โป๏ธEconomic Cycle
Last updated
Last updated
The XAR economy mirrors the real world: the more engaging users, the greater the overall value. In a nutshell, users consume the labor force to extract resources, construct buildings, and receive incentives, mimicking real-life economic activities.
The world starts with Energy. Energy represents users' productive force. Only by consuming Energy can users extract resources and start production. Energy is inherent to every user and cannot be traded. It replenishes over time but has a storage limit.
$VOXELs are the building blocks and resources for production in XAR. All goods in the XAR world, known as Creations, are composed of $VOXELs. Consume Energy, interact with Creations by shooting or planting, and you will get $VOXELs, as if extracting or recycling resources in the real world. There will be more materials in the game, such as rare glowing $VOXELs and Cores, together making up the world.
Creations are diverse entities that constitute the world. There are Natural Creations, like trees and islands, and Shared Creations, man-made items constructed by users, like houses and gardens. Seeds are also one of the Natural Creations; by planting them, you can obtain rare $Voxels. Shared Creations can be summoned using $VOXELs.
$ENC, an on-chain version of Energy, is a tradable coin incentivizing social interactions. When a Shared Creation is recycled into $VOXELs, the Energy used by the blaster is transformed into $ENC, distributed to all contributors in the process of building the Shared Creation.
Read more: Building a Growing On-chain Economy with the DAU-ITV Model