Principles
We test each economy feature against five rules. A feature that breaks one of them stays out of the game.
- The game is fun without spending. You can finish the campaign and compete in PvP without paying. We sell cosmetics and a premium season pass to players who want them.
- Items come from effort. You get items from crafting, fixed enemy yields, contracts, achievements, and season rankings. The game has no random drops, loot boxes, or paid chances for items.
- Player demand sets item prices. Players buy items for a new season, a harder difficulty, a favorite hero, or prestige.
- The server guards scarcity. The server creates and records quotas, serial numbers, and one-of-a-kind Relics, so nobody can forge them.
- Currencies and materials have sinks. Fees, upgrades, and salvage pull Crowns and materials out of the economy and keep prices from collapsing.
We issue no game token. Chance never decides an item's result. The only draw is the Genesis Hero reveal at mint, and we can rebalance its stat bonus.
Five races
Each race produces a few materials at low cost and buys the rest from other races, so you will trade with players of other races often.
You pick one race for your kingdom. The Human kingdom is in the demo today, and we will release the other four races in stages.
Production rules
- A race produces its two signature basic materials 50% cheaper in its homeland.
- You can still produce other races' basic materials, at 30% efficiency.
- Only the owning race can make its exclusive component, and Epic or higher items need one.
Materials and dependencies
| Race | Homeland | Signature materials | Exclusive component | Must buy from other races |
|---|---|---|---|---|
| Dwarves | Ironpeak Holds | Iron ore, stone | Deepforge Steel (Epic+ heavy armor and metal weapons) | wood (Elves), leather (Beastfolk), Hearthbread (Humans), Soul Ember (Demons) |
| Humans | Goldenvale | Wheat, linen | Hearthbread (preserved rations that armies of every race eat during a season) | stone (Dwarves), Deepforge Steel, Moonwood, War Mounts, Soul Ember |
| Elves | Elderwood | Ancient wood, herbs | Moonwood (Epic+ bows and staves) | iron ore (Dwarves), sulfur (Demons), Hearthbread (Humans) |
| Demons | Ashen Abyss | Sulfur, obsidian | Soul Ember (needed for enchantments) | Hearthbread (Humans), herbs (Elves), iron ore (Dwarves) |
| Beastfolk | Wildmane Savanna | Leather, bone and fang | Wildhide (Epic+ light armor) and War Mounts (wolves, tigers) | iron ore (Dwarves), linen and Hearthbread (Humans), herbs (Elves) |
Items and troops
Smiths of each race stamp a Racial Hallmark on the items they forge, a small bonus other races cannot make. If you want that bonus, you buy from that race.
| Race | Racial Hallmark | Signature troops | Weakness |
|---|---|---|---|
| Dwarves | Deepforged: heavy armor and hammers or axes +10% DEF, upgrade cap +1 level | Shieldwardens, Cannoneers, Engineers | slow, few ranged units |
| Humans | Royal Standard: makes every item type, upgrades cost 15% less | Cavalry, Crossbowmen, Knights; train 20% faster | no extreme strength |
| Elves | Elderwood Carving: bows and staves +10% range, potions last 50% longer | Forest Archers (longest range), Druid healers | low HP, fragile on the front line |
| Demons | Hellbrand: +1 enchantment slot on Epic and higher | Ember Warlocks (highest area damage), Summoners | expensive and fragile troops |
| Beastfolk | Wildstitch: leather armor +8% move speed, fang and bone weapons +5% crit | Wolf Riders, Beast Brawlers; fastest, high HP | low armor, weak against magic |
We balance the races through playtesting and seasons. Each kingdom fights its own enemy route, and each season we add enemies with different weaknesses through modifiers; Elven archers, for example, shoot down flying enemies. The strongest race changes from season to season, and material prices shift with it.
Genesis Heroes come from the Wayfarer Order and can lead a kingdom of any race.
Race heroes: no new NFT mint
Genesis stays the only NFT hero collection, with a supply of 5,000. We will not sell Dwarven, Elven, Demon, or Beastfolk heroes as a new NFT mint. You earn race heroes in the game by collecting Hero Shards.
- Sources: World Bosses, Adventurers' Tavern contracts, events, season rewards, and achievements grant shards of specific heroes. No gacha.
- Forming a hero: 10 shards form one race hero. More shards raise that hero's stars, 10 shards per star, up to 5 stars.
- Race limit: a race hero leads a kingdom of its own race. A Genesis Hero can lead a kingdom of any race.
- Off-chain trade: players of any race can earn shards of other races' heroes and sell them in the Grand Bazaar for Crowns to the players who need them.
- On-chain: Genesis Hero holders raise shards into NFTs through Ascension at the Genesis Gate, for themselves or for other players as a Gatekeeper Service. One Ascension raises up to 10 shards, and players trade on-chain shards for ETH in the Hall of Legends.
- Using on-chain shards: you return shard NFTs to the Royal Vault through Descent before you form a hero. The shards you spend burn.
