Gameplay

Futuverse Gameplay Introduction

Futuverse offers a unique “Serious Game Ecosystem” that combines immersive gameplay with educational and social dynamics to create a platform where users can explore, learn, and collaborate in virtual environments that simulate real-world challenges. This ecosystem is designed to engage users through gamification while fostering knowledge acquisition and social interaction to the platform not only entertains but also empowers its users to tackle real-world challenges through virtual simulations and collaborative problem-solving.

As seen in the image below, the Futuverse™ is an interconnected platform that integrates various aspects of gamification, gameplay, education, and community. Futuverse™ aims to create a holistic and immersive experience for users, emphasizing the importance of engagement, motivation, realistic simulations, and interactive learning.

Futuverse’s patent-pending gameplay is a blend of exploration, simulation, strategy, and collaboration, all underpinned by a strong educational foundation. It provides an engaging and meaningful experience that goes beyond entertainment, allowing users to learn and contribute to a collective effort towards a sustainable future. By participating in Futuverse, users become part of a dynamic community that simulates and solves real-world problems, making the platform a valuable tool for education and innovation.

The different worlds and gameplay activities will be formed in different stages of development.

Core Gameplay Elements

1. Gamification: Enhancing Engagement and Motivation

Increase engagement, motivate participation, drive behavior change towards sustainability and collaboration.

Points (earned through tasks, missions, challenges), Crafting (Creating and enhancing tools, equipment, and resources), Skills (Developing and honing abilities relevant to various roles and missions), Badges (awarded for achievements and milestones), Leaderboards (display top performers, fostering a competitive spirit), Challenges (regular and special challenges with rewards).

The rewards are created in the form of Power Units (PU), blueprints, crafting materials, reputation points and certifications that contribute to the player progression.

Gameplay actions from login to logout include:

  1. Logging into the game
  2. Starting or continuing a game session: If starting a new game, the player must complete a non-skippable tutorial mission.
  3. Continuing gameplay: Activities include receiving daily rewards, participating in Team (Brigade) activities, missions, building, opening loot boxes/chests, managing collectibles and consumables, and learning to earn certifications.
  4. Logging off from the game

2. Exploration and Simulation: Diverse and Immersive Experiences

The Futuverse™ offers highly detailed digital twins of extreme environments, such as Mars, the Moon, floating ocean cities, and desert regions. These environments are crafted using advanced graphics and scientifically accurate simulations to provide players with a realistic understanding of the challenges and opportunities of living in these environments. Players can explore these worlds through Virtual Reality, PC workstations, or direct access on the web, all realized in full 3D so they experience a realistic understanding of the challenges and opportunities of living in these environments and devise strategies to overcome these obstacles.

Creating a human settlement from scratch requires generating everything from energy to materials to supply chains. The Futuverse defines a Power Unit™ (PU) as the unit of energy required per person to exist in the environment. Each extreme environment has different resources and hazards, resulting in varying daily consumption of Power Units. Each extreme environment has different resources and hazards, so each world inside the Futuverse™ has a different monthly consumption of Power Units. Here are the requirements of PU per month in each of the Futuverse worlds (“Minimum World PU Requirement”). PU can be earned through various in-game activities, including missions, daily rewards, resource management, and marketplace participation.

The Futuverse™ uses scientifically accurate simulations to immerse players in the complexities of life in extreme conditions. Players must manage environmental hazards, such as radiation and limited resources, while developing sustainable living strategies. The decisions made by players directly impact the sustainability and success of their virtual communities. For example, on Mars, players must shield habitats from electromagnetic storms and manage resources like food, water, and oxygen to ensure survival.

To produce various items and ensure survival, players consume different resources. Here is a summary of the key resources:

NAME REQUIRES COMES FROM USED FOR
Power Units Futuros Mission rewards; Daily prizes; Loot; Marketplace Consumed by player; Trading
Food Power Units Buildings; NFT items; Marketplace Consumed by player; Trading
Oxygen Power Units Daily prizes; Buildings; NFT items; Marketplace Consumed by player; Trading
Water Power Units Daily prizes; Buildings; NFT items; Marketplace Consumed by player; Trading
Minerals Power Units Mission rewards; Loot; Exploration of terrain; Marketplace Construction of buildings and items; Trading
Fuel Power Units Mission rewards; Loot; Exploration of terrain; building of Infrastructure; Refining processes, Marketplace Consumed by player; Construction of buildings and items; Trading
Medical Supplies Power Units Mission rewards; Loot; Marketplace Consumed by player; Trading
Electronic Parts Power Units Mission rewards; Loot; Exploration of terrain; Marketplace Construction of buildings and items; Trading
Advanced Materials Power Units Mission rewards; Loot; Exploration of terrain; Marketplace Construction of buildings and items; Trading
Research Data Power Units Missions; Experiments, Skills Construction of items; Brigade building
Blueprints Power Units Mission rewards; Marketplace Construction of items; Trading

Exploring extreme environments presents a range of significant hazards. These dangers require appropriate protective measures for explorers and their equipment, including habitats and communication systems. Some common environmental hazards include:

  • Electromagnetic Storms: Solar winds or electromagnetic storms can destroy unprotected biological tissue and disrupt radio communications. Protective measures include shielding infrastructure with metal walls or burying them beneath a thick layer of regolith.
  • Fire: Fires in enclosed spaces like habitats or vehicles can rapidly consume oxygen and transform breathable air into toxic fumes. Containment and sealing off affected areas are critical for safety.
  • Dust Storms: Dust storms can reduce visibility, damage equipment, and impede solar energy collection. Shielding and robust engineering designs can mitigate these effects.
  • Radiation Exposure: Continuous monitoring and the use of radiation-proof habitats and clothing are essential to protect against cosmic rays and unshielded nuclear reactors.
  • Pressure Variations: Maintaining structural integrity of habitats is crucial to prevent catastrophic depressurization. Systems must also prevent dangerous overpressurization.
  • Oxygen Deprivation: Quick solutions like moving to a hermetically sealed environment or utilizing emergency oxygen supplies are necessary in cases of structural damage or equipment failure.
  • Temperature Extremes: Managing extreme heat or cold is essential, particularly on planets like Mars or in space. Insulation, climate control systems, and protective clothing are vital.
  • Toxic Atmospheres: Some environments may have atmospheres that are not breathable or contain toxic gases. Continuous air quality monitoring and filtration systems are required.
  • Microgravity Effects: In space or on low-gravity planets, players must adapt to the challenges of microgravity, such as muscle atrophy and fluid redistribution. Specialized exercise equipment and habitats are needed.



The simulation features various types of buildings essential for survival and development:

  • Living Quarters: Connected with Power Stations and Oxygen Generators, providing a safe living space with backup generators.
  • Communal Areas: Spaces for social interactions, community building, trade, and daily life.
  • Airlocks: Small hermetic rooms ensuring safe entry and exit from facilities without losing air.
  • Hazard Labs: Specialized science facilities for conducting experiments and warning about environmental hazards.
  • Corridors: Hermetic spaces providing communication and movement between buildings.
  • Communication Stations: Ensure radio communication with other colonies and Earth.
  • Laboratories: Research artifacts and other scientific tasks.
  • Power Stations: Produce electricity using nuclear reactors or solar panels.
  • Oxygen Generators: Create oxygen for humans, plants, and animals.
  • Warehouses/Storages: General-purpose buildings for storing resources and producing food.
  • Underground Facilities: Provide protection against environmental effects.
  • Workshops: Create and repair machines, vehicles, and AI-controlled robots.
  • Vaults: Protect the most valuable assets.
  • Farming Facilities: Produce food through greenhouses, hydroponics, animals, microalgae, or cellular meat.
  • Manufacturing Facilities: Essential for creating materials and products for long-term feasibility.
  • Schools and Universities: Critical for education and training in extreme environments.
  • Space Ports: Facilitate travel between Futuverse worlds.
  • Medical Centers: Provide healthcare services, including emergency treatment, surgery, and disease prevention.
  • Recycling Centers: Facilities for processing waste materials into reusable resources.
  • Energy Storage Facilities: Store surplus energy generated by renewable sources for later use.

Inside a Futuverse world, traveling can be conducted on foot for shorter distances or with specialized, hermetic vehicles for longer distances. To simulate the revealing of unknown spaces, the “Fog of the Unknown” feature is introduced (in other systems is also called Fog of war). This feature covers unexplored terrain, which is revealed as players explore.

Traveling between worlds requires significant energy, so only users with large amounts of Power Units (PU) can travel. Mars, being the most complex environment requiring the largest amount of Power Units, offers pioneers higher opportunities to travel to future worlds and enjoy the wealth of being a pioneer in new virtual worlds as they will have higher opportunities to travel to future worlds.

3. Community Dynamics: Building a Collaborative Society

The Futuverse™ fosters a rich and engaging community dynamic, essential for building a collaborative society. This section delves into the various aspects that promote community involvement, governance, social interactions, and the importance of team-based missions.

The user structure within the Futuverse is divided into three types of memberships, each with different privileges and levels of participation:

  • Citizens: Users with the most privileges, including ownership of virtual real estate and governance participation.
  • Explorers: Users who engage deeply with the platform and can create teams (Brigades) and digital content for the community.
  • Tourists: Casual users who explore and learn but do not participate in governance or ownership.

Competition through Collaboration is critical for innovation, especially in extreme environments. Futuverse aims to be a simulation at a large scale of potential social conflict and unrest that we may experience in the near future. The need for Power Units (PU) to survive, or thrive, and the harsh conditions that demand a high usage of PU will simulate how large amounts of individuals and groups behave under such high-pressure conditions. As living in Extreme Environments is extremely dangerous, players need to cooperate to survive, and they organize themselves around teams, called Brigades.

Strategic planning and collaboration are crucial elements of the Futuverse gameplay. Missions and tasks require players to think critically, make tactical decisions, and work together to achieve common goals. This not only challenges the players but also fosters a sense of community and teamwork. Additionally, users must work together to complete objectives, build self-sufficient settlements, and overcome challenges. This collaborative approach is integral to the survival and success of communities in extreme environments.

