Sustainable Economy

Gameplay creates predictable sinks that fund exciting faucets, keeping the loop net-positive and durable.

Economic Model

Sinks

Primary: Gear repairs

S_repair = N_raids × N_gear × D_loss × C_repair
  • N_raids: daily raids (scales with Soul supply)

  • N_gear: equipped items (~4-6)

  • D_loss: 1 durability per raid

  • C_repair: cost per point (dynamic)

Secondary:

  • Stat rerolls

  • Raid tickets (50% of raids)

  • Gear merging (burn 5→1 higher rarity, requires full durability)

Faucets

Primary: Boss damage payouts

P_dmg = N_raids × F_boss × W_dmg
  • F_boss: 0.33 (boss spawn rate)

  • W_dmg: average boss payout (dynamic)

Secondary:

  • NFT drops (asset rewards)

  • Tournament prizes (capped)

  • Referral bonuses (per successful invite)

Sustainability Target

Coverage Ratio:

When CR > 1, the economy generates more revenue from gameplay than it distributes in rewards. This is the opposite of traditional GameFi, where unlimited rewards exceed revenue, creating Ponzi dynamics.

Gear Issuance & Supply Control

Source of supply

  • No direct mint. Gear enters the economy only via PvE drops (mob/boss) and special event rewards.

  • Public odds. Drop tables and rates are published per season; no lootboxes.

Rarity ladder & burns

  • T1 → T5 rarity. Merge 5→1 to upgrade (burns 5 items at full durability).

  • Salvage at 0 durability optionally burns the item for small mats (extra sink).

Durability as a baseline sink

  • Each raid consumes 1 durability per equipped item.

  • Repairs require on-chain payment; C_repair is dynamically tuned to maintain target CR.

Drop policy (seasonal budget)

  • Mob encounters: p_mob drop chance (lower value, higher freq).

  • Boss encounters: p_boss drop chance (higher value, lower freq).

  • Daily/weekly drop budgets cap total new gear; unused budget rolls forward.

Supply equation (per epoch)

  • ΔSupplyt=Dropst−Burnst (merge+salvage)\Delta Supply_t = Drops_t - Burns_t\,(merge{+}salvage)ΔSupplyt​=Dropst​−Burnst​(merge+salvage)

  • Target steady state: Drops_t ≈ Burns_t; deviations corrected by p_mob/p_boss and C_repair.

Control levers (to keep CR ≥ 1.2)

  • Tune C_repair, p_mob/p_boss, and merge recipes.

  • Seasonal rotations (new sets) → old sets shift to legacy (reduced drop, higher merge value).

Market hygiene

  • No inflationary faucets tied to volume.

  • Secondary royalties capped; sinks (repairs, merges) scale with active play, not hype.

Why this is sustainable

  • Players earn gear by playing, not by emissions.

  • Repairs + merges continually remove supply while rewarding engagement.

  • Designers keep coverage ratio (CR) above target by adjusting three dials: drop rates, repair costs, and merge intensity.

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