- Race heroes stay off-chain: only the shards go on-chain, so the NFT heroes remain the 5,000 Genesis Heroes.
We build Hero Shards on the fragment system already in the demo.
Weapon and armor rarity
Weapons and armor come in six tiers. The higher the tier, the longer the road to craft it and the smaller its supply.
From Rare up, you need rare materials from elite enemies. Higher tiers also need boss materials, long research, and season quota that is still open.
| Tier | Made from | Supply limit | Catalyst slots | Traded at |
|---|---|---|---|---|
| Common | basic recipe at a workshop | unlimited | 0 | not tradable (bound to the account) |
| Uncommon | workshop Lv2 + 1 catalyst | limited by materials | 1 | Grand Bazaar |
| Rare | 2 kinds of rare materials from two regions + 2 catalysts | limited by rare-material capacity and research time | 2 | Grand Bazaar |
| Epic | researched recipe, 3 kinds of rare materials, boss materials, a racial component, 3 catalysts | limited by boss materials | 3 | Grand Bazaar; can ascend to an NFT |
| Legendary | named weapon with lore: a long research chain, rare materials, and a boss trophy on high difficulty | quota per item per season (5 to 500), serial-numbered | 1 free + fixed effect | Grand Bazaar, Hall of Legends |
| Relic | cannot be forged; awarded for world-firsts, season championships, or events | one in the world | unique effect | Grand Bazaar, Hall of Legends |
The Legendary ladder starts small: one Relic, five Hero's Blades, then 25 and 50. Later seasons can open 100 to 500 of an item. When a quota runs out, we close the recipe, and nobody can make that season's edition again.
Example: forging the King's Fang
A Legendary axe with a season quota of 50.
- Research Fang Forging at the Weaponsmith Lv3.
- Beat the Goblin King on Hard without a breached fence to earn the King's Fang Trophy.
- Bring 3 Deepforge Steel from a Dwarven smith, 4 Alpha Fang from Wildmane Savanna, and 2 Boss Essence.
- Forge it before the season quota runs out. The server stamps your axe with a serial number, for example #0037/50.
Reasons to craft
Player-made items hold value because their quality depends on the maker's skill, and they carry the maker's name.
- Results from your skillYour materials are never lost, and an item's quality depends on how you forge it. Upgrades cannot fail.
- You choose the bonusCatalysts set an item's bonus: wolf fang adds 15% damage against riders, a magic shard cuts skill cooldowns by 6%. Two players with the same recipe can make different items.
- Your name on itLegendary and Relic items read "Forged by <player>", and the NFT keeps that name. Smiths whose work sells build a name among players.
- Serial numbers and quotasPlayers race to forge before a season quota runs out, and collectors hunt low numbers such as #0001.
- History and titlesItems record the enemies they defeat. After 500 wolf riders, for example, an item earns the title Wolfslayer and a visual effect.
- Racial HallmarksBonuses differ by race, so you will often buy the best item for your build from another race.
- Equipment setsWear 3 to 5 pieces of a set for a set bonus. Smiths of different races forge the pieces, for example a Dwarven helm and armor with Beastfolk boots.
- Crafting masteryEach workshop has a mastery level. High levels unlock recipes, save materials, and widen the forging timing windows, so specialist crafters can take orders.
- Seen in battleYour hero holds the weapon you equip. High tiers glow, and opponents see them in PvP replays.
Forge quality: results from skill
Each time you forge a weapon or armor, you play three short steps. Your materials are never lost, and your timing sets the item's quality.
- Heat: hold the fire in the right heat zone for that metal.
- Hammer: strike on the beat of the hammer.
- Quench: quench the blade when its color is right.
| Quality | Stat bonus |
|---|---|
| Standard | 0% |
| Fine | +4% |
| Prime | +8% |
| Masterwork | +12%, a special name, and a glow effect |
- Bold Forge: before you quench, you can push the heat into the red zone. Hit the timing window and quality rises one grade. Miss it and quality drops one grade (Standard at the lowest), and the item stays whole.
- Secret seasonal recipes: each season we hide a few catalyst combinations that give an extra bonus. The first player to find one earns a title, as with First Forge.
- Anti-macro: the beat pattern changes with every forge, and the server checks the input log, as it does for wave verification.
The item and its NFT metadata record its quality, so buyers see it before they pay. Smiths with high mastery make Masterworks more often, and players who rarely craft buy from them in the Grand Bazaar or through Forge Commissions.