The game includes elements that mimic social dynamics, such as governance, decision-making, and conflict resolution, providing players with a deeper understanding of societal structures. The ecosystem also provides events, competitions, and social gatherings for users to connect, collaborate, and form teams.

In Futuverse, governance is directly managed by community involvement. Through community voting, user actively participate in decision-making processes. Additionally, players help develop community rules and regulations, creating a regulated environment where roles and governance power are aligned with their membership status. This active participation allows users to significantly shape the direction and evolution of Futuverse, ensuring it reflects the community’s preferences and ideals.

Brigades are a fundamental feature of the Futuverse simulation, serving as social organizations that group players into teams of 1 to 10 individuals. To raise a new Brigade, a player needs an Ecosystem ID, which allows them to start a team, choose a Brigade name, logo, color, and a short description. All users that are Citizens or Explorers have an ID so they could start a Brigade if they chose to do so, or they can join a Brigade founded by someone else. The player who raises the Brigade begins as its Founder and has the authority to manage the team.

Brigade Formation and Structure:

While it is not necessary for a Brigade to have more than one member, the economics of the rewards and mission complexity encourage to form teams. If a Brigade has more than one user, an internal structure is allowed. and Each Brigade has a hierarchy of ranks with specific roles and responsibilities:

  • Founder: The player who creates the Brigade, with full authority to manage it, including inviting new members, promoting or demoting ranks, and assigning missions. Founders can also set taxes for Brigade members and send messages to the entire Brigade.
  • Strategist: A critical member for planning and tactics. Earns a portion of Brigade PU rewards, lower than the Founder. Strategists participate in voting for the promotion of Coordinators and Technicians but cannot participate in voting to promote another Strategist.
  • Coordinator: Earns a portion of Brigade PU rewards, lower than the Strategist. The Coordinator/s participate in voting for the promotion process of Technicians but cannot participate in voting to promote another Coordinator.
  • Technician: The lowest rank, earning the least amount of Brigade PU rewards.

Members of a Brigade can move to another Brigade once a month, allowing for flexibility and reorganization as needed. A player can leave voluntarily, which encourages leadership from the Founder to guarantee that members see value in staying as part of the Brigade. Additionally, a player can be kicked from a Brigade by a majority vote of members of higher rank. Finding a new Brigade is facilitated by a Brigade roster, which allows all Brigades that need specialty members to announce themselves. A player that leaves a Brigade keeps all the Brigade’s benefits for seven days, but if during this period the player has not joined a new Brigade, the player will lose the benefits granted by their former Brigade. The skills and education of the players will be critical to join and attract valuable Brigades.

Brigade Founders can impose taxes on members, which are distributed among higher-ranking members. The Founder also needs to pay taxes to the ecosystem to keep the Brigade active, incentivizing successful leadership. These PU taxes fund Brigade buildings and other collective resources. The taxes are gathered in two ways:

  • From all income of Brigade members (from 1 to 10%).
  • Part of the Brigade mission rewards (from 5 to 25%).

Brigade Competition and Rewards

Brigades compete against each other and AI to earn rewards, primarily in the form of Power Units (PU). The best-performing Brigades receive significant rewards, while lower-ranked Brigades earn less. Only the top 5 Brigades in each batch (maximum of 10 Brigades) receive substantial rewards, with the top position’s prize being enough to sustain a Brigade of ten members for several months.

The distribution of Brigade PU rewards is also based on the type of membership of a player, which can be a Citizen, Explorer, or Tourist. As a general comparison, if the three members have the same role in the same Brigade, a Citizen earns twice the PU of a Tourist, and an Explorer earns 1.5 times the PU of a Tourist. In summary, the rewards distributed to a player from team-oriented missions vary depending on their membership, their role, and the taxes that the Founder of their Brigade imposes on its members.

Brigade Building and Resource Management

In the early stages of gameplay, Brigades focus on constructing buildings, a profitable activity for all Brigades. Initially, the differences in rewards are less pronounced as the infrastructure of the settlement is established. However, after approximately two years, building productivity stops, and Brigades must shift their focus to more competitive missions among them as the primary source of PUs. This shift encourages ongoing engagement and adaptation to changing gameplay dynamics.

Regular events and competitions are integral to the Futuverse community, promoting engagement and fostering a sense of achievement. The events are diverse and range from Scientific challenges, engineering competitions, and creative design contests encourage players to apply their skills and knowledge in innovative ways.

Additionally, the platform hosts regular events and competitions that challenge players to apply their skills and knowledge in new and exciting ways. These events range from scientific challenges to engineering competitions and creative design contests. Moreover, players compete for top spots on leaderboards, earning rewards and recognition. This competitive aspect adds excitement and motivation, driving continuous improvement and engagement.

4. Missions

Missions are at the core of Futuverse gameplay, providing players with structured tasks and goals that drive engagement, learning, and collaboration. The missions are designed to reflect real-world challenges, requiring strategic thinking, teamwork, and problem-solving skills.

Missions in Futuverse are categorized into solo and team-based activities, each offering unique challenges and rewards.

  • Solo Missions: Individual players undertake tasks that contribute to their personal progress and skill development. These missions often focus on exploration, resource gathering, and completing specific objectives.
  • Team Missions: Players form teams or Brigades to tackle more complex missions that require coordination and collaboration. Team missions are essential for larger-scale projects and competitive events within the Futuverse.

Missions in the Futuverse™ are dynamic and evolving, with new challenges introduced regularly based on community feedback and real-world scientific advancements. This ensures that gameplay remains engaging and relevant, encouraging players to continuously adapt and refine their strategies.

  • Daily Missions (Modular Power Missions – MPP): These are short, solo tasks that players complete to earn Power Units (PU). Daily missions are designed to be quick and accessible, providing players with regular rewards and engagement opportunities.
  • Weekly Missions (Multiplayer Power Strategies – MPS): Team-based missions that require collaboration and strategy. Brigades compete against each other in various activities, such as trivia, e-sports, and escape rooms. Weekly missions are a primary source of PUs once building productivity stops.
  • Monthly Missions (Management Power Networks – MPN): Large-scale, late-game collaborative missions commissioned by third-party vendors like NASA. These missions involve complex problem-solving and resource management, with high-stakes rewards.
  • Anytime Missions (Major Power Undertakings – MPU): dynamic interactions within the community where brigades or individual players can be challenged or hired to perform specific tasks. These activities These activities introduce a flexible, on-demand style of play that enhances strategic economic decisions and community interaction.

Missions are framed within the Futuverse narrative, often involving NPCs (Non-Player Characters controlled by AI) who provide background and objectives. This helps integrate the missions into the broader vision of Futuverse, making the experience more immersive and engaging.

Missions are presented to players with clear objectives and context, enhancing the immersive experience.
  • Context Information: Missions are framed within the Futuverse narrative, often involving NPCs provide context, background information, objectives, and interact with players to enhance the immersive experience of the game.
  • Primary and Secondary Goals: Each mission has critical primary goals that must be achieved for success, alongside optional secondary goals that offer additional rewards.
  • Rewards and Penalties: Completing primary goals earns significant rewards, while failing to do so results in mission failure. Secondary goals provide extra incentives without heavily influencing the mission’s overall success.

The tutorial mission is designed to familiarize new players with game controls, Heads-Up Displays (HUD), and mission mechanics. This initial mission guides players through essential gameplay elements, including:

  1. Basic game controls.
  2. Preparing for the game session (creating a player avatar and crypto wallet, with an explanation of how the wallet works).
  3. Managing environmental hazards.
  4. Understanding the role and purpose of Brigades, with players auto-assigned to a training AI Brigade.
  5. Earning and using Power Units.
  6. Collecting and utilizing resources.
  7. Opening and managing loot boxes and chests.
  8. Using and managing player abilities.
  9. Completing game missions.
  10. Managing the Game Store.
  11. Understanding the role of the player’s Central Hub and Headquarters (HQ).
  12. Learning about skills and progression.

By focusing on these aspects, Futuverse aims to create a comprehensive and engaging mission system that not only entertains but also educates and inspires players to think critically about the future of humanity and our planet.

5. Roles and Skills Development

Players can choose from a variety of roles such as scientist, engineer, farmer, AI controller, and more. Each role comes with specific responsibilities and skill requirements, allowing players to specialize and contribute uniquely to their community. Additionally, Roles can change based on missions and user interests.

Players develop and enhance their skills through practice, training missions, and educational content integrated into the gameplay, which creates an Experience Path. This progression unlocks new abilities and opportunities, enabling players to take on more complex and rewarding tasks.

Abilities are special statistics that can be increased during the gameplay by allocating gained experience onto desired slots. The Experience Path gives players the freedom to develop any build they want, not bound to traditional player “classes.” Each path leads to different solutions, offering unique bonuses such as increased PU earnings or quicker movement. Players allocate gained experience onto desired slots (“dots” in the image below) to increase special statistics, such as +2% to PU earning or 1% quicker movement. Ability pointsDevelopment of the Abilities
In Futuverse, skills play a crucial role in shaping the capabilities and development of players. Skills are earned in the game, while others can be acquired using Power Units (PU). The skills are essential for advancing in various roles and missions. The skill system is designed to encourage continuous learning and specialization, allowing players to tailor their abilities to their preferred gameplay style and objectives. Skills are organized into tiers, and players must acquire tier 1 skills before progressing to tier 2 skills within the same specialization. Skills cannot be sold back, and there are no limitations on the number of skills a player can possess. This system encourages players to invest in their development and explore different specializations. Summary of Skills and their Tiers
  1. Pioneers


    Pioneers are trailblazers who excel in exploration, survival, and resource management. They are the backbone of the initial stages of the human settlement and expansion in extreme environments. Pioneers can find more resources during their explorations.
    • Voyager (Tier 1): Increases resource discovery rate by 5%. “As a Voyager, you have a keen eye for finding hidden resources. Educational modules on geology and environmental science enhance your skills.”
    • Pathfinder (Tier 2): Increases resource discovery rate by 10%. “Pathfinders are adept at navigating and discovering valuable resources helping your team to have what it needs to thrive. Advanced training in resource management and exploration techniques further boosts your capabilities.”
    • Overcomer (Tier 1): Reduces Power Unit (PU) consumption by 5%. “Overcomers efficiently manage their energy resources, reducing consumption of required energy to survive. Courses on sustainable energy use and emergency preparedness improve your resilience.”
    • Sustainer (Tier 2): Reduces PU consumption by 10%. “As a Sustainer, your advanced energy management skills reduce energy consumption ensuring long-term survival. Specialized training in renewable energy systems and resource conservation supports your efforts.”
  2. Technologists


