Gravity
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Introduction

Gravity is browser based Idle MMORPG game where players embark on a lore-focused adventure set in an anime fantasy world. Initially players choose one of 6 classes and play through the main campaign as their Hero NFTs. The game will initially launch with a single player campaign mode where the main objective of the player is to level up their Heroes and equip them with the highest quality items they can find. On top of being a lore-filled game with multiple routes for progression, there is a built-in earning mechanism for players. The general architecture of the game was built with 4 goals in mind: 1. Achieving a gas-less gaming experience
2. Non-custodial gaming
3. Value-accrual to the NFT rather than the account
4. A sustainable earning mechanism for players

Core Components

Heroes - The in-game characters controlled by the players living as ERC-721 and BEP-721 GRAV - An ERC-20 and BEP-20 native token that augments the native economy of the game Loot - All in-game gear and weapons that are equipped by Heroes to enhance their power Resources - In-game consumption resources such as Gold and Celestial Power
To explain how we have achieved these goals, it’s important to outline how the game functions, which parts are on-chain and which are off-chain. To start with, all in-game assets are off-chain, that includes Loot and resources such as Gold and Celestial Power, except for the Hero NFTs. While the idea of having a fully on-chain game is appealing, from a pure gaming experience, having to consistently deal with wallet prompts and waiting for transactions to confirm, is not the ideal scenario. We believe that the most appealing aspect of ownership within a game, isn’t in owning each item or skin, but rather the transferability of skill and effort between players. Our solution to this, is that all in-game achievements and equipped items are mapped directly to the Hero NFT which updates the metadata. For example, when a player sells their Level 60 Warrior, the new owner can login to the game and continue playing from where the first player left off. As such a Level 60 Warrior would logically always have a higher open market value than a Level 1 Warrior, as the earning ability of a Level 60 is always higher.
Onto the sustainable earning economy of the game. In an industry first, players are able to consistently earn both stablecoin rewards in USDT and GRAV tokens based on an effort based leaderboard system and the wider health of the Gravity economy. To achieve this, GRAV emissions are a function of economy-wide in-game spending and the percentage of GRAV tokens staked at any one time. Players purchase their Hero NFT from 1 of 6 classes and are then able to play through the main campaign mode and participate in the leaderboard. 80% of all in-game spending is then redistributed to players based on their daily tier placement. The GRAV token is emitted based on the daily volume of player spending within the ecosystem, it is dynamic and adjusts down or up to a maximum daily rate or stops completely if in-game spending stops. While the leaderboard scores initially focus on the single player campaign mode, going forward as we release PVP and Group PVE content, the leaderboard will adapt as such.
Gravity was built from the ground up by seasoned gamers, financiers and developers to produce an experience that tackled as many challenges as possible that face web3 games and the “Play and Earn” genre as possible.
Last modified 27d ago