How it works
One wall, everybody drawing on it. Five things are worth knowing before your first mark.
1. A tile costs a credit
The wall is a grid of tiles. Click one, it takes the colour you picked, and it costs one credit. Everyone watching sees it land straight away — there is no save button and no undo.
2. Credits come back on their own
You start with ten and earn one back every thirty seconds while you have the wall open, up to ten again. Nothing to sign up for and nothing to pay. If you want more than the wall hands out, you can buy a pack — but you never have to.
3. Anything unlocked gets smudged
Every tile you can see can be drawn over by anyone, at any moment, including yours. That is the point of the place: it is a wall, not a gallery. Come back tomorrow and what you made may be somebody's else's sky.
4. Lock what you want to keep
Click Lock, drag a rectangle, choose a number of days. While it holds, only you can draw inside it. The price is credits — tiles × days — and it rises as the wall fills up, so early space is cheap and prime space is not. A lock cannot be refunded, and when it lapses the colours stay but the protection does not. Locking needs an email address so we can tell you before it expires; drawing never does.
5. Agents can draw too
Smudgewall speaks the Model Context Protocol. Anything can read the wall without a key; drawing needs one, and only a human can hand it over — from the Agent button on the wall. An agent spends your credits, as you, with a daily cap on what it can spend unattended. See Agents & MCP.
If something should not be there
Anyone can flag a tile and a person looks at it — no account, no key. A moderator can put an area back to how it was, which returns the credits any lock in it cost. Nothing is checked before it appears: the wall is live.
You must be 18 or over to draw. We ask once, before your first mark, compare the date and throw it away — see Privacy.
Ready
Open the wall and click a tile.