GEM is a game resource. It is created only by the Mine, distributed according to real player activity, limited by mining power and by adoption, and increasingly funded by GEM that has already been spent.
Several protections that work together, not one formula.
Older play-to-earn games often tied heavy token issuance to asset sales and to a constant flow of new players. MonsterMine starts from a different idea: the economy should serve the game, stay measurable, and depend less and less on creating new GEM.
The difference does not come from any single mechanism. It comes from the way the Mine, Proof of Play, adoption, anti-concentration weighting, elasticity, halvings, the Reward Vault, progression spending and accounting all work together.
The full game is still in development. This page describes the architecture we have chosen and its current design parameters.
GEM at a glance
The plain facts, gathered in one place.
Name
GEM
Role
MonsterMine utility token
Network
Solana
Standard
SPL Token
Decimals
6
Hard cap
21,000,000,000 GEM
Source of new GEM
The Mine, and only the Mine
Pre-minted reserve
None
Split of what is created
90% to players, 10% to the events reserve
Separate in-game currency
sGEM, not withdrawable and not convertible into GEM
The rules that do not change
These are the foundations. Everything else is a parameter, which can be adjusted and versioned.
Only the Mine can create new GEM.
GEM has a fixed maximum supply of 21 billion.
No large GEM reserve is created in secret ahead of players.
Weighted real adoption limits issuance independently from active mining power.
The system always applies the lower of the two limits.
Proof of Play affects player efficiency for the next cycle; it is not a second reward supply.
New-mint capacity decreases progressively through elasticity.
Conditional halvings reduce new-mint capacity only, never recycling.
Recycled GEM replaces newly minted GEM and never increases the emission ceiling.
Unused or unfunded emission capacity is not minted.
Other game modes may consume or redistribute existing GEM but cannot create new GEM.
Every claimable GEM must have a unique accounting source.
How a GEM circulates
The Mine
The only source. It produces according to the rules of the cycle.
Credited
Production is confirmed at the end of the cycle, then credited in the game.
Your choice
Progress, gear up, take part, hold, or claim under conditions.
Spending
GEM spent on an eligible use leaves your balance.
The Reward Vault
Those existing GEM are set aside to fund future rewards.
Less minting
Whatever the Vault funds does not need to be created.
Recycled GEM is not created a second time: it circulates. The Reward Vault replaces part of the new mint instead of adding to it.
The foundations
What GEM is for, who creates it, and what the team does not keep for itself.
An economy designed for the game
MonsterMine does not sell a payout attached to a creature. GEM is a progression resource. Its usefulness comes from the Mine, equipment, the forge, game modes and trade between players.
Why we are not repeating the old play-to-earn model
Many older play-to-earn games ran on a fragile loop: buy an asset, receive a token, sell it, and rely on a constant flow of new players to hold up demand.
MonsterMine takes the opposite approach. You get a MonsterMine to collect it, progress, optimise your Mine and take part in game modes. GEM goes along with that progression, but it is never presented as a payout tied to the purchase price.
Chests have a fixed price and random rarity. Paying more does not let you buy a creature that will produce more. Power depends on species, rarity, potential, level, equipment and placement, within defined limits.
Two players, the same chest
They open the same chest, at the same price.
They can get very different MonsterMine.
Even the best roll does not give a known amount of GEM: production also depends on your activity, your Mine and the state of the economy.
Getting a rare creature never gives a fixed payout.
The examples on this page describe game mechanics. They are not promises of gain.
GEM, the central resource
GEM is used to develop the Mine, unlock capacity, improve systems, take part in modes, and move value between different ways of playing.
Demand that comes from use, not only from the market
A token becomes fragile when it exists only to be sold. GEM is therefore designed as a resource that is useful across several gameplay loops: developing the Mine, opening slots to place your MonsterMine in, upgrading rooms, feeding the forge, equipping your creatures, reaching certain content, taking part in modes, and trading with other players.
