Skip to end of metadata
Go to start of metadata

You are viewing an old version of this page. View the current version.

Compare with Current View Version History

« Previous Version 4 Next »

Type: An in-game “soft” currency not tokenized on-chain.

Availability: Earned through gameplay and can be purchased from the treasury when available.

Key Characteristics and Utility:

  • Everyday Transactions:

    • Used to purchase consumables, crafting materials, travel costs between regions, and basic player driven services.

    • Trade GLOW with other players for equipment, crafting services, and soft in-game items.

  • Resource Management and Equipment Powering:

    • GLOW is required to operate and maintain weapons, armour, equipment, and machines.

  • Settlement and Spire Interaction:

    • GLOW is used to ignite new Spires, expanding the Infinite Realm and unlocking new settlements, biomes, and resources.

    • Maintaining active Spires and preventing settlements from going dormant requires a steady supply of GLOW.

Earning GLOW:

  • Gameplay Rewards:

    • Defeat enemies controlled by the Nanovoid and complete player set quests to earn GLOW.

    • Gain GLOW by providing services to other players, like crafting, trading, or hiring out your Holdaran as a mercenary.

  • Treasury Sales (Optional):

    • If players require additional GLOW, they can purchase it from the treasury with RLM, subject to availability and DAO-approved pricing.

Supply Management and Sustainability:

  • Finite Supply:

    • GLOW is not artificially created. It must be earned in-game or come from the treasury’s existing reserves.

  • Transaction Tax:

    • A tax (e.g., 10%) is applied to all GLOW transactions. This tax goes back into the treasury, creating a natural sink and ensuring long-term sustainability and controlled circulation.

image-20241214-235551.png

  • No labels