    Technologists are innovators and builders who focus on technological advancements and crafting. They drive the development of new technologies and infrastructure necessary for thriving in extreme environments.
    • Originator (Tier 1): Increases crafting efficiency by 5%. “Originators use their creativity to improve crafting processes, making better use of available resources. Courses in engineering and design principles support your innovation.”
    • Inventor (Tier 2): Increases crafting efficiency by 10%. “As an Inventor, your advanced skills enhance crafting efficiency, allowing for the creation of high-quality tools and equipment. Specialized workshops and hands-on projects in technology and engineering fuel your progress.”
    • Planner (Tier 1): Increases acquisition rate of higher-tier NFTs by 5%. “Planners have a knack for acquiring advanced technology, providing better access to top-tier innovations. Training in cutting-edge technological trends enhances your expertise, directly impacting the quality of tools and resources available to your Brigade, improving overall mission success rates.”
    • Engineer (Tier 2): Increases acquisition rate of higher-tier NFTs by 10%. “As an Engineer, your superior ability secures top-tier technology, providing an edge. Advanced studies in architecture, engineering, and sustainable design bolster your capabilities.”
  3. Guardians


    Guardians are protectors and strategists who focus on security, defense, and community welfare. They ensure the safety and stability of their settlements and manage the social dynamics within the Futuverse.
    • Defender (Tier 1): Increases Brigade safety measures by 5%. “Defenders are the shield of their communities. Your efforts increase community safety measures protecting your team against various hazards. Training in safety protocols and emergency management prepares you for any challenge.”
    • Protector (Tier 2): Increases Brigade safety measures by 10%. “As a Protector, you ensure the safety and stability of your settlement. Your Brigade community safety measures are increased providing advanced protection. Certification in advanced defensive strategies and technologies bolsters your effectiveness.”
    • Facilitator (Tier 1): Improves teamwork time performance during Brigade Missions by 5%. “Facilitators enhance teamwork and collaboration within Brigades, reducing mission completion time and increasing the success rate of team objectives. Courses on team dynamics and project management improve your leadership skills.”
    • Tactician (Tier 2): Improves teamwork time performance during Brigade Missions by 10%. “As a Tactician, you excel in team management, improving collaboration by 10%. Advanced training in strategic planning and conflict resolution underpins your role.”
  4. Idealists


    Idealists are thinkers and leaders who focus on governance, education, and long-term strategy. They play a crucial role in shaping the future direction of their communities and the Futuverse as a whole.
    • Scholar (Tier 1): Increases learning and skill acquisition speed by 5%. “Scholars are dedicated to the pursuit of knowledge, facilitating faster educational progress. Access to extensive learning resources and academic mentorship drives your development.”
    • Sage (Tier 2): Increases learning and skill acquisition speed by 10%. “As a Sage, your wisdom enhances learning and skill acquisition speed making you a cornerstone of your community’s intellectual growth. Recognition for completing advanced certification programs in various fields underlines your expertise.”
    • Leader (Tier 1): Increases efficiency of community projects and players’ Brigade by 5%. “Leaders improve governance and decision-making efficiency, enhancing resource allocation and project management, leading to quicker and more successful community initiatives. Training in leadership and organizational management supports your role in community building.”
    • Visionary (Tier 2): Increases efficiency of community projects and players’ Brigade by 10%. “As a Visionary, your superior leadership abilities enhance governance efficiency, significantly boosting the effectiveness of large-scale projects and strategic planning in your Brigade. Advanced studies in public policy, sociology, and strategic leadership enhance your impact.”
  5. Medics


    Medics focus on health and safety, providing essential support during missions and managing health-related resources.
    • Healer (Tier 1): Reduces injury recovery time by 5%. “Healers improve the effectiveness of medical supplies. Training in basic medical procedures and emergency care supports your role.”
    • Doctor (Tier 2): Reduces injury recovery time by 10%. “As a Doctor, your advanced skills enhance medical supply effectiveness by 10%. Certification in advanced medical techniques and remote medicine enhances your capabilities.”
    • Rescuer (Tier 1): Increases effectiveness in Brigade emergency response operations by 5%. “Rescuers enhance your Brigade’s ability to respond to emergencies, reducing downtime and improving overall mission readiness. Courses on trauma care and rapid response improve your effectiveness.”
    • Biotechnologist (Tier 2): Increases effectiveness in Brigade emergency response operations by 10%. “As a Biotechnologist, your expertise reduces recovery time in your Brigade operations and ensures rapid recovery and enhanced medical support during critical missions, improving overall Brigade resilience. Advanced training in biology and related subjects supports your role.”
  6. Communicators


    Communicators specialize in maintaining morale, managing social interactions, and facilitating communication within and between Brigades.
    • Diplomat (Tier 1): Improves negotiation success inside the Brigade during MPU Missions by 5%. “Diplomats enhance team morale and resolve internal conflicts. Training in conflict resolution and negotiation supports your role in maintaining social harmony.”
    • Ambassador (Tier 2): Improves negotiation success inside the Brigade during MPU Missions by 10%. “As an Ambassador, your skills improve team negotiation performance, leading to more efficient and harmonious Brigade performance. Advanced studies in international relations and diplomacy enhance your effectiveness.”
    • Negotiator (Tier 1): Improves Brigade’s performance on all Missions related to trade deals by 5%. “Negotiators facilitate more favorable trade terms, enhancing resource acquisition and economic stability for your Brigade. Courses on economic principles and negotiation tactics support your role in resource management.”
    • Envoy (Tier 2): Improves Brigade’s performance on all Missions related to trade deals by 10%. “As an Envoy, your superior negotiation skills maximize trade benefits, ensuring your Brigade secures the best possible resources and economic advantages. Advanced training in global trade and economic strategy enhances your impact.”
  7. Investigators


    Investigators focus on research, innovation, and solving complex problems. They are vital for advancing technology and understanding environmental hazards.
    • Experimenter (Tier 1): Reduces the time needed for Solo Missions (MPP) by 5%. “Experimenters enhance data collection. Participating in data-collection activities and surveys proposed by Futuverse and third parties bolster your experience in data analytics.”
    • Academician (Tier 2): Reduces the time needed for Solo Missions (MPP) by 10%. “As an Academician, your advanced skills enhance data collection. Participating in advanced data collections activities and performing Futuverse studies related to Data analytics bolster your research capabilities.”
    • Analyst (Tier 1): Reduces the time needed for Brigade scientific missions (MPS & MPN) by 5%. “Analysts reduce the time needed for Brigade missions related to science. Courses on analytical techniques and project management improve your efficiency.”
    • Innovator (Tier 2): Reduces the time needed for Brigade scientific missions (MPS & MPN) by 10%. “As an Innovator, your expertise reduces Brigade mission time when they have a science component. Advanced training in research innovation and scientific leadership supports your role.”
  8. Artists


    Artists focus on creative expression, identity, and cultural development within the Futuverse. They enhance the aesthetic appeal and sense of community through their artistic contributions.
    • Designer (Tier 1): Increase the value of NFTs content created and events by 5%. “Designers improve the aesthetics and functionality of spaces, objects and content inside the Futuverse. Training in design fields supports your role in creating visually appealing environments.”
    • Curator (Tier 2): Increase the value of NFTs content created and events by 10%. “Curators enhance the cultural value and preservation of artifacts. Courses in history and arts studies support your role in safeguarding cultural heritage in extreme environments.”
    • Fashionista (Tier 1): Increases the recognition and appeal of the player and its Brigade in Leaderboards by 5%. “Fashionistas enhance the appeal and trade value of wearable items. Courses in sustainable fashion design and textile technology support your creativity.”
    • Influencer (Tier 2): Increases the recognition and appeal of the player and its Brigade in Leaderboards by 10%. “As an Influencer, your expertise significantly boosts the recognition and appeal of your Brigade in Leaderboards. Advanced training in trends, social recognition and entertainments supports your role.

Integrated Learning Modules: Players have access to integrated learning modules that teach relevant skills and knowledge. These modules are directly applicable to gameplay activities, enhancing the educational value of the game.

  • STEM Focus: The educational content covers science, technology, engineering, and mathematics (STEM) topics, ensuring players gain practical knowledge in these areas. This is achieved through interactive tutorials, educational missions, and informational content.
  • Social Sciences and Social Conflict: In addition to STEM, Futuverse places a strong emphasis on social sciences and the dynamics of social conflict. Given the simulation’s ability to mimic large-scale social interactions, players can learn about sociology, psychology, conflict resolution, and governance. These modules help players understand the complexities of human behavior, social structures, and the factors that lead to conflict and cooperation in extreme environments.

Additionally, the platform environment serves as a platform for A/B testing and research, allowing users to contribute to real-world scientific and social experiments. This enhances the educational value of the gameplay, providing practical applications for learned concepts.

Certifications: Formal training by peers or third-party educational organizations related to extreme environments, sustainability, survival, space fields, and social sciences will provide PU rewards. These certifications add a layer of credibility and real-world applicability to the skills acquired in the Futuverse Ecosystem.

  • Certification Programs: Players can enroll in certification programs that offer in-depth training on specific topics. Completing these programs awards certificates that recognize the player’s expertise and contribute to their in-game reputation and capabilities.

Players develop and enhance their skills through practice, training missions, and educational content integrated into the gameplay. This progression unlocks new abilities and opportunities, enabling players to take on more complex and rewarding tasks.

  • Experience Path: The Experience Path gives players the freedom to develop any build they want, not bound to traditional player “classes.” Each path leads to different solutions, offering unique bonuses such as increased PU earnings or quicker movement.
  • Ability Points: Abilities are special statistics that can be increased during gameplay by allocating gained experience onto desired slots. Players can increase their special statistics, such as +2% to PU earning or 1% quicker movement.

