monetary policy is explicit. the RORS framework requires that every PIXEL distributed as a reward generates at least one dollar in protocol revenue through fees and sinks. that’s a central bank mandate. not “print tokens and hope” — an actual target ratio between emission and absorption. most countries don’t manage their money supply this deliberately. the tax system runs through the Farmer Fee — a 20% to 50% withdrawal tax on PIXEL taken out of the ecosystem, redistributed back to stakers. citizens who extract value from the nation pay into a pool that rewards those who stay and reinvest. capital controls dressed up as a game feature. and the landowners. 5,000 plots, each setting their own tax rate on visitor yield. they’re not players. they’re feudal lords collecting rent from the population working their land. the analogy isn’t flattering — but it’s accurate. none of these systems were voted on. nobody elected the landowners. the Farmer Fee wasn’t legislated. the hierarchy formed organically, shaped by incentives rather than law. real governments can force compliance. Pixels can only make leaving expensive. so far, that’s been enough.
the most important mechanism in Pixels isn’t staking. it isn’t the Farmer Fee. it isn’t the token standard. it’s the Reputation Score. and almost nobody is talking about it. every other variable in this ecosystem is fixed or modelable. 28 million PIXEL monthly emissions. 5,000 Farm Land plots. staking pools with known mechanics. you can spreadsheet all of it. Reputation Score doesn’t work that way. it’s calculated from your actual on-chain behavior — how much you spend, how consistently you engage, how deeply you participate. the output is personal and dynamic. and it directly determines how much leaving costs you. at low reputation, withdrawing PIXEL hits you with up to 50% Farmer Fee. at high reputation, that number drops significantly. two wallets holding identical positions have fundamentally different assets — not because of price, but because of what it costs each of them to exit. the protocol is repricing exit costs based on who you are, not just what you hold. no other GameFi project has done this at the protocol level. flat fees are easy to model and easy to game. behavior-based fees are neither. you can’t buy your way to a lower fee. you can’t transfer reputation to a fresh wallet. the only way to earn it is to actually be here, consistently, over time. that makes Reputation Score something rare in crypto: an edge that compounds with participation and can’t be financialized away. most people optimizing their PIXEL position are looking at price, APR, unlock schedules. almost nobody is asking what their Reputation Score looks like — or what it costs them if they haven’t been building it. is this the most overlooked variable in the ecosystem right now, or am I reading too much into it? 👇
why the most important thing Pixels built isn’t the game
I’ve been thinking about why most GameFi projects die the same death. it’s not the gameplay. it’s not the team. rewards too easy to sell, exits too frictionless — and eventually the people who figure that out first run for the door. then everyone else does. you know how it ends.
the companion token is Pixels’ answer to that problem. and understanding how it actually works at the technical level changes how you see the whole ecosystem. the spend token can’t be traded. can’t be sold. can’t leave without cost. withdrawing directly as PIXEL costs you somewhere between 20% and 50% — that fee flows straight back to stakers. but withdraw as the spend token and you pay nothing, as long as you stay inside. spend it in Pixel Dungeon, Forgotten Runiverse, stake it back in. the ecosystem keeps the value. the moment you try to extract it, you pay. one-way valve. value flows in freely. flowing out costs you. what most people miss is the infrastructure underneath this. the spend token isn’t just a game mechanic — it’s the first implementation of Limit Break’s Apptokens protocol, formally known as ERC-20C. this is a new token standard built on top of ERC-20 that gives developers programmable control over how their token behaves. who can hold it, who can transfer it, what actions trigger fees, what actions don’t. the rules are baked into the contract itself — not enforced by a game server that can be bypassed, but by the blockchain. the practical implication is significant. because the spend token runs on ERC-20C, it works natively across every game in the Pixels ecosystem without bridges, without wrapping, without conversion. a player earns the companion token in the core farming game and spends it in Pixel Dungeon or Forgotten Runiverse as-is. the token moves between games the way money moves between stores — seamlessly, because the underlying standard is the same everywhere. this is what makes Pixels genuinely different from the multi-game ecosystems that came before it. most tried to connect games through bridges or shared currencies that required manual conversion. Pixels built the connection into the token standard itself. then there’s the Reputation Score layer, which almost nobody talks about. the exit fee isn’t a flat number. it’s dynamic — calculated based on your on-chain behavior inside the ecosystem. the more you spend and engage, the higher your reputation, the lower your fee. the more you extract without contributing, the more leaving costs you. effectively Pixels has built a credit scoring system on-chain, one that distinguishes long-term participants from short-term extractors at the protocol level — not at the game server level where it can be gamed. combine all three layers and you have something architecturally interesting: a token that can’t be sold, running on a standard that works natively cross-game, with exit costs that decrease the more committed you are to the ecosystem. each layer reinforces the others. the ERC-20C standard makes cross-game utility possible without friction. the cross-game utility gives the spend token real reasons to be held. the Reputation Score makes holding and spending the cheapest path, and extracting the most expensive one. whether it holds under pressure — 28 million PIXEL in monthly emissions, more unlock events coming, partner games still unproven at scale — is genuinely uncertain. the design is the most coherent I’ve seen in this space. execution is a different question entirely. but here’s what I keep coming back to: Axie Infinity already copied this for their bonded token. Moku just launched using the same standard. the pattern is spreading faster than most people realize. Pixels didn’t just fix its own token. it may have written the template everyone else follows. #pixel @Pixels $PIXEL
It looks like we'll soon see BTC reach a higher level this week.
