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.