Three markets
You trade in three markets. The Grand Bazaar is open to every player and uses Crowns. The Aether Exchange and the Hall of Legends connect to the blockchain and use ETH.
| Market | Goods | Payment | Goods are held in | Who can trade | Fee |
|---|---|---|---|---|---|
| Grand Bazaar | all materials, racial components, off-chain items from Uncommon to Relic, Hero Shards, potions | Crowns | Royal Vault (server inventory) | every player, with or without NFTs | 1% listing + 5% sale, burned |
| Aether Exchange | basic materials only (10 kinds), sold in lots | ETH | Royal Vault; payment through an on-chain escrow contract | players with a verified wallet, with or without NFTs | 5% |
| Hall of Legends | Genesis Heroes, Epic or higher items, and Hero Shards that became NFTs | ETH | the player's wallet | anyone with a wallet | 5% creator fee on resales |
Grand Bazaar
Players post sell and buy orders, and prices meet between them. Each item shows its price history. For basic materials, NPC traders buy at a floor price and sell at a ceiling price within daily quotas, which keeps prices inside a fair band. NPCs do not trade rare materials. Caravans bring goods from other regions in 10 to 60 minutes.
Aether Exchange
On the Aether Exchange you sell basic materials for ETH. The materials stay in the Royal Vault, and we do not turn them into tokens.
- The seller locks a lot of materials in the Royal Vault.
- The buyer pays ETH into an on-chain escrow contract.
- The server moves the materials to the buyer's Royal Vault.
- The escrow releases the ETH to the seller.
The materials stay on the server, so transactions cost little and stock stays in one place. A 100-unit minimum lot, daily selling quotas, and trade cooldowns make life hard for farming bots. High-value goods go on-chain through the Genesis Gate.
Hall of Legends
Players trade Genesis Heroes, item NFTs, and on-chain Hero Shards for ETH in the Hall of Legends and on other NFT marketplaces. If you buy an item NFT, you can use it in the game by connecting a wallet, or send it back to the Royal Vault through Descent and sell it in the Grand Bazaar.
The Genesis Gate
A wallet that holds at least one Genesis Hero can raise off-chain weapons, armor, and Hero Shards into NFTs. We call this Ascension.
After that, anyone can own and use the item, or return it to the Royal Vault through Descent.
Ascension rules
- Eligible: Epic, Legendary, and Relic weapons and armor, and Hero Shards. One Ascension raises up to 10 shards.
- Cost: Crowns and one Genesis Sigil. You craft the Sigil from Deepforge Steel (Dwarves), Moonwood (Elves), and Soul Ember (Demons), so the cost pulls materials out of the economy and brings buyers to three races.
- 24-hour hold: an item waits 24 hours after a trade before Ascension or Descent.
- NFT metadata: name, tier, quality, serial number, maker, Racial Hallmark, catalysts, and battle history. The server keeps the history current.
- Gatekeeper Service: Genesis holders can ascend other players' items for Crowns, and the NFT goes straight to the customer's wallet.
| Genesis Hero rarity | Ascensions per season |
|---|---|
| Common | 2 |
| Uncommon | 3 |
| Rare | 4 |
| Epic | 6 |
| Legendary | 8 |
| Mythic | 12 |
If you hold several Genesis Heroes, we add up their quotas. A wallet can hold any number of heroes.
Currencies, sources, and sinks
The game uses two in-game currencies and no token. You earn Crowns, the in-game trade currency, only by playing. On-chain trades use ETH.
| Currency | Earned from | Spent on | Can you buy or cash it out? |
|---|---|---|---|
| Gold | waves in a campaign | buildings, towers, and troops in that campaign | no, and you cannot trade it |
| Crowns | contracts, achievements, season rankings, Grand Bazaar sales | Grand Bazaar, upgrades, reforging, Ascension | no |
| ETH | your own wallet | Aether Exchange, Hall of Legends, mint | you manage it outside the game |
Sources (all deterministic)
- Fixed yields from enemies: a goblin gives 0.36 wood, elites give rare materials, the Goblin King 3 Boss Essence
- Kingdom production from buildings and townsfolk
- Adventurers' Tavern contracts, achievements, and season rankings
- World-firsts and events, the only source of Relics
Sinks
- Grand Bazaar fees, which we burn
- Upgrades +1 to +10 with rising costs
- Reforging and enchanting, which use up materials
- Salvage, which returns part of an item's value
- Genesis Sigils and Crowns for Ascension
- Hearthbread that armies eat every wave
- Tower ammunition, wall repairs, and PvP gear upkeep
- Basic materials that NPCs buy, which we destroy
- World Wonders, the server-wide building projects
Rare materials and player trade
From Rare up, weapons and armor need rare materials from elite enemies, and every region has its own. You cannot gather every kind yourself, so you sell your surplus and buy what you lack from other players.
Ordinary goblins drop plenty of basic materials, about 20 times what a kingdom produces in the first five waves of the Human campaign. If basic materials were enough for every tier, item prices would collapse. So we moved the value of high-tier items into rare materials, and we limit their supply.