Futuverse includes various achievements that players can earn, providing additional rewards and recognition for their accomplishments.

TITLE CONDITION TO GET REWARD NOTES
Seeker Complete 1 mission 1 PU Initial achievement to encourage mission participation
Navigator Complete 10 missions 15 PU Promotes continued engagement in missions
Discoverer Complete 50 missions 10 Futuro Significant milestone for dedicated players
Resourceful Earn 10 Futuro 5 PU Encourages economic activities within the game
Affluent Earn 50 Futuro 45 PU Higher reward for substantial economic participation
Magnate Earn 100 Futuro 90 PU Prestigious achievement for top earners
Knowledgeable Achieve any Skill at tier 1 1 Futuro Recognizes initial skill development
Proficient Achieve any Skill at tier 2 2 Futuro Rewards continued skill progression
Expert Achieve all Skills from one specialization 5 Futuro Encourages deep specialization
Polymath Achieve all Skills from all specializations 10 Futuro Honors versatility and comprehensive skill development
Builder Finish 1 building 5 PU First step in construction activities
Architect Finish 5 buildings 30 PU Rewards significant contributions to infrastructure
Creator Create content for the community 40 PU Rewards significant contributions to valuable content
Artist Create highly rated content by the community 70 PU Rewards creativity and engagement
Founder Establish Brigade 50 PU One-time career reward for founding a Brigade
Technician Join a Brigade 5 PU One-time reward for joining a community
Coordinator Obtain Coordinator rank within the Brigade 10 PU Encourages leadership and responsibility within Brigades
Strategist Obtain Strategist rank within the Brigade 25 PU High-level achievement for top Brigade leaders
Survivor Achieve survival for 100 days in extreme environments 10 PU Recognizes resilience in survival
Innovator Develop a new survival strategy or technology 20 PU Encourages innovative thinking
Researcher Complete 10 scientific missions 10 PU Promotes scientific exploration
Scientist Contribute to a major in-game scientific discovery 50 PU Significant contribution to scientific progress
Community Leader Host or participate in 10 community events 15 PU Encourages community engagement
Governance Participant Vote in 5 community governance decisions 10 PU Promotes active participation in governance
Radiation Survivor Endure and overcome a severe radiation event 10 PU Recognizes overcoming environmental challenges
Storm Chaser Successfully navigate through 5 dust storms 10 PU Encourages adaptability to environmental hazards
Scholar Complete 5 educational modules 2 Futuro Encourages learning
Mentor Teach or assist 5 new players 1 Futuro Rewards contributions to player education

Note: These samples are specific to the first Futuverse™ world: Onteco™ Mars. Each world within the Futuverse™ will have a proportional distribution of Power Units (PU) based on its Minimum World PU Requirement. The rewards associated with the medals are subject to change.

Given the importance of education in the Futuverse, formal trainings by other peers or third-party educational organizations related to extreme environments, sustainability, survival, and space fields will provide PU rewards. These certifications add a layer of credibility and real-world applicability to the skills acquired in the Futuverse Ecosystem.

6. Rewards, Incentives, and Resources

Rewards in Futuverse are designed to incentivize participation, collaboration, and skill development. Players earn various rewards based on their performance in missions and objectives.
  • Power Units (PU): The primary in-game currency, earned through completing missions, daily prizes, and trading.
  • Futuro Tokens: Digital fungible tokens that facilitate broader economic activities within the ecosystem. Players earn Futuro Tokens through, staking, and other activities. Users can also convert any surplus of PU to Futuros.
  • Loot and Resources: Players gather resources like food, oxygen, minerals, electronic parts, and advanced materials during missions. These resources are essential for survival, building, and crafting.
  • Blueprints: Obtained as mission rewards or loot, blueprints are used to construct items and buildings, adding depth to the crafting system.
  • NFT Items: Collectibles and consumables that players can trade or use for specific boosts within the game.
  • Certifications: certifications are a critical aspect of the rewards in the Gameplay as the are linked to the skills and also they provide validation of knowledge for real-world applications.
Each player has a diversity of opportunities to earn and accumulate digital wealth inside the Futuverse Ecosystem:
  • Earnings and Surplus: Any surplus PUs (earned minus the “Minimum World PU Requirement”) at the end of each month will carry over, enhancing the player’s lifestyle within the digital world.
  • Mission Participation: Daily involvement in all MPPs ensures that all players can meet their monthly PU needs, regardless of their Brigade’s performance in competitive missions. This supports solo players who positively contribute to the community while encouraging teamwork and competition through Brigades.
  • Specialization and Opportunities: Earning specialized certificates through the Futuverse Training center opens doors to more competitive Brigades seeking specific skills. With a cap of 10 members per Brigade, strategic team composition and skill diversity are essential for maximizing success and rewards. As the highest rewards in the Futuverse are associated with the group competitions, such as MPS and MPN Mission, education becomes a critical aspect to accumulate PU (and their related Futuros) in the ecosystem.
Futuverse economy proposes an incentive mechanism to favor the development of the Community. To promote the formation of Brigades, token staking is available for members of Brigades only. Through this mechanism, users deposit Futuros to freeze their use and, in return, receive interest rates. Offering this is beneficial for Futuros to be stable and for planning the remuneration rates to be set in advance with specific amounts and deadlines. The fund generated from these transactions will be used for multiple purposes, including:
  • Common Fund (Treasury): The use of this fund is subject to player’s vote and can be used for multiple purposes.
  • Allocation to Treasury and Players: Part of the percentage is allocated to the Treasury and another percentage to players.
  • Burning: Part of the percentage is removed from circulation (burned), economically appreciating Futuro.

In Futuverse, maintaining a sufficient level of Power Units (PUs) is crucial for sustaining your virtual existence. Each world has a “Minimum World PU Requirement” that players must meet for full functionality.

Players earn Power Units (PUs) through various in-game and out-game activities and can accumulate surplus PUs for future needs. If a player’s accumulated PUs fall below this threshold, their avatar will get into a “hibernation,” temporarily losing access to the full advantages of ecosystem. However, resuscitation with full access is possible through various means, allowing players to regain their place in the game. Additionally, players do not lose their digital assets upon the “hibernation” of their avatars and can use these assets to facilitate their resuscitation.

When a player’s accumulated PUs fall below the required threshold, their avatar enters a “Hibernation” state. In this state, players retain basic interaction with the environment but with limited functionality. Players can still participate in certain activities and interact with their surroundings, but advanced features and full gameplay capabilities are restricted. Players will receive ample warnings when their PU levels are approaching the critical threshold. This gives them time to replenish resources and avoid entering the low power state.

Below is a detailed breakdown of the resuscitation process and alternatives to regain access to the complete Futuverse Ecosystem:

To regain full functionality and exit the hibernation state, players must acquire enough Power Units to meet 1.1 times the “Minimum World PU Requirement.” This can be done through several methods:

  1. Trading: Trading skills, NFTs, or other digital assets with other players in the Marketplace to earn Power Units.
  2. Marketplace Purchase: Using Futuros to buy the necessary Power Units from the marketplace.
  3. Community Support Programs: Players can request help from their Brigade, with Brigades pooling resources to help resuscitate a fallen member, fostering teamwork and community support. Additionally, a community fund can be established where players donate excess PUs, and players in need can apply for assistance from this fund.
  4. Quest for Resuscitation: Special missions or quests specifically designed for avatars who have hibernated can be introduced. These missions could be challenging but offer a way to earn the required PUs without monetary expenditure. Periodic events that allow players to participate and earn enough PUs to revive their avatars can also be community-driven or tied to in-game lore.
  5. Knowledge-Based Challenges: Players can complete knowledge-based challenges or mini-games that reward them with PUs. These challenges will vary in difficulty and type, catering to different player strengths. Futuverse ’s Edutainment Quizzes also reward players with PUs upon successful completion.
  6. Time-Based Recovery: Players can receive small amounts of PUs daily for logging in and participating in regular activities. Over time, these bonuses can accumulate to meet the resuscitation requirement. Through gameplay, players can earn tokens that can be redeemed after a cooldown period to revive their avatars.
  7. Social Contributions: Players can contribute to community projects or assist other players with tasks to earn PUs. This includes mentoring new players, participating in community events, or contributing to communal goals. Volunteer programs where players can offer their time or skills to help others in exchange for PUs is another option.
  8. In-Game Advertisements: Players can watch in-game advertisements, participate in sponsored events, and complete third-party surveys to earn PUs. While this is a totally optional feature for those that do not want to engage with ads, opting in for these ads provides additional PU.
  9. Achievements and Milestones: Players can earn emergency Resuscitation PUs when completing certain in-game achievements or reaching milestones.
  10. Futuverse Learning Certifications: Learning certifications in the Futuverse that do not require direct access to the 3D environment will be associated with Power Units that can be used to access the Ecosystem if needed or be used as considered by the player.

All new users are provided with free Power Units to familiarize themselves with the ecosystem without the need to spend any Futuros or fiat currency.

To further enhance engagement, Futuverse offers a system of daily loyalty prizes and the Season Pass, also called Futuverse Pass:
  • Daily Loyalty Prizes: Registered users receive daily prizes through a 14-day cycle as a loyalty bonus. The prizes include small amounts of in-game currency (PU) and random NFT items of different grades. Players must log in consecutively to progress through the prize tiers; missing a day resets the chain.
DAILY PRIZE SEASON PASS
1 PU 1 Futuro; 1 PU
2 PU 2 Futuro; 2 PU
Random NFT item of common grade 2 x Random NFT item of common grade
3 PU 2 Futuro; 3 PU
4 PU 4 Futuro; 6 PU
Random NFT item of common grade Random NFT item of rare grade
5 PU 5 Futuro; 8 PU; 10 Oxygen
1 Futuro 7 Futuro; 10 PU; 15 Oxygen
6 PU 2 x Random NFT item of rare grade
3 Futuro 10 Futuro; 15 PU; 20 Oxygen
2 x Random NFT item of common grade Random NFT item of epic grade
10 PU 30 PU
Note: These samples are specific to the first Futuverse™ world: Onteco™ Mars. Each world within the Futuverse™ will have a proportional distribution of Power Units (PU) based on its Minimum World PU Requirement. The Season Pass (Futuverse Pass) offers players more valuable daily prizes compared to the regular daily rewards.

