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A. Key Attributes

  • Type: In-game soft currency (non-tokenized).

  • Availability: Earned primarily through gameplay and controlled sales by the treasury.

  • Supply: Finite, limited by player activity and treasury reserves.


B. Utility

  1. In-Game Transactions:

    • Purchase consumables, crafting materials, and basic services.

    • Trade GLOW with other players for items, equipment, or services.

  2. Resource Management:

    • Power weapons, armor, equipment, and machines.

    • Required for maintaining settlements and Spires.

  3. Spire Ignition and Maintenance:

    • Ignite new Spires to expand Holdara’s world, earning proportional RLM rewards.

    • Contribute GLOW to maintain Spires and prevent settlements from falling dormant.


C. Glowstone Distribution

  1. Earned Through Gameplay:

    • Combat and Quests: Defeat the Nanovoid, complete missions, and earn GLOW.

    • Player-to-Player Services: Trade GLOW for crafted items or services such as crafting.

  2. Treasury Sales:

    • GLOW can be purchased with RLM directly from the treasury when reserves are available.

    • Sales are limited to existing reserves to prevent inflation.


D. Treasury Sales Policy

  1. Fixed Quantities and Prices:

    • GLOW is sold in predefined quantities (e.g., 100, 500, or 1,000 units) at DAO-approved prices.

  2. Limited Supply:

    • The treasury can only sell GLOW it has accumulated through in-game transaction taxes or Spire contributions.

    • No artificial GLOW creation ensures economic integrity.

  3. DAO Oversight:

    • The DAO governs GLOW pricing and sales, adjusting as necessary to maintain balance and avoid scarcity or oversupply.


E. Glowstone Transaction Tax

  • All in-world GLOW transactions (player-to-player or player-to-NPC) are subject to a small tax (e.g., 5%), which is returned to the treasury.

  • The tax creates a continuous GLOW sink and managed supply, ensuring long-term sustainability.

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