Rare materials by region
Each rare material comes from specific monsters in a specific region. A Rare recipe uses 2 kinds from two regions, and an Epic recipe uses 3 kinds.
| Region | Elite enemy (example) | Rare material |
|---|---|---|
| Goldenvale (Humans) | crystal-bearing goblins; explosive beetles used by goblins | Magic Shard; Explosive Gland |
| Ironpeak Holds (Dwarves) | crystal trolls | Deepvein Crystal |
| Elderwood (Elves) | blighted treants | Heartwood Sap |
| Ashen Abyss (Demons) | ash wraiths | Wraith Ash |
| Wildmane Savanna (Beastfolk) | alpha wolves | Alpha Fang |
Monsters on your kingdom's route drop your region's signature materials. You buy other regions' materials in the Grand Bazaar. World Bosses drop boss materials, and contracts and events give limited amounts of materials from other regions.
Example: the Alpha Fang Bow (Rare) takes 2 Heartwood Sap and 3 Alpha Fang. Elven players have the sap and Beastfolk players have the fangs, so one of them buys from the other.
Rare materials differ from racial components. Racial components come from kingdom production, and rare materials come from battle. Epic items need both, so you trade across races and regions.
Supply Wagons: what you can sell
Every material that enemies drop goes into your Supply Wagons, which have a daily capacity per account. You can sell what fits in that capacity, and anything above it is bound to your account.
- Within capacity: materials become tradable, and you can sell them in the Grand Bazaar.
- Above capacity: materials still reach your storehouse, bound to your account, for your own crafting.
- Capacity: about 2,000 basic materials per day, the yield of the first five waves of the Human campaign. Rare materials get a smaller capacity. We adjust both numbers for each kingdom's route.
- Always tradable: materials from your first clear of each wave in a season, World Bosses, contracts, events, and kingdom production.
Every active player gets new goods to sell each day. A bot that farms for hours earns no more tradable materials than a regular player. We counter multiple accounts with bot detection and a one-person, one-account rule.
World Bosses: rewards by damage
World Boss rewards follow the damage you deal, so players who fight the same boss go home with different rewards. The rarest materials go to the biggest hitters, and other players buy from them.
- Body-part materials: a boss has several parts, such as scales, claws, and horns. Damage to the scales yields Boss Scale for armor, damage to the claws yields Boss Claw for weapons, and damage to the horns yields Boss Horn for enchanting. The amount follows your damage to that part.
- Rank rewards: we rank total damage within your Siege Bracket, so new players can still reach the top tier of their bracket.
- Attack limit: 3 attacks per player per day, so you compete on build and skill. The server counts damage from verified replays.
| Damage rank in your bracket | Extra reward |
|---|---|
| Top 1% | Boss Heart (a Legendary material), a World Boss trophy, 5 Hero Shards |
| 2–10% | 2 Boss Essence, 3 Hero Shards |
| 11–50% | 1 Boss Essence, 1 Hero Shard |
| The rest, with minimum damage | body-part materials only |
Only the top 1% earn a Boss Heart, so Legendary smiths buy it from them. Different builds hit different body parts, so every player ends up with a surplus that someone else wants.
Materials that keep getting used
Some materials run out each time you play, so demand continues after everyone owns gear.
- Ammunition: arrow towers and cannons use ammunition made from wood and iron ore.
- Rations: troops eat Hearthbread every wave.
- Repairs: you fix walls and towers damaged by a breached wave or a Siege Raid with stone and wood. Gear worn down in ranked PvP also needs rare materials.
- Upgrades +1 to +10: each level costs more, and from +6 you need rare materials.
NPC traders and prices
NPC traders keep basic material prices fair, and players remain the main sellers.
- NPCs buy basic materials at a floor price within a daily quota per account, then destroy them. Surplus materials cannot turn into unlimited Crowns.
- NPCs sell basic materials at a ceiling price in limited amounts, so other players usually sell for less.
- NPCs do not buy or sell rare materials. Players set those prices in the Grand Bazaar.
You trade rare materials in the Grand Bazaar for Crowns, and the Aether Exchange stays limited to basic materials. Rare materials reach the chain only inside Epic or higher items, through the Genesis Gate.
Season tuning
We track how much of each material enters the game and how much gets used. At the start of each season we adjust drops, Supply Wagons capacity, and recipes, and we announce the changes before the season begins.
Kingdom campaigns: 100 waves
In the first stage, your kingdom faces 100 waves in 20 sequences. Each sequence has five waves, and a boss attacks on the fifth. Two sequences make one chapter. After wave 100, we add new chapters through updates.
Each kingdom fights its own enemy lineup. Human players fight goblins on waves 1–5, with the Goblin King on wave 5, then plains wyverns on waves 6–10. The demo you can play today holds that first sequence. Elf players open the campaign against harpies and thornbirds that attack from the air. Dwarves defend their mines from spiders and armored beetles, Demons fight rebel imps and ember creatures, and Beastfolk face savanna predators.
In each sequence you meet a new enemy, try its counter, set priorities against mixed groups, face an elite, and then fight the boss. Enemies from earlier sequences can return as support. Before you start a wave, the preview shows the main threat, the materials you can earn, and any special reward conditions.