Futuverse Pass grants players with noticeable bonus content
Loot is a significant economic driver for players within the Futuverse, categorized into consumables and collectibles. Distribution of Loot
  • Consumables: These items can be purchased in the Game Store or obtained throughout gameplay. Consumables provide specific boosts and advantages to players, enhancing their in-game experience and performance.
  • Collectibles: Unlike consumables, collectibles cannot be consumed within the game. They are fully owned by players and can be held in their inventory or displayed as part of their digital presence. Examples of collectibles include digital clothing, digital items, and digital vehicles. Collectibles are uniquely identifiable as NFT items, with their ID markers stored on the blockchain. Players can trade collectibles back to the system or with other players via the Store. Additionally, collectibles are visible on the player’s avatar in the game.

Distribution of loot
As players explore Futuverse worlds, such as the Mars surface or a floating city on Earth, they can discover various containers with valuable contents like resources, blueprints, or items of different grades. These containers are remnants of early colonization and reconnaissance missions, which often failed and scattered these boxes across large areas.


Chests tiers and their content

Chests store resources, blueprints, and NFT items. Each chest guarantees a prize (some amount of PUs) and offers a random chance for additional bonus prizes (which can be NFT items, blueprints, or other resources). Chests are divided into tiers based on their value and the difficulty of opening them. While lower-tier chests can be opened for free, higher-tier chests require special items – Keys – to open. Note that high-tier chests may need more than one key. Keys are purchasable with Futuros.

CHEST TYPE HOW MANY KEYS TO OPEN? GUARANTEED PRIZE CHANCE (%) FOR EXTRA PRIZE EXTRA PRIZE
Common 0 3 PU 30% Random NFT item of Common grade OR 1 Random Blueprint OR 10 Units of Random resource (Food, Oxygen, Water, Minerals, Fuel, Medical Supplies, Electronic Parts, Advanced Materials, Research Data, Blueprints)
Rare 1 10 PU 50% Random NFT item of Rare grade AND 1 Random Blueprint OR 20 Units of Random resource (Food, Oxygen, Water, Minerals, Fuel, Medical Supplies, Electronic Parts, Advanced Materials, Research Data, Blueprints)
Epic 3 35 PU 70% Random NFT item of Epic grade AND 2 Random Blueprints OR 40 Units of Random resource (Food, Oxygen, Water, Minerals, Fuel, Medical Supplies, Electronic Parts, Advanced Materials, Research Data, Blueprints)
Note: These samples are specific to the first Futuverse™ world: Onteco™ Mars.

The game features a robust economy centered around the Power Unit (PU) and the digital fungible token, Futuro™. Players can earn, trade, and utilize these tokens through various in-game activities, such as completing missions and managing resources.

Players must efficiently manage resources such as energy, water, and food to ensure the survival and growth of their communities. This includes planning and executing strategies for sustainable living, balancing immediate needs with long-term sustainability.

7. Building and Crafting

The crafting system is designed to use resources and base goods to create more advanced elements. Almost all items available in the simulation are craftable, except some special/quest items and living beings (e.g., animals). Process of Crafting:
  1. Using Blueprints: To create a desired item, the player would use the right blueprint, e.g., a blueprint for a Medpack. Such a blueprint contains all the information needed for creating an item, including which resources and how many are required, and any special conditions that must be met. Blueprints can be obtained in several ways:
    • Mission rewards
    • Part of the loot (found in Chests)
    • Purchasable in the game Marketplace
  2. Collecting Resources: Once the player has a recipe, they know which resources need to be collected. Some resources are very common, while others are special and found in specific locations. This can trigger special resource missions for locating the desired resources. Players can collect resources in advance for future crafting needs. Both blueprints and resources can be sold in the game market to other players, as can the final crafted items.
    • Players have limited load capacity and need to manage their inventory. Regular visits to their HQ are necessary to store resources and continue exploring.
  3. Crafting the Item: When a player has a proper recipe and enough resources, they can start the crafting process. All resources used are consumed, and the crafted items appear in the player’s inventory. Sometimes crafting requires special conditions, like using a workbench.

    Process of crafting of item

Crafted items can be:

  • Sold to other players or NPCs
  • Given to other players or NPCs as part of quests
  • Kept for personal use, e.g., decorating their HQ
  • Used for further creations, such as assembling a set of items (like a set of clothes).

Players can create almost endless variations of items using different resources. For example, Cotton is needed to create Fabric. With Fabric and a T-shirt Blueprint, a player can create a T-shirt. By default, all crafted items are white unless specified otherwise in the recipe.

Sometimes, the mission objective is to craft a specific item, such as a carbon dioxide filter to protect colony inhabitants. Players must find the appropriate blueprint and resources, craft and install the item to complete the mission and receive rewards.

Some items are expensive to craft, requiring significant resources. In such cases, construction is possible through the joint effort of Brigade members, each donating some resources. These items benefit the entire Brigade, e.g., a surveying satellite that increases the distance at which loot containers can be spotted on the planet’s surface.

To help players understand the value of different resources, they are categorized based on rarity and quality:

  • Grey: Very common items of poor quality
  • Green: Common items of standard quality
  • Blue: Less common items of above-standard quality, with additional slots
  • Orange: Rare, highly desirable items with two additional slots
  • Red: Extremely rare, valuable items with three additional slots

To help players understand the value of different resources, they are categorized based on rarity and quality:

  • Grey: Very common items of poor quality
  • Green: Common items of standard quality
  • Blue: Less common items of above-standard quality, with additional slots
  • Orange: Rare, highly desirable items with two additional slots
  • Red: Extremely rare, valuable items with three additional slots

8. Digital Assets: Non-Fungible Tokens (NFTs)

NFTs (Non-Fungible Tokens) represent ownership of unique items within the Futuverse. These digital assets are tokenized, ensuring that each item can only have one official owner at a time, and ownership records cannot be altered. NFTs can be purchased with Futuros in the Futuverse marketplace.

Digital real estate is a significant component of the Futuverse, with digital assets such as MIRS™ providing a unique opportunity to own virtual real estate. For example, owning a MIRS grants players Citizen status in the Futuverse World where the property is located, offering various in-game benefits and privileges.

The Futuverse includes many other digital real estate, such as non-residential assets, land and critical energy production infrastructure that is accessible to the users based on their critical relevance for the community and the membership of the user.

The Ecosystem ID is an NFT that validates the player’s association with a specific Futuverse World. It also grants players Explorer Membership, allowing them to participate more fully in the ecosystem’s activities and missions.

To give players an understanding of the value of NFTs, they are categorized into three grades (tiers):
  • Common items: Low value
  • Rare items: Above standard value
  • Epic items: High value
  • Legendary loot: Introduced later with the highest value
The in-game NFTs are presented in two main modes within the game: as wearable elements visible on the avatar and on the player’s portrait. The player’s portrait is necessary for showing small items like rings or necklaces. In-game NFTs are divided into:
  • Solid items: Permanent. Only solid NFTs can be subject to trade.
  • Utility items: Temporary but can become solid items once a specific task is completed.
Determining In-game NFT Value: The value of an NFT is determined by its rarity, popularity, and durability, represented by the formula: value = (D × P × D2) / I Where: D = drop chance (%) P = popularity D2 = durability score I = Similar items available in the market at the time of calculation.

Distribution of NFTs

Examples of in-game NFT Items:
  • Oxygen Generator (Common grade): Creates 100 units of Oxygen
  • Superfood Ration (Common grade): Feeds the player for 2 days
  • Infrared Goggles (Rare grade): Allows the player to see in complete darkness
  • Set of Titanium Tools (Rare grade): Player can work 10% faster
  • Lucky Stone (Epic grade): Player has a 10% better chance to find higher-grade loot
  • Portable Computer (Epic grade): Player consumes 1 PU less per day

Players can customize their avatars with different pieces of clothing or jewelry, each marked by rarity:

  • Grey: Common items of poor quality
  • Blue: Rare items above standard quality
  • Red: Epic items with high statistics

All these items are unique NFT collectibles and are tradeable with other players.

9. User-Generated Content and Customization

Futuverse empowers users with extensive tools for creating and customizing content, enhancing their immersion and personal connection to the Futuverse worlds. The platform supports user-generated content, allowing players to shape their environment, create unique items, and contribute to the collective experience of the Futuverse community.

  1. Avatar Customization: Players can personalize their avatars with a wide range of options, including physical appearance, clothing, and accessories. This customization allows players to express their individuality and stand out within the community.
  2. Base Buildings and Infrastructure: Players can design, construct, or customize their spaces and communal areas, utilizing a variety of architectural styles and materials. This feature fosters creativity and provides a sense of ownership over their virtual environments.
  3. Item Creation: Using the crafting system, players can create unique tools, equipment, and decorative items. These creations can be used personally or traded within the Futuverse marketplace, adding economic depth and interactivity.

  1. Custom Missions and Events: Players can design and share their own missions and events, inviting others to participate in their challenges and stories through MPU Missions. This feature enriches the gameplay experience with diverse, player-driven content.
  2. Art and Media: Players can contribute to the cultural landscape of Futuverse by creating and sharing digital art, music, and literature. These contributions can be showcased in communal spaces and special events, fostering a vibrant and dynamic community.
  3. Marketplace Contributions: In addition to trading crafted items, players can create and sell unique NFTs, such as rare collectibles and custom-designed wearables. This marketplace activity supports the in-game economy and encourages entrepreneurial creativity.
  4.  

    1. Collaborative Builds: Players can work together on large-scale construction projects, such as community centers, public artworks, and infrastructure. These collaborative efforts promote teamwork and strengthen community bonds.
    2. Brigade Customization: Brigades can create their own emblems, uniforms, and bases, reflecting their identity and values. This customization enhances team spirit and fosters a sense of belonging among members.
    3. Public Events and Competitions: Futuverse hosts regular events and competitions that highlight user-generated content, such as design contests, storytelling festivals, and creative showcases. These events provide recognition and rewards for talented creators.

