YVALDIS
IV · Economy

Tokenomics and game economy

Document 14 · 8 min read

Token distribution (proposal)

1 bnfixed supply
  • Ecosystem reserve45% · 450.0 M
  • Treasury20% · 200.0 M
  • Team and founders15% · 150.0 M
  • Partners and creators10% · 100.0 M
  • Testers5% · 50.0 M
  • Market liquidity5% · 50.0 M

Source: modelos/tokenomics-saida.md §1 (sum 100%). No public sale or private round; this is a planning simulation, not an offer.

The numbers come from the model modelos/tokenomics.py (output in modelos/tokenomics-saida.md); all assumptions are in the code and must be reviewed with alpha data. Nothing here is a promise of price, gain or yield. What the player receives from the market is a small, variable extra; it is never income, salary or a job, and no project material presents it that way. The game is made to be good for those who will never withdraw a cent.

1. The three assets

Asset What it is Where it lives Leaves the game?
Gold Everyday currency (repairs, food, travel, NPC fees, crafts, all trade in game items) Game server No
Token [name to be defined] Currency of the cosmetic NFT and deed (land and houses) market Blockchain Yes
NFTs Only cosmetics, land and house deeds, decoration, mount looks and titles Blockchain Yes

An NFT never grants combat power. No NFT has a stat, affix, damage or effect that changes a fight, equipment crafting or resource gain (see 08, "Power rule").

Gold never becomes token by any path. There is no exchange, no game item sold for token, no service paid in token that returns gold. The only bridge between the two worlds is a player selling a cosmetic NFT or a deed for token to another player. Gold isolates the normal inflation of an MMO (every player creates gold by killing monsters) from real money.

2. Token supply and distribution

  • Fixed maximum supply: 1,000,000,000, minted all at once in an audited contract, with no function to mint more.
  • There is no private round or public sale. No token is sold before the game exists. Any future sale only after a legal opinion and outside this plan.
  • What leaves circulation through burning never comes back.
Group % Release
Ecosystem reserve 45% Locked. Only releases to match buybacks and burns, with a monthly cap; maximum schedule of 96 months
Treasury 20% Managed by the studio. Monthly unlock ≤ the month's burn; monthly public report; maximum schedule of 48 months. No player vote
Team and founders 15% 12-month cliff + 48 linear, counted only from the public launch
Partnerships and creators 10% By milestones (verifiable deliverables); in the model, linear over 36 months as an upper bound
Testers (airdrop for real play) 5% 25% at launch + 12 months; only after the legal opinion; one verified (KYC) account per person
Market liquidity 5% At launch

With no investors and no sale, the team only starts receiving when the game is live, and the treasury and the reserve only move to the extent that the game burns token.

3. What the token is for (real demand)

  1. Buying cosmetics from the studio (clothes, looks, decoration, mount looks). It is also possible to pay by card and PIX; those who pay in token get a discount.
  2. Buying and selling between players, on the token market, only cosmetic NFTs and deeds. Game items (weapon, armor, material, consumable) are not sold for token.
  3. Land: purchase at auction, maintenance tax, construction of special buildings (see 15).
  4. Minting cosmetics or decoration made by the player as NFTs (minting fee burned).
  5. Tournament and arena prizes: gold, titles and cosmetics; token prizes or entry only after the legal opinion (see 23).

No staking with interest, no APY, no language of yield for holding token. No governance by vote over the treasury. The treasury is managed by the studio, with a public monthly report. Players may be consulted on the event calendar, but with no power over funds and no vote on combat balance.

4. How the token leaves circulation (sinks) and how the fund comes in

Flow Proposal
Cosmetic purchase in token 30% burned, 70% to the treasury
Cosmetic NFT and deed market fee 5% per sale: 2 points burned, 2 to the treasury, 1 to the buyback
Land tax (15) 50% burned, 50% to the buyback
Cosmetic NFT minting 100% burned
Net cosmetics revenue (card, PIX and token) 20% buys token on the market (buyback)

The season reward fund is financed by buyback only. A fixed share of net cosmetics revenue (20%) plus the market fee slice buys token on the open market; that is what the seasons distribute. There is no scheduled issuance of a "fund" and no new token to pay rewards. Each season's distribution is at most 80% of what the sinks took out of circulation in the previous season; what is not distributed is left for later.

