VMonsters Whitepaper
VMonsters is an on‑chain monster collection & battle game. Core gameplay, progression data, and economic primitives live on smart contracts—removing hidden server logic and enabling transparent, composable systems that the community can extend. This document outlines the design goals, architecture, game loops, balancing philosophy, token & item economy, and the live competitive layer (PvP Arena, Seasons & Leaderboards) plus forward roadmap.
Table of Contents›
Monster Showcase
1. Vision & Principles
- Ownership First: Monsters, items, and progression belong to players; contracts are the source of truth.
- Transparency: Rarity weights, stat growth and reward emission are verifiable on chain.
- Low Friction: Quick onboarding via a free or low‑cost starter mint, then progressively deeper loops.
- Composable Future: Exposed data structures allow third‑party analytics, tooling and UI overlays.
- Sustainable Economy: Item sinks & progression pacing balance acquisition and consumption.
2. Core Game Loop
- Start: Player mints a starter (choice of 3). One is selected; others expire/unavailable.
- Expand Roster: Random rarity‑weighted mints unlock. Legendary odds are transparent.
- Battle Bosses: Turn‑based fights with phases, crit chance, healing windows and difficulty scaling.
- Earn & Use Items: Boss victories drop on‑chain consumables that enable deeper progress or market trade.
- Progression: Monsters gain EXP; levels grant stat points (attack, crit, etc.). Metadata updates on chain.
- Economy: Players trade monsters & items; scarcity emerges from mint RNG & burn/sink mechanics.
- PvP Arena: Live synchronous (or rapid turn) battles with ELO rating, seasonal resets & anti‑stall timers.
3. Smart Contract Architecture
Contracts separate responsibility: core game logic, battle/attack resolution, rewards emission, inventory (items), and market trading. This modularity eases audits and future upgrades while preserving asset continuity.
Deployed Addresses
Security & Upgradeability
- No opaque server authority; contracts gate mutation.
- Battle calculations emitted as events for verification (critical hits, damage, heals).
- Upgradeable modules considered only where state portability is safe; core asset ownership is immutable.
- Read-only helpers (metadata transforms) off-chain; canonical data on chain.
4. Monsters & Progression
Each monster stores base stats & earned progression (levels, allocated points, rarity). Metadata surfaces derived combat values. Rarity affects initial stat distribution and cosmetic framing; gameplay advantage stems mainly from strategic allocation and item usage to avoid pure pay‑to‑win dynamics.
- Rarity Tiers: Common → Rare → Epic → Legendary (only four tiers in current build).
- Stat Growth: Level ups grant allocatable points; diminishing returns soften extremes.
- Critical Mechanics: Crit chance & multiplier scale within caps to preserve balance.
- Heals: Limited mid-battle heals introduce tactical timing decisions.
5. Boss Battles
Boss encounters are deterministic turn loops influenced by RNG seeds for crit evaluation. Phases escalate attack & defense values; defeat unlocks subsequent bosses (ordered sequence below if configured).
Configured Boss Sequence
6. Items & Economy
Items drop from boss victories with rarity-adjusted weights. They create resource sinks (consumption) and strategic planning (when to boost attack vs. preserve heals). Marketplace trading establishes price discovery; future balancing can adjust drop rates via contract parameters without invalidating existing assets.
- Supply Control: Drop rates are transparent; emission can be tuned by governance or admin keys.
- Sinks: Consumable use + potential future crafting merges prevent runaway inflation.
- Player Agency: Trade decisions influence meta (e.g., hoarding heals before high-tier bosses).
7. Marketplace
A pull‑pattern listing contract holds neither long‑term custody nor user funds post‑sale. Listings reference item/monster IDs and clear when purchased. Fees (if introduced) would fund ongoing development or reward pools; currently focused on liquidity & fair price discovery.
9. Competitive Systems & Forward Roadmap
Live: PvP Arena
- Matchmaking: ELO + soft variance window expands over time to reduce queue friction.
- Turn Structure: Deterministic order; each action emits events (attack, crit, heal) for full auditability.
- Anti‑Stall: Per‑turn & overall battle timeouts; inactivity auto‑forfeits.
- Item Limits: Configurable per battle to prevent consumable brute‑force strategies.
- Abandon Handling: Early disconnect counts as loss; rating penalty proportional to current ELO.
Live: Leaderboards & Seasons
- Composite Score: Derived from (a) Peak ELO, (b) Win Rate Quality Factor, (c) Boss Progress Depth, (d) Roster Diversity Index.
- Season Length: Target 30 days (adjustable). Snapshot + reward execution emits SeasonClosed event.
- Resets: ELO soft‑resets toward a median (e.g. 1500 → 1400) to compress extremes while preserving skill signal.
- Rewards: Cosmetic frame tiers, title NFTs, item bundles and fee share boosters (if active) distributed trustlessly.
- Integrity: Duplicate wallet / multi‑account heuristics flagged off‑chain; on‑chain data remains canonical.
Economy & Sharing (Live)
- Fee Streams: 10% mint + 3% PvP allocated to both VIBE & V-Share holders (see Section 8).
- Sink Balancing: Seasonal reward items may introduce new sinks (crafting / fusing) to offset inflows.
- Telemetry: Internal metrics on average battle length, crit distribution, item usage shape tuning patches.
Forward Roadmap
- Guild / Team Buffs: Cooperative metas & shared progression bonuses.
- Tournament Mode: Bracketed elimination with on‑chain seeding & prize pools.
- Spectator API: Real‑time battle event stream for third‑party UIs.
- Advanced Crafting: Multi‑item fusion introducing strategic scarcity management.
- Progression Analytics: Public subgraph dashboards & historical season explorers.
10. Risks & Mitigations
- Balance Drift: Continuous monitoring & parameter tweaks; transparent diff logs.
- Contract Bugs: Modular scope + incremental audits; bug bounty before PvP main launch.
- Economic Inflation: Item sinks, adjustable drop rates, potential crafting merges.
- Whales Dominance: Diminishing stat returns + skill expression in turn optimization.
11. Disclaimer
This whitepaper is an evolving technical & design outline. It does not constitute investment advice or a solicitation. Mechanics or parameters may iterate for balance, security, or player experience improvements. All on‑chain changes will be transparent and verifiable.
12. FAQ
How do I start?›
Connect your wallet, mint a starter (choose 1 of 3), then head to the Dashboard to attempt the first boss.
How do I level my monster?›
Defeat bosses to earn EXP. On level up you allocate stat points (attack, crit, etc.) to shape its build.
What do items do?›
Items are on‑chain consumables: heals or temporary boosts used tactically mid or between battles. They drop from bosses and can be traded.
How do Seasons work?›
Each Season (~30 days) tracks your peak ELO + composite score. At snapshot, rewards (titles, frames, items) are minted/distributed; ELO soft‑resets.
How is leaderboard score calculated?›
Formula blends peak ELO, win rate quality, boss progression depth & roster diversity. Weights may adjust with transparent change logs.
What happens on a Season reset?›
Your ELO is partially rolled back toward the median; assets, items and monsters remain. Cosmetic rewards are permanent.
Is PvP pay to win?›
No. Consumable limits + diminishing stat returns keep strategy (timing, build diversity, prediction) decisive.
How do V-Share rewards get paid?›
Mint & PvP fee shares accrue in the contract; claiming pulls your pro‑rata balance using a points‑per‑share accounting system.
Is there a token?›
No standalone governance token yet—focus remains on playable depth & sustainable sinks before any proposal.