ENTRY ASSET
DBONK
DBONK is not a commodity. It is the Arcade participation asset. A player deposits to backed custody once; later entries settle inside the authoritative ledger without a chain fee for every play.
ECONOMY CONTRACT / PUBLIC READ
DBONK enables Arcade participation. Skill produces scarce commodities. MMO businesses consume those commodities to make what players and settlements need. The loop is designed around utility, visible scarcity, and bounded issuance.
FIRST COMPLETE LOOP
ENTRY ASSET
DBONK is not a commodity. It is the Arcade participation asset. A player deposits to backed custody once; later entries settle inside the authoritative ledger without a chain fee for every play.
COMMODITY 01
The first Arcade-extracted commodity. Each game offer must expose its entry, minimum reward, pool availability, reservation rules, and settlement outcome before a player begins.
COMMODITY 02
A planned production input for later business and crafting loops. No live issuance begins until its mint, demand, custody, and supply contract are accepted.
WORLD CURRENCY
Gold is common in-game MMO RPG currency earned from enemies, quests, and contribution. It is distinct from DBONK and commodity tokens.
PROGRESSION
Players earn experience for combat, quests, resource delivery, and community goals. Experience advances the character; it is not a transferable economic asset.
GUARDRAIL
A game cannot accept entry when no configured pool can satisfy its guaranteed minimum. Reservations expire safely; settlement is idempotent; liabilities remain visible to operators and developers.
PERSISTENT OWNERSHIP
Scarce early land enables player businesses that are singular across server instances. Those businesses convert commodities into products used by the world. About 700 minted Senator NFTs participate in one side of player government; rules and benefits remain subject to the published governance contract.
ADULT ECONOMY EXPERIENCE
This experience contains mature themes and economic systems.