The materials you earn depend on the monsters you defeat. Common materials, such as ordinary wyvern scales, appear in several regions. Signature materials come only from specific monsters on their own kingdom's route: blighted treants drop Heartwood Sap, and crystal trolls drop Deepvein Crystal. Rare recipes use materials from two regions and Epic recipes from three, so you sell what your kingdom earns and buy what your route lacks.
You unlock basic counters through your own kingdom's progress, before the enemies that need them arrive. Elf players have archers that hit flyers from wave 1, and Human players unlock anti-air before wave 6. You can clear the opening sequences with local gear, then buy cross-region gear for later challenges.
We split one reward budget between the two bosses of a chapter, and tradable battle materials still pass through Supply Wagons. We balance enemy strength and rewards on each route through playtesting.
Five kingdom routes
Open a kingdom to see its 20 sequences.
Humans: Goldenvale · 100 waves
| Waves | Enemies and challenge | Boss |
|---|---|---|
| 1–5 | Goblin fighters, archers, shield bearers; protect your own shooters | Goblin King |
| 6–10 | Young plains wyverns, diving wyverns, goblin ground raiders; threats at two heights | Skyfang, plains wyvern broodmother |
| 11–15 | Wolves, wolf riders, goblin drummers; stop fast charges | Ruk Wildfang, rider warlord |
| 16–20 | Explosive beetles, goblin handlers, shield bearers; pick targets before they reach the wall | Blastback, fortress beetle |
| 21–25 | Ogres, rock throwers, goblin supply carriers; building wreckers | Ironjaw, ogre chieftain |
| 26–30 | Skeletons, bone archers, spirit-lantern bearers; stop revivals | Grave Marshal |
| 31–35 | Storm harpies, young wyverns, ground raiders; guard the sky and the gate | Stormwing Matriarch |
| 36–40 | Spiders, goblin hunters, poison shamans; free entangled units | Widow of the Ford |
| 41–45 | Goblin shamans, totem keepers, ogres; focus fire on support | Grand Shaman |
| 46–50 | Catapults, shield troops, explosive beetles; strike the siege units | Walking Fortress |
| 51–55 | Stone golems, small rockbreakers, goblin archers; armor and fragments | Quarry Colossus |
| 56–60 | Wraiths, skeleton knights, shadow wyverns; ground and air in turn | Hollow Duke |
| 61–65 | Fire wyverns, diving wyverns, goblin tamers; spacing between buildings | Cinderwing |
| 66–70 | Regenerating trolls, armored ogres, goblin healers; cut off support | Siege Matron |
| 71–75 | Siege spiders, catapults, skeletons; webs shield the artillery | Brood Catapult |
| 76–80 | Dark knights, standard bearers, harpies; break the formation | Black Banner General |
| 81–85 | Elite explosive beetles, golems, goblin engineers; control chain explosions | Ironmaw Engine |
| 86–90 | Storm wyverns, wyvern riders, wind shamans; protect your archers | Tempest Regent |
| 91–95 | Elite goblins, ogres, wyverns; switch focus between groups | War Council, three commanders in one encounter |
| 96–100 | Dark knights with rotating artillery and air units; a test of every mechanic so far | Dark Warlord of Goldenvale |
Elves: Elderwood · 100 waves
| Waves | Enemies and challenge | Boss |
|---|---|---|
| 1–5 | Young harpies, thornbirds, harpy archers; flying targets step by step | Thornwing Matriarch |
| 6–10 | Venom moths, forest bats, root crawlers; poison and ground threats | Moonmoth Queen |
| 11–15 | Blighted treants, creeping roots, thorn sprites; slow armored attackers | Rotroot Elder |
| 16–20 | Silk spiders, hunting harpies, moths; webs disrupt your shooters | Canopy Weaver |
| 21–25 | Canopy wyverns, scout harpies, small treants; target switching | Jadecrest Wyvern |
| 26–30 | Fungal wolves, walking spores, thorn shamans; healing and poison | Mycelium Stag |
| 31–35 | Cursed dryads, shield treants, bats; ignore the decoys | Briar Duchess |
| 36–40 | Forest wraiths, spirit birds, skeleton guards; stop revivals | Lantern Keeper |
| 41–45 | Storm harpies, lightning moths, binding roots; mobility and disruption | Gale Talon |
| 46–50 | Siege treants, moss ogres, thorn sprites; protect your firing range | Hollowwood Colossus |
| 51–55 | Barkhide beetles, spiders, dryad healers; armored targets | Emerald Carapace |
| 56–60 | Venom wyverns, elite harpies, exploding fungi; placement and poison | Venom Canopy |
| 61–65 | Skeleton hunters, wraiths, thornbirds; focus the support | Ashen Ranger |
| 66–70 | Crystal treants, root golems, cursed dryads; shifting shields | Crystalroot |