    By integrating robust customization options and supporting user-generated content, Futuverse ensures that players have the freedom to shape their own experiences and contribute meaningfully to the virtual world. This emphasis on creativity and personalization enriches the gameplay and fosters a dynamic, engaged community.

10. Marketplace

The Marketplace, also known as the Game Store, combines digital solutions created by Futuverse with content from users, creating a dynamic, player-driven marketplace. Here, users can exchange and sell their collectibles, whether created by the Ecosystem or the community, adding exciting opportunities for content creators. The Marketplace serves several primary purposes in the Futuverse:

  1. Introducing new items into the game economy, which adds excitement and diversity to the player experience.

Establishing a dynamic and vibrant internal trade system. Users interested in consumables or collectibles can purchase them from other players.

Allowing players to trade skills, NFTs, or other digital assets to earn Power Units (PUs) or to purchase PUs directly using Futuros.

Setting expected price ranges for new and existing collectibles based on their rarity and demand.

11. Futuverse™ Worlds and Roadmap

The Futuverse™ encompasses a variety of worlds, each meticulously designed to provide unique environments and challenges. These worlds include Mars, the Moon, floating ocean cities, desert regions, and a nuclear winter post-apocalyptic world, each offering distinct experiences and resources for players to explore and utilize.

These diverse environments require players to adapt their strategies and skills to thrive, making the Futuverse a dynamic and engaging ecosystem.

To stay updated on the latest developments and planned enhancements, players are encouraged to refer to the Futuverse Roadmap. The roadmap outlines upcoming features, expansions, and improvements, ensuring that the Futuverse remains an evolving and exciting platform.

Note: The above Gameplay is subject to change or to be amended as the Futuverse ecosystem continues being developed as per the roadmap.

Core Gameplay Elements

Creating a human settlement from scratch requires to generate everything, from energy, to materials, to supply chains. The Futuverse defines a Power Unit™ (PU) as the unit of energy required per person to exist in the environment.

Learn more about Futuverse Economics: Futuverse Economy

Each extreme environment has different resources and hazards so each world has a different daily consumption of Power Units.

The Futuverse simulation can be experiences through Virtual Reality, PC workstation or directly through direct access on the web. The environment will be realised in the full 3D environment.

The different worlds and gameplay activities will be formed in different stages of development:

Learn more about the roadmap: Roadmap

Competition through Collaboration is critical for innovation, specially on extreme environments. Futuverse is a simulation at a large scale of potential social conflict and unrest that we may experience in the near future. The need for Power Units to survive, or thrive, and the harsh conditions that demand a high usage of Power Units will simulate how large amounts of individuals and groups behave under such high-pressure conditions.

As living on Extreme Environments is extremely dangerous, players need to cooperate to survive, and they organize themselves around teams, called Brigades. The Brigade’s main goal is to win the competitions (against other Brigades or AI) to get the rewards in the form of PU.

Brigade can be set-up by the digital asset owner which can be purchased and sold at the Marketplace.

Learn more about the marketplace: Store

To produce different things in the worlds, and just to survive, users consumes the different resources.

Summary of Resources:

NAME REQUIRES COMES FROM USED FOR
       
Power Units Futuros Mission rewards; Daily prizes; Loot; Marketplace Consumed by player; Trading
Food Power Units Buildings; NFT items; Marketplace Consumed by player; Trading
Oxygen Power Units Daily prizes, Buildings; NFT items; Marketplace Consumed by player; Trading
Minerals Power Units Mission rewards; Loot; Exploration of terrain; Marketplace Construction of buildings and items; Trading
Electronic Parts Power Units Mission rewards; Loot; Exploration of terrain; Marketplace Construction of buildings and items; Trading
Advanced Materials Power Units Mission rewards; Loot; Exploration of terrain; Marketplace Construction of buildings and items; Trading
Blueprints Power Units Mission rewards; Marketplace Construction of items; Trading

Exploring extreme environments, whether on Mars, the Moon, floating ocean cities, desert regions with intense heat and scarce water, or post-nuclear war landscapes, presents a range of significant hazards. These dangers require appropriate protective measures for explorers and their equipment, including habitats and communication systems. While some hazards can be anticipated and mitigated, others may occur unexpectedly.

Below is a list of the common environmental hazards inside Futuverse.

Electromagnetic Storms: In space and on other celestial bodies, solar winds or electromagnetic storms pose a severe threat. These can often be predicted a few hours in advance with the right equipment, such as an Astro Laboratory (Hazard Lab**)**. Such storms can destroy unprotected biological tissue and severely disrupt or destroy radio communications. Protective measures include shielding vulnerable infrastructure with metal walls or burying them beneath a thick layer of regolith.

Fire: Fire is a critical danger, especially in enclosed spaces like habitats or vehicles. It can rapidly consume oxygen, transforming breathable air into toxic fumes and potentially causing explosions from pressurized containers. Small fires might be controlled with extinguishers, but large fires typically require containment, sealing off the affected area to deplete the fire of oxygen and fuel, letting it extinguish naturally.

Dust Storms: On planets with atmospheres or particulate matter, dust storms can reduce visibility, damage equipment, and impede solar energy collection. Shielding and robust engineering designs can help mitigate these effects, ensuring that key systems remain operational during such events.

Radiation Exposure: Radiation from cosmic rays or unshielded nuclear reactors is a pervasive threat in many extreme environments. Continuous monitoring and the use of radiation-proof habitats and clothing are essential to protect against this hazard.

Pressure Variations: Both overpressure and underpressure are concerns in controlled environments. Structural integrity of habitats must be ensured to prevent catastrophic depressurization, which can occur from punctures or seal failures. Conversely, systems must be in place to prevent dangerous overpressurization during malfunctions or in fire scenarios.

Oxygen Deprivation: Lack of breathable air is a deadly risk, whether in a building or a spacesuit. This could stem from structural damage, fire, accidental decompression, or equipment failure. Immediate actions include moving to a hermetically sealed environment or utilizing emergency oxygen supplies in spacesuits. Repairing breaches with quick solutions like duct tape or sharing oxygen supplies via connectors can provide temporary relief until a safe location or proper repairs can be achieved



There are different types of the buildings available in the simulation (game). Here’s the initial selection of the few initial, more will come during the game development phase, according to the actual needs.

Living Quarters: place where all citizens live (have their bed and even some personal space). Although each of such space is connected with Power Station and Oxygen Generator, to secure supplies of energy and oxygen, it have small internal generators, which can generate electricity and oxygen by an hour, if the external delivery is cut/disrupted. Each Living Quarter is also equipped with Air Lock. in the first Futuverse world, Onteco Mars, this living quarter is called MIRS

Communal Areas: Live on extreme environments requires cooperation and team building so living in those locations need to have spaces for social interactions where community building, trade and social aspects are part of the day to day life.

Airlock: it’s a small hermetic room, which is suited to safely reach out and in of the facilities without loosing of the air. If anyone want to leave the facility, or go back to it from external space, he need to go through Air Lock. The airlock are of particular importance on the Onteco Mars, Onteco Moon and Ashia.

Hazard Lab: it’s a specialised science facility. It’s used for conducting of different science experiments, and it can also warn about incoming environmental hazards.

Corridors: it can have different length and provide communication / movement of users between connected buildings. Usually it’s a hermetic space, but each end of the Corridor can be equipped with Air Lock.

Communication Stations: it’s a specialised building which secures radio communication with other Mars colonies and Earth. It consume large amounts of electrical power.

Laboratories: specialised science facility. It’s used for researching of the artifacts found in the space outside of the base, along with the focusing on the other tasks (e.g. research how to increase productivity of the plant hydro farms). Consumes large amount of electrical power.

Power Stations: facility used for production of electricity. It can use nuclear reactor to work, or solar panels which are scattered on the large area around the base.

Oxygen Generators: facility used for creation of oxygen, which is consumed by humans, plants and animals. This facility will not be needed in Thalassa Floating City and Pyrarx Desert City.

Warehouse/Storages: building of the general purpose, which is used for store of resources or as a place where plants (Plants Hydro Farm) or animals (Animals Farm) are produced, and, subsequently, food.

Underground Facilities: it’s a general purpose space, however it’s made underground, to provide better support against physically harmful effects of the outside environment.

Workshops: this building is intended for creation and repairing of different machines, like vehicles or robots controlled by AI.

Vaults: heavily armoured and well protected space, which is intended to protect the most valuable assets of the human settlement.

Farming Facilities: it provides the infrastructure to produce food, either hydroponics crop, animals, microalgue or cellular meat, depending on what world are we located.

Manufacturing Facilities: Creating materials and products in a self-cointained environment is essential for the long term feasibility of a human colony

School and Universities: Education and training for the inhabitants of extreme worlds is critical.

Space Port: Traveling among Futuverse words is a important aspect of searching and experience life in different extreme environments and a space port will be provided in each world to facilitate the transportation inside Futuverse.

Inside a Futuverse world, travelling can be conducted on foot (on shorter distances, e.g. through the exploration of the nearest surroundings of the space base) on with use of specialized, hermetic vehicles (on the longer distances, for the far exploration of the unknown lands). As to simulate the revealing of the unknown spaces we are introducing the “Fog of the Unknown” (in other systems is also called Fog of war) feature. It means that the terrain not visited yet by the user is covered on the strategic map with the thick fog. This fog disappears, and player can check the details of the specific terrain once it’s visited by the user.

While traveling among worlds is possible, it requires a lot of energy, so only users with large amounts of Power Units can travel. As Mars is the most complex environment and therefore the one that requires and generates the largest amount of Power Units, those that join the Futuverse in the first world, Onteco Mars, will have higher opportunities to travel to future words and therefore enjoy the wealth of being a pioneer in new virtual worlds.

The Brigades are a fundamental feature of the simulation as they are a social organizations, which groups the players, from 1 to 10 individuals.

