💰DROP Token and Game Economic
DROP is a clicker game with a 1 billion token cap, designed to lower barriers, attract users, and consume MLH.
Core Gameplay
Pump Mechanism: Players can mint one free pump and purchase multiple paid pumps
Free Launches: Each pump can perform 10 free launches every 8 hours
Output Rules:
Initially 1 energy produces 1 DROP
Production stops permanently at 1 billion total supply
Output Cap Mechanism:
DROP output cap per 8-hour cycle = MLH daily production ÷ 3
When total output exceeds the cap, distribution is based on energy consumption ratio
Output cap automatically adjusts with MLH daily production, maintaining fixed ratio
Ecosystem Fund Minting: For every 100 DROP claimed, the Ecosystem Fund receives 8 DROP
Single Operation:
Free pump: Each click consumes 1 free launch opportunity
Free vs. Paid Models
Free Pump:
One free mint per address
Only retains 30% of produced DROP by default
Energy Purchase:
Initial price: 1 MLH = 1 energy
Price increases over time: 1% increase every 8 hours
Price calculation formula: Current energy price = Initial price × (1 + 0.01)^cycle_number
Price cap: 50 MLH/energy, price stops increasing after reaching the cap
Energy can be purchased in any amount, but minimum 10000 per purchase
Usage Limit: Maximum energy usage per cycle (8 hours) = User's historical maximum energy ownership ÷ 15
Example: If a user purchases 15000 energy, their per-cycle usage limit is 1000 energy
This limit updates with increases in the user's historical maximum energy ownership
Designed to prevent users from obtaining large amounts of DROP in a short period
Automatic Burning Mechanism
To further enhance DROP's deflationary attributes, the system introduces a dynamic automatic burning mechanism:
Burning Frequency: Automatically executed every 30 minutes
Burning Ratio: Dynamically adjusted between 0% and 0.5% of circulating supply
Dynamic Adjustment Rules:
Adjusted based on current market activity, total supply, and circulation velocity
Tends toward higher burning rates when DROP price is under pressure
Employs lower burning rates during periods of rapid ecosystem growth
Execution Method: Smart contract automatically destroys the corresponding amount of DROP from circulation, requiring no manual intervention
Transparency: Each burning event is recorded on-chain and can be verified by anyone
Automatic burning will significantly reduce DROP's total supply over time, enhancing its scarcity and value.
Invitation Mechanism
Invite Code Generation: Costs 3000 MLH
Activation Requirement: New players need a valid invite code to start
Reward Structure:
Level 1 reward: 10% of directly invited players' claimed DROP
Level 2 reward: 3% of indirectly invited players' claimed DROP
DROP Token Value
Game incentive: Primary reward for participation
Value support: MLH buyback/burn and liquidity enhancement
Ecosystem entry point: Gateway to SINK and MLH ecosystem
Scarcity: Fixed supply + decaying output = increasing value potential
MLH Consumption Allocation
Game-consumed MLH follows different pathways depending on SINK's phase:
During SINK Launch Phase:
30% used to exchange SINK and permanently burn it
60% used for DROP buyback and burn
10% used for DROP/MLH liquidity building
After Launch Phase:
30% is sent to the SINK Treasury and permanently staked.
60% used for DROP buyback and burn
10% for DROP/MLH liquidity
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