Total release vs. burn. The model adds up all groups (team, partners, testers, liquidity and the conditional releases of treasury and reserve) and compares them with the monthly burn, in three scenarios of active players (20 thousand, 200 thousand, 1 million) and price ×0.1, ×1 and ×10 (dollar flows stay fixed; the price changes how many tokens they move):

  • The fixed-schedule groups (team, partners, testers) release at most 5.9 M per month (months 1 to 36); in the launch month 62.5 M enter (liquidity + 25% of the airdrop).
  • Since the treasury and the reserve only release up to the value of the month's burn, the monthly peak of release net of burn is 5.9 M (0.59% of the total), in the scenarios where the burn is small (price ×10, or few players); in the high-burn scenarios (200 thousand or 1 million players at a low price) the balance is negative (from −2.4 M to −156.5 M per month): the token shrinks.
  • Without this rule (a full reserve and treasury schedule), the peak would be 14.7 M per month (1.47%).
  • Price ×0.1 increases the burn in tokens (the same dollar buys 10× more token); price ×10 reduces it to almost zero, and then only the fixed 5.9 M schedule weighs.

Detail and tables in modelos/tokenomics-saida.md.

5. Gold (layer 1)

  • Sources: monsters, quests, selling items to NPCs.
  • Sinks: repairs, food, fast travel, NPC fees, skill training, mount upkeep, NPC materials.
  • Goal: total gold in circulation per active player grows at most ~2% per month (measured in the alpha). If it grows more, the gold sinks are increased; gold is never confiscated.
  • Transfer between players: daily cap and fee (see 08, "Currency of each market").

6. What the player can earn (an extra, not a job)

The game is not a job and "how much you earn" is not advertised. The gain that exists comes only from other players and from funds with published rules:

  • sale of cosmetic NFTs, decoration and deeds to other players (for token);
  • rental of shops, houses and farms (in gold);
  • services between players (transport, escort, construction, made-to-order crafting), in gold;
  • season rewards from the buyback fund, weighted by verified play (section 8).

Order of magnitude, with the model's assumptions: the average fund distribution is ~14 tokens per active player per month (≈ US$ 0.27 at the reference price). It is the average: those who play well and truly trade receive more, those who just play receive almost nothing, and the value varies with the price.

Declared withdrawal cap: each verified account has a monthly withdrawal limit (initial proposal: equivalent to US$ 100 per month, calibrate in the alpha), published in the terms of use.

The studio does not talk about appreciation, yield, income or "play to earn" in any material.

7. Studio

  • Revenue: sale of cosmetics (card, PIX or token), 2 points of the market fee, part of the land tax, resale royalties on cosmetic NFTs (5%). This answers the question "what part of the fee stays with the studio": 2 of 5 points, via the treasury.
  • Fixed costs that must be covered: servers, team, anti-cheat, support, audits.
  • Treasury with multiple signatures (multisig), managed by the studio, with a public monthly report of inflows, outflows and unlocks.
  • The studio never holds players' assets: non-custodial built-in wallet and on/off-ramp only through a licensed partner (see 08).

8. Anti-abuse

  • One KYC = one account eligible for season rewards, airdrops and withdrawals. Only verified 18+ players have wallet, token, market and NFTs (see 08).
  • Season reward weighted by verified play: number of distinct players traded with and variety of activity, not raw volume; transactions between accounts of the same clan, IP or a repetitive pattern count little or nothing.
  • Weekly accumulable production limits per character (those who go days without playing do not lose their quota; see 20 §2.5), valuable resources with real-time respawn and a cap, and detection of bots and account farms.
  • Sponsored gas with a per-account cap.
  • Nothing random paid with money that gives NFTs (avoids the gambling classification).
  • An NFT is never lost through death, wear or world events; it only ceases to exist through the owner's voluntary burn.
  • Audited contracts; bridge and treasury with multisig and per-withdrawal limits (the Ronin bridge lost ~US$ 600 million in 2022).

9. Phased launch

  1. Alpha: the entire economy with a test token, with no value and no withdrawals. Adjust all numbers with real data.
  2. Incorporated company and legal opinion (see 06 Phase 4 and 16): before any real token, withdrawal or distribution. There is no token sale before the legal opinion; and no public sale is planned.
  3. Closed beta: real token, only for verified 18+ testers, withdrawals with a cap. Only after step 2.
  4. Airdrop to testers (5%) only after the legal opinion and the beta.
  5. Launch with the real token open; the team release count starts here.