๐ŸšฐSinks & Sources

We have a healthy number of sources and sinks in the game with a lot of control over how they work. By tweaking the parameters of these, the economy can be adjusted to handle external pressures.

Sources

How community can gain tokenized assets:

  • In-Game Rewards

    • Streak system - Players are rewarded for daily attendance with Unique NFTs

    • Dungeon runs - Loot rewards from running dungeons - Unique NFTs

    • Leaderboards - Numerous weekly leaderboard competitions: Fishing, Monsters killed etc - $RGS limited reward pool

    • Land rental - Income from owning land and renting out areas of it

    • Trading Tax - Trades are taxed in $RGS

  • $RGS Staking

  • Early Community Rewards

Sinks

How tokenized assets are removed from circulation:

  • Crafting - Converting a crafted item to an NFT costs $RGS

  • Repairing - Repairing an NFT item costs $RGS

  • Bonus run rewards - Spend $RGS to run harder dungeons that give better rewards

  • Attribute NFTs - Convert an attribute to an NFT costs $RGS

  • Land maintenance - Costs $RGS to keep land

Stickiness

  • Land ownership

  • Streak system

  • Pets ownership

  • Social / Multiplayer game mechanics

Revenue

  • Trading Tax - Plะฐyer to player trading

  • Avatar Sales - Additional character collections will be sold at regular intervals

  • Land Sales - Selling premium in-game land plots to players for use and renting purposes

  • Land Tax - Land owners will be taxed but can earn through Land rental

  • Pet Sales - Cosmetic pets will be purchasable within the game

  • Inventory Space Sales - Selling extra inventory slots

Token Velocity

New players will want faster basic gathering tools but more advanced players donโ€™t need them any more due to needing more advanced tools. Hence they are incentivised to sell to new players and velocity of these items will be high.

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