To raise a new Brigade, the player needs the digital asset that allows them to start a team, choose Brigade name, logo, colour, and a short description. The player who raises the Brigade begins as its Founder. He/she can invite new Brigade members, promote them on higher ranks, demote them on lower ranks, and kick them from the Brigade. He can also accept the missions, put the taxes from Brigade members, and send messages to all Brigade members.

Founder earns some portion of Brigade taxes (see below) to his own pocket. There are also other ranks in the Brigade, as follow:

General – he earns some part of Brigade Taxes (lower than Founder).

Officer – he earns some part of Brigade Taxes (lower than General).

Private – he earns some part of Brigade Taxes (lower than Officer).

Once the player joins the Brigade, it has his “career” in the Brigade on the lowest rank (Private). By the decision of the Brigade member of higher rank (Founder, Generals, Officers) he can be promoted on the higher rank, mean Officer. Promotion on the General level (from Officer) is based on voting of other Generals and Founder (Officers cannot decide about promotion of other Officers).

Brigades competes with each other (maximum 10 Brigades in the batch) to earn the prizes form successfully completed missions. The best paid positions are only positions 1-5 are rewarded, so it means that Brigade on positions 6-10 earns very little rewards. 1 position means the prize enough to survive by Brigade of ten members by 4 months (for example in Onteco Mars as single colonist consumes 360 PU per month, such reward is set on the 14 400 PU).

However we don’t want to introduce Brigades conflicts too early. On the initial stage game Brigades are focused on raising of the buildings, as this activity is more profitable. However after 2 years productivity of buildings is stopped are more Buildings are productive by around 2 years, which means that after this period Brigades starts to compete for mission prizes, as they are the only source of PUs needed to survive.

The player can be kicked from Brigade by other Brigade members of valid rank (e.g. Officer can be kicked by Chief or General, but not by Officer or Private) or leave the Brigade at their own will, and immediately lose all Brigade benefits (e.g. bonus to earnings). Finding a new Brigade would be easy – there is a Brigade roster in the game, where all tribes announce themselves in search of new members. Players can join the desired Brigade n immediately or apply to it, and Chief accepts or rejects applications of new candidates.

We can introduce different Brigade buildings (eg. Brigade HQ, Brigade Workshop etc.) which need the joint investment of all Brigade members.

If player leaves the Brigade (by his own will or kicked by Brigade Founder) he keeps all the Brigade n benefits by next 7 days. If during this period he will join another Brigade, he immediately looses the benefits granted by his former Brigade.

Brigade Taxes

A Brigade Founder can decide about putting of taxes on all Brigade members, which are distributed equally among all of higher Brigade members (Officers and above). Taxes are gathered in two ways:

  • From all income of Brigade members (from 1 to 10%);
  • Part of the Brigade mission rewards (from 5 to 25%).

Brigade gains from taxes can be also considered as the main source of financing of the Brigade buildings. The Brigade buildings feature can be considered in future development.

Futuverse economy proposes as an incentive a mechanism of rewards to favor the development of the Community. With blockchain, it is common to have a mechanism that allows generating passive income, called Staking. To promote the formation of Brigades, staking is available for members of Brigades only.

Through this mechanism, users deposit Futuros to freeze their use and, in return, receive interest rates, similar to what happens with fixed terms in traditional banking systems. Offering this is beneficial for Futuros to be stable and for planning the remuneration rates to be set in advance with specific amounts and deadlines. In addition, this information gives the model a good reputation and soundness. A fee achieves transactions that are generated with Futuro. The fund generated from these transactions can be used for multiple purposes, some of which are discussed below:

  • Have a common fund (commonly known as Treasury) whose use is subject to player’s vote and can be used for multiple purposes.
  • Allocate part of the percentage to the Treasury and another percentage to players.
  • Allocate part of the percentage to be removed from circulation (burned). In this way, Futuro would be appreciated economically.

The purpose of the tutorial mission is to familiarise player with game controls, HUD, and missions. The tutorial will be executed through “live” simple initial mission, but with text-based pop-ups, which will highlight, step by step, such topics like (in order):

  1. Basic game controls.
  2. Preparation to the game session – creation of player avatar and crypto wallet + explanation how wallet works.
  3. Environmental hazards and how to manage them.
  4. Role and purpose of the Brigades. Player is auto-assigned to the training AI Brigade.
  5. What are PU and how to obtain them.
  6. What are resources and their purpose.
  7. What are Chests/lootboxes and how do they work.
  8. Using and managing player Abilities.
  9. Game missions.
  10. Game Store management.
  11. The role of player’s HQ.
  12. Explanation of Skills.

The missions are intended as main activity of the Brigades. They are displayed to the player in a form of text entries, and they have:

  • limited context information (e.g. NPC asks player to collect few containers of regolith and bring them to the HQ);
  • main and secondary goals (main goal: collect 3 loads of regolith; secondary goal: find the missing radio antenna in the area);
  • proposed rewards (5 PU for obtaining the main goal + 2 PU for obtaining the secondary goal).

The main goals are critical and if they are not achieved, the whole mission fails (the player is defeated). Each mission also contains some secondary objectives. They are not obligatory but fulfilling them gives the player something valuable, for example, resources. If the player does not complete the secondary goals, it does not influence the conditions of his winning or losing in the overall mission excessively. The result of the mission depends only on the main goals being completed. If a player will abort the mission or will not fulfil primary mission goals, it’s treated as a mission failure. In this case the player goes back to his HQ, to “take rest”, review again mission information and prepare himself for the next try.

1. SETTLER REWARDS. DAILY LOYALTY PRIZES & FUTUVERSE PASS

The player can play as a registered user to get Daily Prizes through a 14 days cycle, as the loyalty bonus from the game, but he can also buy “Futuverse Pass”, which gives him a lot more valuable daily prizes (see diagram below).

The player has free choice, it can play on his regular account and receive some daily rewards, but he can at any time buy a Futuverse Pass to gather more interesting stuff.

As for daily rewards we can give players small amounts of in-game money, but also random NFT items of different grades.

The regular daily prize is set as a certain amount of PUs. The player can obtain a reward from the next tier (day 2, day 3, etc.) only when he logs into the game by consecutive days. If he will break this rule (eg. will not log in on day 8), then the whole chain is going to reset, and with the next login the player receives a reward from day 1.

Also when the cycle is completed successfully (player receives all 14 rewards), he can begin a new cycle from day 1 (however we can consider daily rewards as on-time action only).

Daily Prizes:

DAILY PRIZE FUTUVERSE PASS
   
1 PU 1 FUTURO Token; 1 PU
2 PU 2 FUTURO Token; 2 PU
Random NFT item of common grade 2 x Random NFT item of common grade
3 PU 2 FUTURO Token; 3 PU
4 PU 4 FUTURO Token; 6 PU
Random NFT item of common grade Random NFT item of rare grade
5 PU 5 FUTURO Token; 8 PU; 10 Oxygen
1 FUTURO Token 7 FUTURO Token; 10 PU; 15 Oxygen
6 PU 2 x Random NFT item of rare grade
3 FUTURO Token 10 FUTURO Token; 15 PU; 20 Oxygen
2 x Random NFT item of common grade Random NFT item of epic grade
10 PU 30 PU

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*Futuverse Pass grants player with a noticeable bonus content*   

2. MPP:

The MPP Missions are organized around solo play of individual players. This kind of missions is focused on creation and maintenance of buildings. Missions are available daily for the solo players.

3. MPS:

The MPS are competitive missions between Brigades, but also created by the community (via dedicated in-game tools). These missions are connected to such activities, like trivia, e-sports, escape rooms and generally all activities except raising of the buildings. Such missions are a standard weekly activity proposed by the game for the Brigade as main source of Pus once the buildings productivity is stopped. Mission are available daily for the Brigades.

4. MPN:

The MPN are late game collaborative missions, which are commissioned by third-party vendors (e.g. NASA or MIT). Brigades need to cooperate to get their reward (PU). One mission available per month.

5. MPU:

The MPU are challenge mission. One of Brigade asks other to complete dangerous mission and puts some PU as a stake (e.g. 10 000 PUs) to the pool. If asked Brigade agreed, he puts own stake to the pool and tries to complete mission. If he successfully completes mission, it wins the pool, but if not, it looses it.

In the case of MPU missions, there is no generation of currency, but just a transfer between Brigades, so MPU does not affect the Tokenomics.

Learn more about Futuverse Tokenomics: Tokenomics

ABILITY POINTS

Abilities are special statistic which can be increased during the gameplay, by simply allocation of gained experience onto the desired slots (“dots” on the reference image below).

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     *Development of the Abilities*    

The experience path gives the player the freedom of developing any build it wants, not bound to the traditional player “classes”. Of course, he/she is doing this on the foundation of two characters he/she has in its disposal (main and supportive), but can choose freely if he/she wants to focus on. As on the reference screen below, each “path” leads to different solutions (each “dot” represents tiny partial bonus, eg. +2% to PU earning or 1% quicker movement), and it’s up to the player how he wants to develop his character (to which major bonuses his path will lead).

SKILLS

Skills are buyable by PUs. The player cannot buy skill on tier 2 until he buys skill tier 1 in the same specialization. Skills cannot be sold back, and there are no limitations on how many Skills player can possess. Skills are buyable separately.

