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  • All content in this lite paper is a work in progress
    • OverKnights
    • Vision: The Fantasy of the Perfect Toy
      • The Dawn of the OverKnight
      • OverNet Stack
        • Interactive Entertainment
        • Non-Interactive Entertainment
        • Social
        • IRL Experiences
        • Merchandising
      • Core Pillars
        • Cryptoeconomic Incentives
        • AR/VR/MR Experiences
        • Generative AI Content
      • The Obitus Organization
    • Lore
      • Period 1: The Rebirth of Humanity
      • Period 2: Enter the OverNet
      • Period 3: The First Climb
    • Roadmap
  • Gameplay and Progression
    • Customization System
      • OverKnight Customization
      • Card Customization
    • Anima Duels
      • Turn-Based, Tactical Combat with Depth
      • Command Card Exchanges
      • OverKnight Parts and Abilities
      • Card Components and Special Effects
      • Seize the Battlefield
      • Balanced Offense and Defense
      • Recycling and Resource Renewal
    • Ascent of the Libra Tower
      • Rewards and Progression
  • monetization
    • Introduction
    • Play to Own
    • Pay To Accelerate
    • Trade To Earn
  • Digital Assets
    • Introduction
    • Tradeable Items (NFTs)
      • Parts
      • Cards
      • Cosmetics
    • Overnet Credits (OVC Token)
  • economy
    • OVC (OverNet Credits)
    • Actors
    • Markets
    • Assumptions
    • Dissenting Opinions
    • Token Distribution
      • Pre-Registration Rewards
      • Airdrop Rewards
  • Contact
    • Website
    • Player Pre-registration
    • Discord
    • X
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  • In-Game Market
  • OVC ↔ USDC/T Swap Pool
  • Pool Parameters Proposal
  1. economy

Markets

In-Game Market

The In-Game Market is the main funnel to capture USDC/T into the economy and convert it to OVC. The idea here is that players will exchange their time and USDC/T for in-game items and experiences satisfying their needs. All mercantile activity in-game will be specifically designed with in-game utility in mind as to not create a hoarding problem where certain whale players gatekeep content from other players. The main mercantile activity within the game is the P2P Marketplace, where players will be able to trade NFTs ↔ OVC which creates an opportunity for certain game items to appreciate in value due to their cosmetic or utilitarian value.

OVC ↔ USDC/T Swap Pool

The Pool main purpose is to become the connection point between all actors in the economy. The Swap is a Uniswap style pool that allows for natural token price discovery and a constant recycling of the OVC token in the circular economy. Per actor the integration points are as follows:

  • Players: Every time the user needs OVC to perform actions in the game, they are abstracted from a Swap. On each swap, the fees would be priced in, and the resulting OVC would be paid to Obitus Games in exchange for the content or any other in-game premium experience.

  • Traders: Traders have 3 main uses for the pool.

    • To provide liquidity for the pool in order to earn fees.

    • To swap any OVC to USDC/T when the token appreciates.

    • To trade LP tokens in the secondary marketplace as to value capture and speculate on the appreciation/depreciation of the economy.

  • Obitus Games: As the game developer accepting OVC as the premium currency for in-game content, we are permanently “trading back” the token against content value. Obitus Games revenue sources are:

    • Earn permanently a portion of the swap fees.

    • Earn OVC on each P2P Marketplace trade.

    • Swap OVC for USDC/T.

Pool Parameters Proposal

Swap Fee: TBD

Obitus Games Fee Split: TBD

Liquidity Provider Fee Split: TBD

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Last updated 3 months ago