This spending is not a disguised tax. These are progression choices. You decide between keeping your GEM, expanding your Mine, gaining efficiency, preparing your MonsterMine, or taking part in something else.
One tuning example
An active slot is a working post in your Mine: you place a MonsterMine in it so that it produces.
The first three come free, while you find your feet.
With current parameters, opening the fourth costs 750 GEM.
The fifth costs 2,000.
These are working values. Neither a promised timeline nor a promised output.
GEM is in demand because it lets you act in the game.
Created by the Mine, modulated by Proof of Play
Only the Mine creates new GEM. Proof of Play measures your real activity and sets your efficiency for the next cycle. It hands out nothing of its own.
Rewarding activity without creating a second source
MonsterMine keeps two things clearly apart: what creates GEM, and what measures player activity. Only the Mine creates.
Proof of Play pays out nothing. It measures your engagement and sets the efficiency that will apply during the next cycle. That one-day gap makes the system readable: what you do today sets tomorrow's efficiency, which you therefore know from the start of the cycle.
The actions that count must be useful, varied and consistent with the game. The full list and the detection rules stay internal, so that they cannot be automated.
The public formula
Efficiency = 20% + 80% × your score from the previous day.
A score of 0% gives 20% efficiency.
A score of 50% gives 60%.
A score of 75% gives 80%.
A score of 100% gives 100%.
The Mine produces. Proof of Play measures who really plays.
No reserve created in advance
GEM is created gradually, by the game. Neither the team, nor investors, nor marketing receive a reserve created ahead of players.
A split calculated on what is actually created
Many projects launch their token with a large share already assigned to the team, to private investors, or to reserves that are hard to track. MonsterMine does it differently: GEM has to be created as the game runs, following its rules.
The split applies to what is actually earned and fundable, never to a theoretical ceiling. Ninety percent goes to players. The remaining ten percent funds a reserve used for events, tournaments and community rewards. It is meant to come back to players, not to be sold on a market.
Over one cycle
If 1,000,000 GEM are actually created and funded:
900,000 go to players,
100,000 go to the events reserve.
If the theoretical ceiling were higher but only 1,000,000 were earned, the split would still be calculated on 1,000,000.
The reserve depends on what is created, not on a share set aside in advance.
What limits creation
Five protections that work together. Each covers a risk the others let through.
Limited by mining power and by adoption
Issuance does not depend on mining power alone. It is also limited by how many players are genuinely active. The system always applies the lower of the two limits.
Two limits instead of one
A formula based on mining power alone creates a problem: a few very powerful accounts can push issuance up while the game has few players.
MonsterMine therefore uses two separate limits. The first depends on active mining power. The second depends on weighted real adoption, measured so that very large accounts count for less. The system keeps the lower one before applying the other protections.
Each limit covers a different risk. Mining power prevents issuance disconnected from Mines that are genuinely running. Adoption prevents a small group from passing its own growth off as a whole game's.
One cycle
Limit from mining power: 12,000,000 GEM.
Limit from adoption: 7,000,000.
Ceiling applied: 7,000,000.
If after checks only 5,500,000 are actually owed and fundable, the remaining 1,500,000 are not created.
One very large account is not a community.
New-mint elasticity: growing while minting less
What the system may distribute and what it may mint are two different things. As adoption grows, the share that can be funded by new GEM goes down.
An economy that has to become more circular as it grows
A ceiling alone is not enough to control inflation. Two things have to be separated: the maximum the system could distribute, and the share of that amount which may come from newly minted GEM.
That is what elasticity does. The more adoption grows, the smaller the share that may be funded by minting. The rest has to come from the Reward Vault and from GEM already in circulation.
The intent is simple: the game must not depend on minting forever. The bigger it gets, the more spending and recycling matter, and the better the hard cap is protected. The full curve stays internal.
Before any halving
Distributable amount: 60,000,000 GEM.