| 71–75 | Light-snuffing moths, canopy spiders, harpies; dim vision, attack markers stay visible | Nightveil Queen |
| 76–80 | Moss ogres, spear harpies, treants; ground and air pressure | Grovebreaker |
| 81–85 | Storm wyverns, totem-bearing dryads, spirit birds; cut off support | Verdant Tempest |
| 86–90 | Ancient wraiths, skeleton guards, living roots; limited revivals | King Beneath the Roots |
| 91–95 | Elite harpies, treants, and moths in alternating groups | Thorn Court, three guardians in one encounter |
| 96–100 | Elder canopy wyverns and a cursed forest host; air and root threats together | Eclipse Wyrm of Elderwood |
Dwarves: Ironpeak Holds · 100 waves
| Waves | Enemies and challenge | Boss |
|---|---|---|
| 1–5 | Mine spiders, rock crawlers, web spinners; webs and small groups | Ironweb Broodmother |
| 6–10 | Iron beetles, rock burrowers, mine bats; armor and the first air threat | Ironback Burrower |
| 11–15 | Crystal trolls, goblin miners, shield bearers; regeneration and support | Deepvein Troll |
| 16–20 | Echo bats, crystal moths, crawlers; protect your shooters | Echo Matriarch |
| 21–25 | Ore golems, drill beetles, goblin engineers; armor and short-range artillery | Oreheart Golem |
| 26–30 | Skeleton miners, lantern wraiths, trolls; revivals | Lantern Foreman |
| 31–35 | Dynamite goblins, drill-carrying ogres, spiders; stop the bombers | Blastdrill Overseer |
| 36–40 | Lava salamanders, ember beetles, fire bats; heat lanes | Magma Maw |
| 41–45 | Stone trolls, crystal golems, goblin healers; focus on support | Cragmother |
| 46–50 | Siege carts, goblin shield troops, bats; hit the artillery and guard the sky | Runaway Ironclad |
| 51–55 | Crystal spiders, echo moths, crawlers; movement control | Prism Weaver |
| 56–60 | Mine wraiths, shield skeletons, small golems; shifting resistances | Hollow Miner King |
| 61–65 | Cave wyverns, elite bats, goblin spearmen; diving attacks | Stonewing |
| 66–70 | Rune golems, iron beetles, trolls; armor breaking | Runebound Sentinel |
| 71–75 | Siege ogres, dynamite goblins, spiders; webs shield the bombers | Mountain Ram |
| 76–80 | Salamanders, lava golems, forge spirits; hazard zones | Forge Tyrant |
| 81–85 | Splitting golems, elite trolls, crystal bats; the spawn budget caps the fragments | Shattered Colossus |
| 86–90 | Underground knights, rune mages, crawlers; break the shields | Underking's Herald |
| 91–95 | Elite beetles, trolls, and golems in alternating groups | Deep Council, three guardians in one encounter |
| 96–100 | Ancient golems, cave wyverns, enemy engineers; a siege of the mines | Worldbreaker of Ironpeak |
Demons: Ashen Abyss · 100 waves
| Waves | Enemies and challenge | Boss |
|---|---|---|
| 1–5 | Rebel imps, ember crawlers, fire-throwing imps; fast and slow targets | Ember Imp Regent |
| 6–10 | Ember hounds, ash bats, shield imps; charges and air | Ashfang Hound |
| 11–15 | Ash wraiths, scorched skeletons, summoner imps; the source of Wraith Ash | Cinder Revenant |
| 16–20 | Ember salamanders, heat beetles, crawlers; heat zones | Embercoil Matriarch |
| 21–25 | Gargoyles, obsidian bats, spear imps; armored flyers | Obsidian Wing |
| 26–30 | Cult sorcerers, skeletons, ember hounds; break shields and summons | Cult Herald |
| 31–35 | Obsidian golems, ash trolls, imps; break the armor | Blackglass Colossus |
| 36–40 | Ember spiders, ash moths, wraiths; webs with shifting attack phases | Furnace Weaver |
| 41–45 | Rebel hell knights, healer imps, gargoyles; separate the support | Fallen Marshal |
| 46–50 | Siege rams, exploding imps, ember hounds; stop the siege units | Infernal Siegeheart |
| 51–55 | Ash wyverns, elite gargoyles, cultists; air and totems | Ashwing Matriarch |
| 56–60 | Elder wraiths, shield skeletons, spiders; banish the spirits | Mourning Ember |
| 61–65 | Salamanders, lava golems, healer imps; rotate targets | Magma Sovereign |
| 66–70 | Portal-opening cultists, gargoyles, ember hounds; portals with fixed patterns | Rift Keeper |
| 71–75 | Obsidian knights, wraiths, banner-bearing imps; shields and support | Black Oath General |
| 76–80 | Sulfur beetles, siege rams, wyverns; pressure from several sides | Furnace Behemoth |
| 81–85 | Splitting gargoyles, elite spiders, cultists; limit the summons | Obsidian Broodlord |
| 86–90 | Storm wraiths, ember wyverns, rune golems; phase changes | Cinder Tempest |
| 91–95 | Elite imps, wraiths, and knights in alternating groups | Cinder Triad, three commanders in one encounter |
