Fate Adventure Docs
  • Introduction
    • Welcome Adventurer
    • Evolution & Game Mode
    • Game Depth
  • Fully On Chain
    • Transparency
    • Account Abstraction
    • Decentralization
    • Cost-Efficient
    • True Ownership
    • The Player-Investor Ecosystem
  • Business Model
    • $FA Tokenomics
    • Revenue Streams
    • In-Game Economy
    • $FA Utility *Basic
  • (Preliminary) $FA Utility *Advanced
  • FUTURE EXPANSION
    • Expand Utility of Existing IP
    • Expansion into the Fateverse
    • Strengthen Fate World IP
    • Continuous IP Growth & Audience Expansion
Powered by GitBook
On this page
  • Source: Bootstrap Emission Schedule
  • Sink: $FA Token Usage
  • Guild Wars - Start with Bootstrap
  • Summary

(Preliminary) $FA Utility *Advanced

Details describing the utility of the $FA token in the Fate Adventure RPG game.


Source: Bootstrap Emission Schedule

  • Bootstrap Budget: 78,000 $FA (one-time from Marketing allocation)

  • Emission: 20% of remaining budget reallocated weekly

Week
Budget
20% from Budget

1

78,000

15,600

2

62,400

12,480

3

49,920

9,984

4

39,936

7,987

5

31,949

6,389

6

25,560

5,112

7

20,448

4,089

8

16,359

3,271

9

13,088

2,617

10

10,471

2,094

11

8,377

1,675

12

6,702

1,340

13

5,362

1,072

14

4,290

858

...

...

...


Sink: $FA Token Usage

  • $FA tokens are primarily spent through Gacha and in-game microtransactions.

  • From previous sales record, ~50,000FA /14 weeks, and new microtransaction and Guild Wars, we should be able to sink 78,000 FA from the bootstrap.


Guild Wars - Start with Bootstrap

Mechanism Overview

  • Each player must purchase at least one Battle Pass to participate in a Guild War round.

  • Battle Pass cost: 120 $FA.

  • Each Battle Pass eligible for 1 round.

  • Players can purchase multiple Battle Passes to scale reward linearly.

  • To maintain economic stability during the bootstrap phase, Battle Pass sales are limited to 100 passes max for the first 2 weeks.

  • All Battle Pass proceeds are pooled into the Pot, combined with the bootstrap allocation.

Battle Attempts and Rewards

  • Each participated player receives 5 attack attempts per round per week.

  • During the bootstrap 1st week:

    • Winning an attack yields approximately 36 $FA per Battle Pass.

    • Losing an attack yields approximately 24 $FA per Battle Pass.

  • Even if a player loses all 5 attempts, the original 120 $FA Battle Pass cost is returned, ensuring no loss during bootstrap.

  • This structure promotes a positive reward cycle to encourage player participation.


Reward Allocation Rules

  • Each weekly round allocates 20% of the Pot for player rewards.

  • Winning attacks receive 1.5x the reward compared to losing attacks.

  • Example:

    • If 100 Battle Passes participate and all win all 5 battles (500 wins total max),

    • The winning reward per battle per Battle Pass = 20% of Pot ÷ (Total Battle Passes * Max attack attempts).

    • The losing reward = winning reward ÷ 1.5.

  • Rewards from losing battles are reserved as bonuses for Guilds based on Rank, alongside in-game item prizes.

  • This incentivizes guilds to actively defend rather than letting defenses fall to farm $FA rewards easily.


Economic Simulation Tables

Scenario 1: Stable 100 Battle Passes All The Way

Round
Starting Pot
20% Pot Source
Pot Sink (Battle Tickets)
Win Reward
Lose Reward
Guild Max (All Lose)
Win All - BPass
Win Half - BPass
Lose All - BPass

1

90,000

18,000

12,000

36.0

24.0

6,000

60.0

30.0

0.0

2

84,000

16,800

12,000

33.6

22.4

5,600

48.0

20.0

-8.0

3

79,200

15,840

12,000

31.7

21.1

5,280

38.4

12.0

-14.4

...

...

...

...

...

...

...

...

...

...

14

61,649

12,330

12,000

24.7

16.4

4,110

3.3

-17.3

-37.8

Note: This assumes no players quit, maintaining 100 Battle Passes weekly. Over time, rewards shift more to Guild Rank bonuses and less to individual battles, and the economy reaches its equilibrium Source = Sink. The system balances incentives and encourages strategic play.


Scenario 2: 50% Player Drop-Off After Initial Rounds

Round
Starting Pot
20% Pot Source
Pot Sink (Battle Tickets)
Win Reward
Lose Reward
Guild Max (All Lose)
Win All - BPass
Win Half - BPass
Lose All - BPass

1

90,000

18,000

12,000

36.0

24.0

6,000

60.0

30.0

0.0

2

84,000

16,800

12,000

33.6

22.4

5,600

48.0

20.0

-8.0

3

73,200

14,640

6,000

58.6

39.0

4,880

172.8

124.0

75.2

...

...

...

...

...

...

...

...

...

...

14

30,398

6,079

6,000

24.3

16.2

2,026

1.6

-18.7

-38.9

Note: Here, a 50% drop in Battle Pass purchases causes rewards to spike drastically for remaining players, encouraging new players to join. Even all losing players earn more $FA, further encourage everyone to join, creating a self-sustaining economy.


Scenario 3: Unlimited Battle Passes After 2nd Week with Large Investor Comes In & Go

Round
Starting Pot
20% Pot Source
Pot Sink (Battle Tickets)
Win Reward
Lose Reward
Guild Max (All Lose)
Win All - BPass
Win Half - BPass
Lose All - BPass

1

90,000

18,000

12,000

36.0

24.0

6,000

60.0

30.0

0.0

2

84,000

16,800

12,000

33.6

22.4

5,600

48.0

20.0

-8.0

3

91,200

18,240

24,000

18.2

12.2

6,080

-28.8

-44.0

-59.2

4

84,960

16,992

12,000

34.0

22.7

5,664

49.9

21.6

-6.7

...

...

...

...

...

...

...

...

...

...

14

62,680

12,536

12,000

25.1

16.7

4,178

5.4

-15.5

-36.4

Note: After removing the 100-battle pass limit post week 2, if a large investor buys many Battle Passes, rewards per pass will reduce, making quitting costly. This encourages long-term participation, sticky and balances the economy.


Summary

  • New $FA token utility revolves around Battle Pass purchases for Guild Wars, Gacha, and in-game microtransactions.

  • In-game swap FA <-> S will abstract the friction.

  • Aside from the bootstrap (source), the economy continues to move toward a long-term sink through the introduction of more in-game items and new content updates.

  • Activating the $FA economy in-game will generate more fees for the liquidity providers, encourage players to have skin in the game, and drive organic promotion through word-of-mouth, amplifying the social effect.

  • The economic design incentivizes player engagement through a positive feedback loop:

    • Players get rewarded even when losing initially.

    • Guilds gain bonuses, encouraging defense and teamwork.

    • The system is self-regulated and self-sustained.

  • Battle Pass purchase limits and pot distributions are carefully tuned to maintain a sustainable in-game economy at start and keep $FA valuable.

  • As our community grows, future sponsorships, advertisement or partnerships requiring FA community participation can directly incentivize FA community by putting FA tokens into the Pot as bonus to create a win-win scenario.


Previous$FA Utility *BasicNextExpand Utility of Existing IP

Last updated 5 days ago