Many people believe this is just a slight rebound within a downtrend, and that the price will fall below 60,000. I'm quite sure the market doesn't follow the crowd.
most people describe Pixels as a game. I think that’s the wrong word. try this frame instead: Pixels is a nation-state. and PIXEL is its currency. over 3.7 million lifetime wallets. 1 million citizens logging in every single day. that’s not a player base — that’s a population. larger than many real countries. and like any functioning nation, it has the things a nation needs to survive: a labor market, a tax system, a monetary policy, and a class of landowners who sit at the top of the economic hierarchy. the labor market is the most visible layer. players farm, craft, process, and fulfill orders. they allocate their time — their most scarce resource — based on where the returns are highest. when a new crop becomes profitable, labor migrates toward it. when an industry gets nerfed, workers leave. this isn’t game mechanics. this is economics. the monetary policy is explicit. the RORS framework requires that every PIXEL distributed as a reward generates at least one dollar in protocol revenue through fees and sinks. that’s a central bank mandate. not “print tokens and hope” — an actual target ratio between emission and absorption. most countries don’t manage their money supply this deliberately. the tax system runs through the Farmer Fee — a 20% to 50% withdrawal tax on PIXEL taken out of the ecosystem, redistributed back to stakers. citizens who extract value from the nation pay into a pool that rewards those who stay and reinvest. capital controls dressed up as a game feature. and the landowners. 5,000 plots, each setting their own tax rate on visitor yield. they’re not players. they’re feudal lords collecting rent from the population working their land. the analogy isn’t flattering — but it’s accurate. none of these systems were voted on. nobody elected the landowners. the Farmer Fee wasn’t legislated. the hierarchy formed organically, shaped by incentives rather than law. real governments can force compliance. Pixels can only make leaving expensive. so far, that’s been enough.
here’s something I’ve been sitting with for a while. when you play Pixels, you farm. you craft. you trade. it feels like a game because it looks like one. but at some point I started asking a different question — not “what do I do next” but “where does the value actually go.” and that’s when it stopped feeling like a game. most Play To Earn projects failed for the same reason. not bad gameplay. not bad teams. the economic logic leaked. value got created inside and immediately pulled outside. tokens became exit vehicles. the loop couldn’t close. what Pixels is attempting is the opposite. every sink, every fee, every resource burn — they’re not just game mechanics. they’re attempts to keep value circulating inside longer. tighter loops. less leakage. an economy that feeds itself rather than feeding off new players coming in. I don’t know if it works. genuinely. the sustainability question is still open. incentives fade. players leave. and when they do, does the system hold — or does it reveal itself as just a more sophisticated version of what came before? but here’s what I can’t stop thinking about: if Pixels actually pulls this off — if the economy becomes self-sustaining rather than dependent on constant capital inflow — then we’re not talking about a game anymore. we’re talking about something that hasn’t really existed before in this space. worth watching closely.
Pixels just changed who gets to build. most people missed it.
Pixels is building a Realms Scripting Engine for third-party developers. the first time I read that, I almost scrolled past it.