Elasticity rate: 65%.
Maximum new mint: 60,000,000 × 65% = 39,000,000.
To distribute all 60,000,000, the Reward Vault would have to supply the remaining 21,000,000.
If it can only supply 10,000,000, the fundable amount drops to 49,000,000. The missing 11,000,000 are not created.
The bigger MonsterMine gets, the less it should mint.
Halvings tied to maturity, not to a calendar
Halvings reduce minting capacity only. They trigger on two conditions at once: an amount of GEM already minted, and a level of adoption. Never on a fixed date.
Triggered by the real state of the game
A halving set by calendar can arrive too early or too late for a game's reality. MonsterMine plans three, each triggered by two conditions together: an amount of new GEM already minted, and a minimum level of adoption.
The three thresholds sit at a quarter, a half and three quarters of the hard cap. The first, at 5.25 billion GEM minted, halves minting capacity. The second, at 10.5 billion, halves it again. The third, at 15.75 billion, once more.
They are permanent, and they only affect minting. They never reduce the Reward Vault's ability to redistribute GEM that already exists.
A safeguard is planned ahead of each halving. If the minted amount reaches the threshold while adoption has not caught up, the system can apply the reduction early, without treating the halving as confirmed. That stops supply from running ahead of the game. This rule acts on what is left to mint: it never removes GEM already produced.
After the first halving
Distributable amount: 60,000,000 GEM.
Elasticity: 65%. Halving factor: one half.
Maximum new mint: 60,000,000 × 65% ÷ 2 = 19,500,000.
Distributing all 60,000,000 would then require 40,500,000 recycled GEM.
If the Reward Vault does not have them, the distributed amount goes down.
Halvings reduce minting, not recycling.
No date is announced: it depends on what will have been minted, on adoption, on spending, on the Reward Vault and on activity.
How the players' share is split
What gets distributed does not become a fixed payout per creature. The amount is split across three player groups, then within each group according to power that takes activity into account.
Three groups, and a brake on concentration
The ninety percent meant for players is split across three groups, by progression. Current parameters allocate 15% to newcomers, 60% to the core of the player base and 25% to the most advanced.
These are ceilings, not promised amounts. A group with no eligible player causes no GEM to be created.
Within a group, your share depends on effective power. The calculation is deliberately dampened: with the current exponent of 0.9, doubling your power does not quite double your share. The previous day's Proof of Play and consistency also count, and individual caps stop power from growing without limit.
Whatever is not distributed is neither minted nor carried over.
Difficulty that does not rewrite the past
Mining power is measured in time segments, so that a large connection or withdrawal is not applied to a whole day at once.
React quickly upward, slowly downward
If difficulty were recalculated in one block over a whole day, it would become worthwhile to connect a lot of power right before the end of a cycle, or to withdraw it as a group to make difficulty collapse.
The architecture therefore measures by segments. The system can react quickly when power rises, and limit how fast difficulty comes back down. Coordinated withdrawals then lose their point.
Production that has already been settled is never recalculated. What has been produced stays produced.
The exact durations and thresholds stay internal: those are precisely the values someone would need in order to game the system.
The past is not recalculated.
Circulating rather than minting
The heart of the model: every spent GEM that comes back is a GEM that does not need to be created.
The Reward Vault replaces new mint
GEM spent on the game's main uses can be recycled, then used to fund future rewards instead of newly minted GEM.
Recycling is not minting a second time
The Reward Vault is a reserve of GEM that already exists. When you spend GEM on an eligible use, it can join the Vault. If it is redistributed later, it does not count as new GEM.
The rule has no exception: recycled GEM replaces new mint, it never adds to the ceiling.
The Reward Vault promises no reward level. If recycling and permitted minting are not enough, the system distributes less rather than exceeding its limits.
A 1,000 GEM reward
600 come from recycling.
400 are minted.
You receive the full 1,000 GEM.
Total supply, however, only grows by 400.