INVENTOR

Thinker (tier 1) – have 5 % bigger accumulation of resources

Sage (tier 2) – have 10 % bigger accumulation of resources

Seller (t1) – have 5% better prices in Marketplace

Merchant (t2) –  have 10% better prices in Marketplace

ENGINEER

Attentive (t1) – +5% to get higher tier of NFT

Watchful (t2) – +10%  to get higher tier of NFT

Thrilling (t1) –  -5% for PU consumption

Spirited (t2) –  -10% for PU consumption

SOULFUL

Touched (t1) –  5% faster movement

Enlightened (t2) – 10% faster movement

Gifted (t1) – need to spend 10% less resources to get Ability point

Talented (t2) –  need to spend 20% less resources to get Ability point

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    *Skills management*   

MEDALS & ACHIEVEMENTS

the Futuverse will include the following achievements:

TITLE CONDITION TO GET REWARD NOTES
       
Explorer Complete 1 mission 1 PU  
Discoverer Complete 10 missions 15 PU  
Adventurer Complete 50 missions 10 FUTURO Tokens  
Wealthy Earn 10 FUTURO 5 PU  
Rich Earn  50 FUTURO 45 PU  
Golden finger Earn 100 FUTURO 90 PU  
Skillful Achieve any Skill at tier 1 1 FUTURO Token  
Educated Achieve any Skill at tier 2 2 FUTURO Tokens  
Popular Achieve all Skills from one specialization 5 FUTURO Tokens  
Pugnacious Achieve all Skills from all specializations 10 FUTURO Tokens  
Builder Finish 1 building 5 PU  
Ready Finish 5 buildings 30 PU  
Father of Nation Establish Clan 50 PU this title and prize can be obtained only once through whole player career
Holy Protector Join the Clan 5 PU this title and prize can be obtained only once through whole player career
Ambitious Obtain Officer rank within the Clan 10 PU this title and prize can be obtained only once through whole player career
Dedicated Obtain General rank within the Clan 25 PU this title and prize can be obtained only once through whole player career

CERTIFICATIONS

Given the importance of education in the Futuverse, formal trainings by other peers or third party education organizations related to topics of extreme environments, sustainability, survival and space fields will have PU rewards to be provided by the Organizations behind the trainings.

LOOT DROP

Loot is the in-game economic driver for the players. Loot comes in two categories, namely consumables and collectibles.

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Distribution of loot

Type of loots:

  • Consumables can be purchased in the Game Store, or obtained throughout the game. They can be used in-game to gain certain boosts;
  • Collectibles are obtained in the same way, but cannot be consumed in the game. Collectibles are items which are fully owned by the player, and can be held in their inventory or displayed publicly as part of their digital presence. Examples of these collectibles are digital clothing, digital items or digital vehicles. Collectibles are uniquely identifiable (NFT items – see below), and their ID markers are stored on the blockchain. Collectibles can be sold back to the system or to the other players (via Store). Collectibles are visible on the player’s avatar in the game.

LOOTBOXES / CHESTS

When player explores the Futuverse worlds, such as the Mars surface or a floating city on Earth, from time to time he can find a various containers with interesting contents, like resources, blueprints or even items of various grades. These containers are remnants of the numerous colonisation and reconnaissance missions from the early stage of Mars colonisation. Some of these missions failed, and colonisation spaceships crashed, scattering the boxes with precious elements on the large perimeter.

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*Chests tiers and their content*   

Chests are containers, which are used to store resources, blueprints and NFT items. Each Chest always contains guaranteed prize (some amount of PUs) and have random chance to have additional bonus prize (which can be NFT item, blueprint or some resources). Chest are divided on tiers (levels), where lower level tiers contain less valuable items. Some lower tiers Chest can be opened for free, but those on higher ranks need a special item – Key – to be opened. Please be noted that a player can need even more than a single key to open a high-tier chest. Keys are purchasable by real money.

CHEST TYPE HOW MANY KEYS TO OPEN? GUARANTEED PRIZE CHANCE (%) FOR EXTRA PRIZE EXTRA PRIZE
         
Common 0 3 PU 30 Random NFT item of Common grade OR 1 Random Blueprint OR 10 Units of Random resource (Oxygen, Minerals, Advance Materials, Food, Electronic Parts)
Rare 1 10 PU 50 Random NFT item of Rare grade AND 1 Random Blueprint OR 20 Units of Random resource (Oxygen, Minerals, Advance Materials, Food, Electronic Parts)
Epic 3 35 PU 70 Random NFT item of Epic grade AND 2 Random Blueprints OR 40 Units of Random resource (Oxygen, Minerals, Advance Materials, Food, Electronic Parts)


Gameplay

The crafting system is intended to use resources and base goods to create more advanced elements. Almost all items available in the simulation are craftable, except some special/quest items and living beings (e.g. animals).

Process of crafting:

  1. To create a desired item, the player would use the right blueprint e.g. blueprint for Medpack. Such a blueprint contains all of the information needed for creating an item: which and how many resources need to be used, and which special conditions would be met to create an item (e.g. to create Medpack player would use Antibiotics and Bandages). Blueprints can be obtained in several ways, as follow:

    • mission reward.
    • part of the loot (found in Chest).
    • buyable in the game Marketplace.
  2. Once the player has a recipe, he knows which resources need to be collected. Some of the resources are very common, while others are very special and can be found in special places (this fact can trigger special resource mission for finding on the desired resource). Also, a player can collect in advance any resources he finds, as to just get them at hand once he will find a proper recipe to use them for creation of something useful or valuable for others. Both blueprints and resources can be sold on the game market to the other players (and, of course, finally created goods too).

    However we need to remember that players have limited load capacity, and cannot endlessly store more and more resources in their pockets. In fact he needs to visit his HQ from time to time to unload resources into the stash and go back to explore the simulation (game) world or use the appropriate vehicle.

  3. When a player has a proper recipe and enough resources to create the item, he can start the process. In practice all the resources used for creation are consumed and the desired items appear in the player’s inventory. Sometimes to create the item the player needs some special conditions, like using the workbench.

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    Process of crafting of item

    1. Created item can be the subject of the next actions. Player can:
      • sell it;
      • give it to other player or NPC (as he demands it due to the quest assigned to the player);
      • save it for own needs (e.g. to decorate own HQ);
      • use it for further creations – e.g. for creation of a set of items (like a set of clothes).

    Player can create almost endless variations of the items as he can use many different factors.

    For example, Cotton (resource) is needed to create Fabric (item). With the use of Fabric and T-shirt Blueprint player can create T-shirt (final item). As per default all the created items have white colour by default, except the recipe says something different (e.g. recipe for Red Hat).

    Crafting during Missions:

    Sometimes subject of the mission is crafting of the specific item – it can be e.g. carbon dioxide filter which protects colony inhabitants from dangerous intoxication. Once player will pass the whole process of item creation – he need to find proper blueprint and resources, then craft and mount mission item – then mission is completed and player gets his reward.

    Crafting as Brigade’s activity:

    Some of the items can be expensive (e.g. surveying satellite) in terms of the resources which are needed (and consumed) in the process of their creation. At this case their construction is possible upon the joint effort of Brigade – all it members donates some part of the resource to fill the whole needed amount. Such constructions brings benefits whole Brigade – e.g. surveying satellite allows all Brigade members to spot everything on the planet surface on 10% greater distance (including loot containers).

    Rarity of crafting ingredients:

    To give the players better understanding of the value of the different resources, they are divided into five categories, from the most popular and cheapest to the extremely unique and highly priced. These categories are sorted as follow:

    Grey – very popular items of rather poor quality

    Green – popular items of standard quality

    Blue – less amount of items above standard quality. Items in this category have additional slot.

    Orange – small group of highly desirable items. Items in this category have two additional slots.

    Red – a single, most famous items. Items in this category have three additional slots.

Non Fungible Tokens (NFT)

NFT (Non-Fungible Token) is used to represent ownership of unique items. We can tokenize different virtual things, like art or collectibles. They can only have one official owner at a time and no one can modify the record of ownership or copy/paste a new NFT into existence. To give players some measurement of the NFT value, we are dividing them on three grades (tiers) as follow:

  • Common items of rather low value
  • Rare items above standard value
  • Epic items with high value

Later on we will introduce highest tier:

  • Legendary loot with highest value

Each NFT can give selected bonuses to the user, or just have only tradeable value, like any “real” collectible item

NFTs will be presented in the game in two main modes, as wearable elements, visible on the avatar, and on the player’s portrait. Player’s portrait is necessary to show tiny elements, like rings or necklaces, which are hard to spot on a rather generic looking avatar (it has not much distinctive details, eg. he has no eyes, mouth, node or ears).

In general NFTs are divided into solid items and utility items, Utility items disappear over time, but they can turn into solid (infinite) items, once the player will fulfil a simple task, which “hardens” the utility NFT. Only solid NFTs can be subject to trade.

Following basic economic principles, the value of the item should be determined by its rarity, as well as the overall popularity of the item, hence it could be presented like this:

value = (D × P × D2) / I

Where:

D = drop chance (%)

P = popularity

D2 = durability score

I = Similar items available in the market at the time of calculation.

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*Distribution of NFTs*    

Examples of NFT items

Oxygen Generator (Common grade) – creates 100 units of Oxygen

Superfood Ration (Common grade) – feeds the player by 2 days

Infrared Googles (Rare grade) – allows player to see in complete darkness

Set of Titanium tools (Rare grade) – player can work 10% faster

Lucky Stone (Epic grade) – player have 10% better chance to find loot of better grade (e.g. Rare instead of Common)

Portable Computer (Epic grade) – player consumes 1 PU less per day.

Each avatar can wear different pieces of Clothes or Jewellery.

Each of these items have different colour markings depending on their rarity as follows:

Grey – common items of rather poor quality

Blue  – rare items above standard quality

Red – epic items with high statistics

All of the items above are collectibles (see later) and are unique NFT items, which are tradeable with other players.

Chain of user’s activity

Here we are notifying all the gameplay actions which can be raised by the player during the gameplay session from it start (login to the game) to end (player logs off from the game).

  1. Player logs into the game.
  2. He can begin a new game or continue existing (saved) game session. If the new game begins, the player is convinced to play the Tutorial mission (non-skippable).
  3. The player continues gameplay. He can perform such activities as:
    • receive the daily reward;
    • participate in game activities (e.g. Brigade, missions, raising of buildings, etc.);
    • open loot boxes/Chests;
    • managing collectibles and consumables.
    • Learn and earn certifications.
  4. The player logs off from the game.

The Marketplace (Game Store) serves two purposes in the concept. Firstly it will input new collectibles into the game economy, adding excitement and diversity to the experience. Secondly it will establish expected price ranges for new and existing collectibles. The store will hold a wide range of collectibles. The pricing will be set by game for each collectible or rarity group. Consumables can also be purchased in the Game Store.

The Game Store is also a place of the player-driven marketplace for exchanging /selling the collectibles. Users wanting to get their hands on consumables or collectibles are able to purchase them from other players.