| 96–100 | Rift guards, wyverns, wraiths; portals and target priority | Rift Sovereign of Ashen Abyss |
Beastfolk: Wildmane Savanna · 100 waves
| Waves | Enemies and challenge | Boss |
|---|---|---|
| 1–5 | Wild wolves, scout wolves, pack leaders; handle flank attacks | Redmane Alpha |
| 6–10 | Hyenas, vultures, savanna raiders; air and ground | Bonejaw Matriarch |
| 11–15 | Horned beetles, sand crawlers, hyenas; armor and charges | Dunehorn |
| 16–20 | Savanna harpies, dusk bats, wolves; protect your shooters | Suncrest Matriarch |
| 21–25 | Thorn boars, hunter ogres, raider spearmen; stop the charge | Bristleback King |
| 26–30 | Storm lions, swift wolves, raider shamans; charges with totems | Thunderclaw |
| 31–35 | Sand snakes, burrow spiders, vultures; poison and webs | Sandcoil Queen |
| 36–40 | Skeleton hunters, bone hyenas, wraiths; revivals | Pale Huntmaster |
| 41–45 | Field wyverns, spear harpies, raiders; diving attacks | Dustwing |
| 46–50 | Armored rhinos, ogres, war drummers; gate breakers | Ironhorn Patriarch |
| 51–55 | Thorn treants, horned beetles, shamans; barricades and armor | Thornback Elder |
| 56–60 | Storm lions, harpies, elite wolves; fast pressure from two sides | Stormmane |
| 61–65 | Sand spiders, snakes, hunter ogres; movement control | Dune Weaver |
| 66–70 | Savanna wraiths, skeleton spearmen, spirit birds; stop the support | Spirit of the Dry River |
| 71–75 | Raider wagons, horned beetles, hyenas; a moving siege | Warwagon Chief |
| 76–80 | Sand golems, rhinos, harpies; heavy armor and air | Sandstone Titan |
| 81–85 | Storm wyverns, elite lions, wind shamans; target focus | Horizon Talon |
| 86–90 | Shadow wolves, wraiths, cursed hunters; find the main attacker | Moonless Hunter |
| 91–95 | Elite wolves, rhinos, and lions in alternating groups | Wild Hunt, three leaders in one encounter |
| 96–100 | Storm beasts, harpies, elite raiders; positioning and interception | Thunder Sovereign of Wildmane |
Recipes that need two kingdoms
| Rare recipe (example) | Signature materials | Supplying kingdoms |
|---|---|---|
| Alpha Fang Bow | 2 Heartwood Sap + 3 Alpha Fang | Elves + Beastfolk |
| Skyhunter Ballista | 2 Deepvein Crystal + 2 Heartwood Sap | Dwarves + Elves |
| Ember Guard | 2 Wraith Ash + 2 Deepvein Crystal | Demons + Dwarves |
| Linebreaker Spear | 2 Magic Shard + 3 Alpha Fang | Humans + Beastfolk |
| Webburn Catalyst | 2 Explosive Gland + 2 Wraith Ash | Humans + Demons |
We add basic materials and forging costs when we test each recipe, so these examples set no prices. Each kingdom supplies two recipes in this table.
Early access and rewards
- Anti-air: Elf players have anti-air archers from the start, and Human players unlock anti-air before wave 6. Dwarves, Demons, and Beastfolk unlock it before their first flying sequence.
- Rewards: regular waves give Gold and basic materials, with fixed yields per enemy type. Elites give the monster or signature materials listed in the wave preview. Bosses give signature materials or trophies, and the two bosses of a chapter share one Boss Essence budget.
- Hard difficulty: enemy health and damage rise by 50%. Elites drop twice the rare materials, and bosses drop trophies for Legendary recipes, such as the King's Fang Trophy.
- Material sources: common materials appear in several regions, and signature materials come only from the monsters and regional variants we name. Contracts and events give limited amounts of materials from other regions.
- Staged release: while other kingdoms have not launched, you clear the opening sequences and craft Rare recipes with local materials. We require cross-region materials once all five kingdoms are live.
- Enemy count: a wave holds up to 720 enemies. We have tested 720 goblins running at 60 FPS on a laptop with Intel UHD 620 graphics.
Milestones and seasons
| Wave cleared | Planned access |
|---|---|
| 10 | Siege Raids and World Bosses, once those features launch |
| 20 | Rare recipes |
| 30 | Epic research |
| 40 | Hard difficulty |
| 50 | Legendary research |
| 100 | First-stage title |
| 101+ | New sequences and chapters through updates |
Each chapter you clear raises your Siege Bracket one level, up to Bracket X after wave 100. Replaying earlier waves does not lower your bracket. Matchmaking uses Siege Rating and army strength, so stopping at a wave does not get you easier opponents.
We do not reset campaign progress when a season starts. First-clear rewards for each wave reopen every season, and the server records each claim per account, season, and wave.