but what does it actually mean when the people who design the economic surfaces inside a game are no longer just the team? most players think about the future of Pixels in terms of what the team ships next. the next chapter. the next season. the next mechanic. that mental model makes sense — it’s how every game has ever worked. the studio builds. the player engages. that’s the contract. the Scripting Engine quietly rewrites that contract. if outside developers can now build reward structures, deploy experiences, and design loops that run inside Pixels — then who exactly is the economy authored by? and if the answer starts shifting from “the team” toward “anyone who builds well enough” — what does that do to the value of building early? now here’s where it gets interesting for PIXEL specifically. every experience a third-party developer builds inside Pixels still runs on the same token. mint an NFT — PIXEL. join a guild — PIXEL. unlock a VIP tier — PIXEL. the token isn’t just a reward mechanism anymore. it becomes the connective tissue between every economic loop inside the ecosystem, whether that loop was designed by the core team or by a developer who joined last month. that changes the demand equation in a way that’s easy to underestimate. right now, PIXEL demand is roughly proportional to how much the core team ships. more content, more reasons to spend. but with an open scripting layer, demand stops being a function of one team’s output and starts becoming a function of an entire ecosystem’s creativity. the ceiling moves. and there’s already evidence this compounding model works. the multi-game staking system — currently holding over 73 million PIXEL locked across three games — shows that when you give people more surfaces to engage with, they don’t spread their attention thin. they go deeper. more games in the ecosystem haven’t diluted PIXEL’s utility. they’ve added to it. the Scripting Engine could do the same thing, but at a different layer. staking expanded where you could put your tokens. scripting expands who gets to build the places your tokens flow through. think about what that means at scale. if ten compelling experiences get built on the scripting engine in the next twelve months, each pulling players into new loops that require PIXEL to participate — that’s ten new sources of organic demand that didn’t exist before. not from speculation. not from a token unlock event. from actual players doing actual things inside an actual game. of course none of this is guaranteed. open platforms are only as good as what gets built on them. and the quality bar matters enormously — one extractive experience can do real damage to player trust in a way that takes months to repair. how Pixels manages curation, reputation, and developer incentives on the scripting layer will probably determine whether this becomes a genuine demand multiplier or just an interesting experiment. but the structural logic is sound. more builders means more loops. more loops means more PIXEL in motion. and PIXEL in motion is a very different asset than PIXEL sitting on an exchange waiting for the next catalyst. so here’s what I keep coming back to: is the Scripting Engine the moment PIXEL stops being a gaming token and starts becoming infrastructure? what do you think — does open-platform demand actually compound, or does it just fragment? 👇 #pixel @Pixels $PIXEL
Pixels Isn’t Building a Game. It’s Building an Economy With Real Division of Labor. There’s one detail in Chapter 2’s design I can’t stop thinking about: forests in Pixels are a global resource. When one player chops a tree, everyone else waits for it to grow back. This isn’t accidental game design. It’s deliberate scarcity — and it changes everything about how the economy functions. When resources are genuinely limited, players are forced to specialize. You can’t do everything alone anymore. Woodcutters need cooks. Cooks need farmers. Farmers need better land. Better land sits with landowners. This chain of dependency isn’t a bug — it’s the core architecture of an economy with real division of labor. Pixels pushes further with a 4-tier resource system. Tier 1 is accessible to everyone. The highest tiers exist only on NFT land. Skills run from 0 to 100, each level unlocking new crafting recipes. Reputation unlocks better work. Guilds create internal labor markets with membership prices that fluctuate by supply and demand. Stepping back, Pixels is building an economy with three distinct layers: capital (NFT landowners), skilled labor (specialized high-level players), and general labor (new players grinding lower tiers). These layers don’t exist independently — they need each other to function. This is exactly where Pixels diverges from the previous GameFi generation. Axie and StepN built one-directional economies: farm token, sell token. No structural reason for players to depend on each other beyond buyer and seller. When buyers ran out, the system collapsed. Pixels creates structured interdependency. Landowners need sharecroppers so land doesn’t sit idle. Sharecroppers need landowners to access higher tiers. Guilds need diverse skills to win Guild Wars. This dependency web — if kept balanced — gives players a reason to stay not because the token is pumping, but because they’re genuinely needed inside the system. The question isn’t whether this design is intelligent. Clearly it is. $PIXEL
Scholarship in Pixels: I'm Not Sure This is an Opportunity
Pixels has 5,000 NFT plots. That’s the total. No more, no less. The rest of the players — millions of them — are grinding on Specks for free or playing Sharecropper on someone else's land. They're farming, harvesting, and contributing yield. The landowners rake in commissions even when they're not logged in. Reading this far, I paused for quite a while. It's not that this mechanism is technically flawed. It's just that I've seen this structure somewhere before — and the outcome wasn't good.
You’re Not Earning More — You’re Positioning Better
Most players enter Pixels with a familiar assumption: if you optimize harder—run tighter loops, reduce waste, increase efficiency—you should earn more. That’s how most games work. More effort, better execution, higher output.
But Pixels quietly breaks that logic.
What looks like a production system is, in reality, a distribution system with constraints.
