zkGarden Litepaper
  • ๐Ÿ‘จโ€๐ŸŒพzkGarden Litepaper
    • ๐Ÿ“ฝ๏ธOverview
  • ๐ŸŽฎGameplay
    • ๐Ÿ‡Gathering
    • ๐ŸResources
    • ๐ŸŽPlanting
    • ๐ŸEnergy
    • ๐Ÿ‹Progression & Upgrading
      • ๐Ÿฅ—cooking
      • ๐ŸชตCrafting
      • ๐Ÿ—ณ๏ธLooting
    • ๐ŸŽฐGame Asset
      • ๐Ÿ๏ธLands
      • ๐Ÿ‘จโ€๐ŸŒพFarm Items
  • ๐Ÿ’ Economics
    • ๐Ÿฅ‘Garden
    • ๐Ÿ’Resource Generation
  • ๐ŸฅTokenomics
    • ๐Ÿช™Token
      • ๐Ÿ”Contract
  • ๐Ÿ”—Links
    • ๐ŸคPartners
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Economics

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Last updated 1 year ago

We believe many of the issues popping up in play-to-earn economies are already solved problems in the traditional gaming world.

Our goal is to combine good game design, lessons from the leading web2 games, and whatโ€™s working from the top web3 games into delivering what we believe to be a long-term and sustainable economy for our game.

Our economic models rely on one fundamental assumption - our game needs to provide real value to our users - through gameplay. People need to enjoy our game - enough so that they would potentially even pay for things upgrades, skins, or other premium features - just like they would in normal games.

Core Loops

There are three classes of assets in the zkGarden Universe - all of these stored on-chain.

  1. Garden

  2. Resources

These three asset types all integrate into our core loops in different ways.

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Tokens