Greens ecosystem is based on the blockchain with one fixed supply GRN token, which serves as the investible asset as well as the bridge for all in-game money.

Since the GRN has a fixed supply, all items in the game would be inflationary, the purchasing power of the GRN increases over time without being extractive. Early users would be rewarded with their labor being more valuable in GRN terms, later users will still be able to Play and Earn. Earning depends on your success in arena mode and weather conditions to avoid extrapolation of income. The total supply is 1,400,000,000 tokens, allocated like this:

48% of total GRN will be distributed to players through game rewards. At the first quarter of the year, we are using 50% of players' earnings.

The more users earning GRN at a given time, the less GRN earning will be available per person. Token Emissions of GRN has a community oriented token distribution. Each in-game season a set number of GRN will be unlocked to earn. On the first day of each season, GRN unlocked is halved compared to the 1st day of the previous season.

Users can buy utility NFT, breed seeds, discover new lands, build new greenhouses, sell NFT and be successful in arena mode to get rewards. We guarantee the playerโ€™s earnings due to the following points.

Part of received tokens from seeds breeding, lands and greenhouse minting is burning up to 30% per month evenly to increase the value of the GRN token.

We estimated a break-even point, gross margin and customer lifetime value for three different playerโ€™s payback periods to show convergence of the economic model. It helps players to understand dependence between the range of payback period, treasure, and ecosystem fund. At first we should compare different units and target audience to choose the most profitable. After test we have selected our stylisation and audience.

More than 60% should be players: 62% woman and 32% man, more than 30 years old, who are interested in tower defence mobile games. We calculated the revenue from 1 player based on time customer interact with the game. This is CLV- customer lifetime value. We compared this value to the profitability of in-game assets for the player at 1, 2, 3, 4, 5, and 6 months. The table below shows a difference in profitability at 1, 3, and 6 months.

Users who convert coins to dollars are interested on refund their investments assap. We fix a player's lifespan as 6 months and players coins withdraw as 70% based on similar projects. It means the nearest positive profitability based on payback in 3 months.

We create a 3-year plan based on this payback period in the game. We fix retention, ARPPU, and conversion rate using statistics on similar projects and calculating income and the break-even point.

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