You can farm, craft, and repeat actions almost infinitely on the surface layer. These off-chain activities feel scalable, even limitless. But the moment value flows into the core system, it encounters something invisible yet critical: a cap on how much value can be distributed at any given time.
This is where the model shifts.
Your performance does not directly expand the total rewards available. Instead, rewards are shaped by a balance between overall system emissions and total player activity. In other words, your results are not purely individual—they are relative to everyone else operating within the same system.
That changes everything.
Optimization no longer creates new value. It repositions you within an existing pool of value. Two players can improve their efficiency, but if the total pool remains unchanged, their gains come at the expense of relative positioning—not system expansion.
This also reframes the role of game mechanics like the task board. It does not generate rewards. It distributes them—breaking a fixed pool into smaller pieces and allocating them dynamically across players.
The implication is subtle but powerful.
You’re not here to grind harder.
You’re here to position better than everyone else under the same constraint.
And that leads to a much more uncomfortable realization:
You’re not competing to expand the system.
You’re competing to outsmart a limit that doesn’t move.
If you still think Pixels is about “doing more to earn more” $CHIP
When Time Stops Being Free — and PIXEL Becomes the Pricing Layer
Most games—and, more broadly, most Web3 projects—are structured around a familiar premise: value is defined by what players earn. Tokens, rewards, and yield become the primary lens through which both design and user behavior are interpreted. However, this framing overlooks a more fundamental variable—one that ultimately determines the efficiency and sustainability of any in-game economy: how the system treats player time.
Pixels approaches this problem from a different angle. Rather than focusing on maximizing rewards, it quietly constructs an environment in which time is no longer a passive input. Instead, it becomes an active variable—something that can be measured, compared, and, most importantly, optimized. This shift is subtle and easily overlooked at first, because the surface-level gameplay remains familiar: players farm, craft, wait, and repeat. Yet beneath that loop, a more consequential dynamic begins to emerge. As players engage more deeply, they find themselves making a continuous series of micro-decisions: whether to wait or accelerate, whether to continue a current activity or switch to a more efficient one, whether the marginal gain of speed justifies the associated cost. At this point, the core question of the game quietly transforms. It is no longer centered on progression in the traditional sense, but rather on the relative value of time across different actions within the system. In effect, Pixels introduces the conditions for what can be described as a time-based market, without ever explicitly defining it as such. Through the careful use of delays, trade-offs, and optional acceleration mechanisms, the system encourages players to behave as if time itself carries a price. Crucially, that price is not static. It varies depending on context, strategy, and individual decision-making. This leads to a structurally important outcome: two players can invest the same amount of time yet arrive at significantly different results. The divergence is not driven by randomness, but by how effectively each player allocates and optimizes their time. Efficiency, rather than effort alone, becomes the defining factor. Within this framework, PIXEL takes on a role that is materially different from that of a conventional reward token. It functions as an adjustment mechanism embedded within the decision layer of the game. There is no explicit paywall, nor is there a forced monetization path. Instead, the system introduces what can be described as soft friction—minor delays and small inefficiencies that, in isolation, appear negligible but collectively create a persistent sense of opportunity cost. Over time, this design prompts players to internalize a new set of considerations: whether waiting remains rational, whether accelerating certain processes yields a net efficiency gain, and whether their current activity represents the best possible use of their time. Importantly, these decisions are not imposed by the system; they are generated organically by the player in response to the structure presented.
This is not traditional monetization. It is a form of behavioral design, where value extraction is replaced by value alignment. The system does not compel spending; it encourages players to assign a value to their own time and act accordingly. As a result, PIXEL becomes integrated into the player’s decision-making process rather than existing as an external reward.
Once this integration occurs, the nature of the in-game economy shifts meaningfully. Progress is no longer defined by how much a player can accumulate, but by how effectively they can generate output per unit of time. In other words, the system begins to reward optimization over participation.
The implications of this design extend beyond a single game. If such a structure proves robust, it suggests a broader model in which human time and effort can be consistently evaluated and optimized across different environments. While Pixels may not fully realize this vision yet, its current design direction provides a clear indication of where such systems could evolve. In this context, PIXEL should not be viewed as a speculative instrument tied solely to market cycles. Its significance lies in its function: a tool for pricing and coordinating time within a structured environment. This reframing fundamentally alters how one evaluates both the token and the system it operates within.
Accordingly, the most relevant question is no longer whether the token will appreciate in price, but whether the user is allocating their time efficiently within the system—and whether that time is being valued appropriately relative to the available alternatives. #pixel @Pixels $PIXEL