Recycling is not minting a second time.
A game built to keep GEM circulating
The reasons to spend GEM far exceed what a player earns. Developing the Mine, unlocking slots, forging, equipping, entering modes and events: you have to choose. That is what brings GEM back to the Reward Vault instead of letting it sit idle.
Circulation is a design rule, not a hope
One design point is worth stating plainly: a player can never fund everything. The uses open at any given time always represent more GEM than they earn over the same period. So they arbitrate constantly, between what to develop first, what to postpone and what to give up. This is not an artificial constraint: it is what makes GEM get spent rather than hoarded, and therefore what actually fills the Reward Vault.
A circular economy only holds if the reasons to spend are many, regular and genuinely useful. Game design takes that as a constraint: every major new system has to state what GEM is for in it, how often it is spent, and where that GEM goes next.
Planned uses cover unlocking slots, expanding and optimising the Mine, upgrading rooms, the forge and equipment, entry to certain modes, events, services and gameplay fees, and future uses across other experiences.
GEM spent on these uses joins the Reward Vault, and can then replace part of the minting in later cycles. The richer the universe gets, the stronger that circulation becomes, without ever creating a second source of GEM.
The richer the game gets, the more GEM can circulate instead of being minted.
Something other than a decorative burn
MonsterMine does not destroy tokens just to advertise scarcity. The model favours utility, real spending and recirculation.
Why burning is not enough to build an economy
Burning tokens reduces a number, but it creates no gameplay, no lasting demand and no activity. MonsterMine therefore does not make it the pillar of its economy.
Priority goes to useful circulation: you earn GEM, you spend it to progress or take part, that GEM can join the Reward Vault, part of it comes back in future rewards, and the need to mint goes down.
GEM scarcity therefore does not come from one dramatic gesture, but from a whole: the hard cap, controlled minting, elasticity, halvings, real uses, spending and recycling.
1,000 GEM spent
With a burn, they disappear.
With the circular model, they are set aside and reused over time.
The existing amount does not double: the same GEM simply changes role and holder.
Usefulness matters more than a burn used as an argument.
Not everything needs to be a token
GEM lives alongside resources that are not tokens. Each has its role, so that the whole economy does not rest on a single token.
Separating the token from game resources
GEM is kept for the main economic loops and for certain progression systems. Ores, materials, fragments, blueprints and consumables stay game resources.
This separation has three effects. Not every activity adds pressure on GEM. Game design can be generous without creating inflation. And players can specialise differently.
An expedition
It can bring back a rare material, a fragment, a piece of gear or Proof of Play points.
It creates no GEM.
You then use those resources at the forge, trade them if the rules allow, or combine them with GEM spending.
Not everything needs to be a token to have value.
The players' economy
What players own, craft and trade, and what stays off the blockchain.
Rewarding real players, limiting bots
Several protections work together: real activity, the brake on concentration, the onboarding phase, checks on the first withdrawal, and integrity signals.
Several layers, not a simple bot test
Bots and multi-accounts can destroy a game economy by faking adoption that does not exist. MonsterMine therefore does not rely on a single protection.
The architecture combines Proof of Play, weighted adoption, reduced weight for very large Mines, an onboarding phase whose GEM cannot be withdrawn, checks on the first withdrawal, a comparison between how you play and how you behave economically, detection of repetitive actions, and the option of a human review.
A powerful account still keeps a strong advantage. The goal is not to punish investment, but to stop one account or one artificial network from counting as a whole community.
The signals, thresholds and grouping rules stay internal. Publishing them would amount to publishing the instructions for getting around them.
Two groups, the same assets
The first brings together many active players, with varied actions and consistent history.
The second lines up recent accounts, behaving identically and funded together.
Their weight in adoption should not be the same.
Power is rewarded. Artificial adoption is not.
No protection is perfect. These layers reduce the risk, they do not remove it.
