Afterland economy
Afterland's business model is built around the activity at stake through a circular and fair model.
5 sources of income are possible in Afterland : They are all accessible in Free to Play or Play and Earn ,
-The PVE Solo mode -The PVE mode with scholarship -Construction with lobbies -Staking of tokens -The PVP
The economic cycle:
1°) Token Staking brings liquidity to the market 2°) Thanks to lobbies and machines, players use the available liquidity to build resources for the game 3°) Resources are used to improve characters, and to improve the performance of PVE and PVE games. 4°) Players earn rewards that they can sell or reinvest to earn more tokens.
In order to control the price of the AFL token we use 4 levers:
Stabilization of the AFL Token:
The $AFL Token has a double interest, it is the exchange currency of the game, but especially when it is staked it produces $ELEC token. In fact, as long as there will be players on the game, it will be necessary that someone stake (and thus stabilize the price of the AFL) to allow the players to play. This double interest brings more utility to the token and thus more value.
The AFL$ Token can also be burned via the tax on the sale of items, Indeed, if the price of the token is deflationary, we will burn token at each transaction. Conversely, if the token price is inflationary, the sales tax will be distributed to players during PVE games.
The management of the cost of energy and burn of the $ELEC Token: The $ELEC Token allows to condition / limit the production of resources issued by the machines. It is also burned at each use so that the price of the ELEC always corresponds to the current demand.
Gems System:
In order to produce machines, talent cards and scrolls, players will have to earn gems during their PVE games or buy them from the auction house.
The gems are produced in limited quantity according to the number of active players smoothed over 1 week. According to our estimations, only 10% of the players will be able to obtain all the Machine/Talent cards or Scrolls at level 3. Thus we create scarcity on these items and therefore value.
If the unit cost of the gem decreases, we will reduce the number of gems issued. By controlling the number of gems we control the number of cards in circulation, we stabilize the price because the supply will be proportional to the demand.
As a reminder, gems are issued each time an item merge fails (75% success rate for each merge).
The valorization by the content: We plan to continue the development of the game after its release in order to maintain the interest by the players. So every 6 months, new game zones will be available and new associated Craft. In this way, we hope to maintain the activity on the game.
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