A displayed balance is not a token yet
The onboarding phase is a settling-in period. GEM shown during that phase stays in the game and cannot be withdrawn automatically.
From an in-game balance to a token in a wallet
Moving to an on-chain withdrawal depends on your status, on the accounting cover for the amount, on anti-abuse checks and on the conditions that apply at the time.
This limit has a precise reason. Without it, creating hundreds of starter accounts would become a profitable strategy, and measuring adoption would mean nothing.
It also avoids a common misunderstanding: seeing a number on screen does not mean holding a freely transferable token.
What the game displays is not on the blockchain yet.
The forge, equipment and the marketplace
Value does not come from mining alone. You can specialise in gathering, crafting, optimising, collecting or trading.
An economy between players, not only with the studio
MonsterMine aims to create several ways of mattering in the economy. Some develop their Mine. Others collect blueprints, craft equipment, optimise their creatures, or specialise in combat.
The forge turns game resources into useful items. Some equipment changes a MonsterMine's performance, look or strategy, within the limits of balancing. The marketplace then lets players trade certain assets.
This variety keeps everything from resting on a single activity.
A full sequence without minting a single GEM
You get a rare blueprint outside the Mine.
You gather the materials and craft a piece of equipment.
You choose to use it, or to offer it to another player.
No new GEM was needed: the value comes from usefulness, time, rarity and demand.
Creating value does not mean creating tokens.
Verifiable ownership, without putting everything on-chain
You can own, develop, use and trade certain assets. The blockchain serves ownership, without requiring every action to be recorded on it.
A choice, not a constraint
The blockchain brings something real when it lets ownership and trades of important assets be verified. MonsterMine uses it for MonsterMine and the assets concerned, and keeps off-chain everything that does not need to be written there.
The result: a smoother game, lower costs, verifiable ownership, an economy between players, and a clear separation between play and settlement.
You do not need to understand every technical step in order to play.
The blockchain should prove ownership, not complicate every action.
A separate in-game currency, sGEM
sGEM is an in-game currency that cannot be withdrawn, meant for convenience, onboarding and certain gameplay rewards.
Why GEM is not used for everything
Using GEM for every small action would make the economy very hard to balance, and would turn the smallest reward into a financial event.
sGEM adds a more flexible layer. It is not a blockchain token. It cannot be withdrawn, cannot be transferred to a wallet, cannot be converted directly into GEM, and does not consume the GEM hard cap.
It can be used for onboarding, consumables, convenience bonuses, cosmetics, events, limited speed-ups or compensation.
GEM carries the economy. sGEM protects the game experience.
Core rule: sGEM cannot become an indirect source of GEM.
Liquidity handled with care
The market should support the game's use. It should not become the condition for the economy's survival.
Transferable does not mean guaranteed
GEM is designed to exist on the blockchain and to be held in a compatible wallet. That means neither a guaranteed price, nor permanent liquidity, nor an absence of swings, nor a buyback by MonsterMine, nor a currency conversion service.
Protocol-owned liquidity and market activity can support depth over time, without any hidden reserve of pre-minted GEM.
Depositing GEM from a wallet creates no token: it moves existing GEM into the game. Any fees can feed the Reward Vault and that liquidity.
The priority remains what GEM is for inside the game.
The market supports use. Use must not depend on the market.
What comes next
How the economy should carry on as the game grows, and then when minting becomes impossible.
Adding content without adding inflation
New modes must bring usefulness, spending, trade or resources, without multiplying the sources of creation.
An architecture rule that is not up for negotiation
Every new mode becomes a risk if it starts creating tokens. MonsterMine therefore applies one simple rule: only the Mine creates new GEM.
A future mode may require GEM, redistribute it, feed the Reward Vault, grant resources that are not GEM, create equipment, feed Proof of Play, or let players trade with one another.
It cannot create new GEM without calling the whole tokenomics into question.
A competitive mode
It can require a stake in existing GEM.
It redistributes the pot to the winners.
It does not create the GEM in that pot.
A new mode can create usefulness without creating tokens.
One token for several experiences
GEM and MonsterMine are designed to keep their usefulness from one experience to the next, without a different token each time.
Extending usefulness without splitting the economy
A universe becomes fragile when it creates a new token for every game. MonsterMine aims for the opposite: one utility token, assets that keep their usefulness elsewhere, game-specific resources where needed, and a single creation rule.
That continuity makes assets more interesting without multiplying issuance. It does not mean every future game will follow exactly the same rules: each integration will have to be simulated and validated before a new use is added.
Extend usefulness, do not split the economy.
After the hard cap
When minting new GEM becomes impossible, the economy has to carry on with the GEM that already exists.
An economy that must hold without minting
The 21 billion hard cap is final. Once it is reached, no GEM can be created.
The economy then has to run on existing GEM, progression spending, fees, trade between players and the Reward Vault. That is exactly why elasticity brings minting down long before then: the system has to learn to run on circulation before it is forced to.
This continuity depends on the real volume of spending, fees, trade and GEM returning to the Reward Vault. If those flows fall short, distribution goes down. The Reward Vault does not hold rewards at a constant level.
The goal is not to mint for a long time. It is to carry on without minting.
Who decides on the parameters
Today the team decides, and every change is dated. Our direction is to open those decisions to the community over time, once the game is mature enough for that to mean something.
Rules that stay put, parameters that can move
Two things need to be kept apart. The rules listed at the top of this page are foundations: the single source of creation, the hard cap, the fact that recycled GEM replaces minting. They are not meant to be adjusted.
The figures are balancing parameters: elasticity rate, group shares, progression costs, thresholds. They can change, as in any game that gets tuned over time.
For now, those parameters are decided by the team. Every significant change comes with the previous value, the new one, the reason and the date, and the public version of this page is updated.
The direction we want to take is to open those decisions to the community over time, through some form of shared governance. We are not doing it at launch, and that is deliberate: opening governance too early, on a game nobody has played yet, means voting on settings nobody can judge. It will come when the game is mature enough and the community settled enough for those votes to be about something real.
Foundations are not voted on. Settings, one day, will be.
No shared governance is in place today, and no date is announced. This is a direction, not a commitment to a timeline.
Our vision
Build a game where the blockchain brings ownership, continuity and a more open economy, without taking over the experience.
A game in which the token has a reason to exist
We do not claim an economic formula will never need adjusting. We are trying to build a system that can be simulated, measured, versioned and checked, that is protected against several kinds of abuse, that knows how to reduce its own minting, and that can carry on through usefulness and recycling.
Good tokenomics does not replace a good game. Gameplay is what makes you stay. The economy organises progression and circulation. The blockchain brings ownership where it is useful.
MonsterMine is not a game built around a token. It is a game in which the token has a real reason to exist.
What makes this engine different
Strength does not come from one formula. It comes from protections that work together, each covering a risk the others let through.
Two limits
Mining power and adoption limit issuance separately. The system always keeps the lower one.
Elasticity
As the game grows, the share that can be funded by minting goes down.
Conditional halvings
They depend on what has been minted and on adoption, not on a date.
Recycling
The Reward Vault replaces new mint. It never adds to the ceiling.
Always more to do than GEM to do it
Open uses always exceed what a player earns. They have to arbitrate, and GEM circulates instead of sitting idle.
One source
Only the Mine creates GEM. Other modes spend or redistribute it.
Unique accounting
Every claimable GEM is covered by a unique source, so nothing is counted twice.
Adoption and power
A large Mine is still rewarded, but one account is not counted as thousands of players.
After minting
When minting becomes impossible, the economy has to hold through spending, fees, trade and the Vault.
From in-game production to an on-chain token
GEM goes through five states, and each has its rule.
Raw GEMProduction recorded during the cycle.
Settled GEMProduction confirmed at the end of the cycle.
In-game GEMBalance available in the internal economy.
Claimable GEMThe share that can go on-chain, depending on status and checks.
On-chain GEMToken actually present in a wallet.
Every claimable GEM must be covered by a unique accounting source: available recycling, an existing GEM deposit, permitted minting, or a balance held by the protocol. The same GEM cannot fund two balances or two claims.
1,000 GEM credited
400 come from the Reward Vault.
600 are covered by permitted minting.
The total reward is 1,000 GEM.
The amount of GEM in circulation grows by 600.
An in-game balance does not allow GEM to be created outside the accounts.
Transparent without becoming exploitable
We publish the economic rules, the GEM flows, the issuance limits and the accounting principles needed to understand the model. The parameters that would allow difficulty to be manipulated, protections to be bypassed or safety thresholds to be exploited stay confidential. That separation protects the economy without preventing its principles from being examined.
What is public
The 21 billion hard cap and the single creation rule.
The two limits, mining power and adoption.
Elasticity and how it works.
The halving thresholds and their factors.
The safeguard applied ahead of a halving.
The Reward Vault's role, replacing new mint.
The five accounting states of GEM.
The split across player groups and the brake on concentration.
The role of sGEM and the limits of the onboarding phase.
What stays protected
The detail and weight of the actions counted by Proof of Play.
The signals used to spot artificial accounts.
Review and sanction thresholds.
Account grouping rules.
Measurement windows and time-based protections.
The Reward Vault's safety margins and emergency procedures.
The principle: monetary policy does not need to be secret. Detection methods do.
Frequently asked questions
Does a MonsterMine give a fixed amount of GEM?
No. A MonsterMine brings power to your Mine. Production also depends on your activity, your optimisation, the power of all players, adoption, your group, the Reward Vault and the limits of the cycle.
Does Proof of Play create GEM?
No. Only the Mine creates new GEM. Proof of Play sets your efficiency for the next cycle.
Why does issuance depend on adoption?
To stop a small number of very powerful accounts from triggering issuance that would match a large community.
What is new-mint elasticity?
A mechanism that gradually reduces the share of rewards that can be funded by minting new GEM, as adoption grows.
How do halvings work?
They reduce minting capacity when two conditions are met: an amount of GEM already minted, and a level of adoption. They do not affect recycling, and they are permanent.
Does the Reward Vault allow the ceiling to be exceeded?
No. Its GEM replaces new mint. It never adds to the ceiling.
What happens to permitted but unearned GEM?
It is not minted, not carried over, not given to the team. It simply does not exist.
Do fights or expeditions create GEM?
No. They can spend or redistribute it, and grant resources that are not GEM.
What happens once the hard cap is reached?
Nothing more can be minted. The economy then runs on existing GEM, spending, the Reward Vault, fees and redistribution.
Why do some parameters stay secret?
The economic rules have to be understandable and checkable. The thresholds and signals that would let the system be manipulated or its protections bypassed have to stay protected.
Glossary
GEM
MonsterMine's main utility token.
sGEM
In-game currency, not withdrawable and not directly convertible into GEM.
New mint
GEM that did not exist before.
Recycled GEM
GEM that already exists, spent and then put back into circulation.
Reward Vault
A reserve of existing GEM, used to replace part of the new mint.
Distributable amount
The theoretical maximum calculated for a cycle.
Distributed amount
What is actually earned, checked and fundable.
Elasticity
The gradual reduction of the share that can be funded by minting.
Halving
A permanent reduction of minting capacity.
Weighted adoption
A measure of real activity that reduces the weight of very large and suspicious accounts.
Proof of Play
A measure of your useful activity, which sets your efficiency for the next cycle.
Spending
A use that takes GEM out of your balance to progress or take part.
Hard cap
The maximum amount of GEM that can ever exist: 21 billion.
Claim
Moving a balance from the game to the blockchain, under the system's rules.