Supporting systems
These eleven systems give you more reasons to play, trade, and hunt rare items. We start with seasons, Forge Commissions, and World Wonders because they run without a blockchain.
| System | Mechanics | Effect on the economy |
|---|---|---|
| Seasons | Each season (8 weeks) brings an enemy faction and new rules, such as the Season of the Wolf. | The strongest race changes, and material demand and prices shift with it. |
| World Bosses | A whole server fights one boss over several days, and players earn fixed rewards by the damage they deal. | Players get trophies and high-tier materials, and a reason to play together. |
| World Wonders | A server builds a giant structure with materials from all five races. When it stands, every player on the server gets a bonus. | The largest material sink; every race finds buyers. |
| Forge Commissions | You post an order, such as an Epic bow with a chosen catalyst, and a specialist crafter makes it for Crowns. | Crafters get work, and players who skip crafting still get items. |
| Gatekeeper Service | Genesis holders spend their quota to ascend other players' items, for Crowns. | Genesis holders earn income, and players without NFTs still reach the chain. |
| Caravans | You can escort shipments between regions. If you beat the goblin raiders (fixed difficulty), you keep bonus cargo. | Trading becomes part of play. |
| Relic Gallery | You display Legendary and Relic items in your palace, and other players can visit. | Prestige adds demand for rare items. |
| Season Editions and First Forge | We do not reopen a season-marked Legendary recipe after its season ends. The first player to forge a new Legendary earns a title and #0001. | Scarcity that lasts, and a race at the start of each season. |
| Open League and Iron League | The Open League counts every hero and bonus, Genesis included. The Iron League is for teams without Genesis Heroes and caps item power per bracket. Both rank players by PvP. | Players without NFTs compete in the Iron League on skill. |
| Wayfarer Contracts | A Genesis owner lends a hero to another player for one season and shares the Crowns it earns. Rented heroes play in the Open League. | The hero stays in use while its owner plays less. |
| Smith of the Season | A leaderboard for smiths, based on their items used by other players in the PvP top 100. | Smiths get an ambition of their own, and leaderboard chasers get a reason to buy from them. |
Revenue model
Our revenue comes from Genesis Heroes, the season pass, cosmetics, and market fees. You still have to forge, win, or buy the strongest items from other players.
We sell
- Genesis Heroes: a fixed supply of 5,000, plus a 5% creator fee on each resale. Half of that fee goes back to players through the Champion's Hoard.
- Season pass: a free track with materials, Hero Shards, and potions, and a premium track with cosmetics, city decorations, skill effects, and season collectibles
- Cosmetics with no combat power: city themes per race, banners, troop skins, tower effects
- Transaction fees on the Aether Exchange and the Hall of Legends
We do not sell
- Crowns
- Random chances of any kind, including loot boxes and gacha
- Legendary or Relic items from a shop
- A game token
We plan to keep the Genesis Hero stat bonus small, +5% to +30% over non-NFT heroes. We can tune the numbers to keep the game balanced, but we never switch the bonus off in any league.
PvP Siege Raids
We build the season leaderboard from PvP results. In a Siege Raid you attack another player's kingdom with waves of troops, like the goblin waves in PvE, while the kingdom's owner defends.
- Asynchronous: the defender does not need to be online. Their defense fights with the layout they set up.
- Attacker: you pick heroes (up to 5 active) and troops, then set the order of the waves, their lanes, and the timing of skills.
- Defender: the defender's towers, walls, troops, and guard heroes use the same AI as in PvE.
- Result: 0 to 3 stars (1 star for breaching the gate, 2 for half-destroying the Castle, 3 for razing it). Stars move both players' Siege Rating, and a strong defense earns rating too.
- Siege Brackets: PvP opens once you finish waves 1–10 of the campaign. You only meet opponents in your bracket: Bracket I for players who finished waves 1–10, Bracket II for waves 11–20, and so on in steps of 10 waves. You move up a bracket when you finish the next 10 waves, and you do not move down. The campaign's first stage has 10 brackets, up to Bracket X for players who finish wave 100.
- Matchmaking: inside a bracket, the system finds opponents with a similar Siege Rating and army strength, so strong players cannot hunt weak ones.
- Protection: after an attack, your kingdom raises a Truce Banner for 24 hours so you can rebuild first. If you attack another player, your Truce Banner ends. We also cap attacks per day and protect new players during their first week.
- Spoils: the attacker takes a small share of the basic materials in the defender's unprotected storage (1% for 1 star, 3% for 2 stars, 5% for 3 stars, capped per raid). Your storehouse protects part of your stock, and so does a market listing. An attacker cannot take items, Hero Shards, or NFTs, and also earns Crowns from the season treasury.
- Anti-farming: you can sell raided materials on the Aether Exchange only after 24 hours. We review pairs of accounts that keep raiding each other.
- Replays and Revenge: both players can watch a raid again, and the defender gets one Revenge raid against the attacker.
- Verification: the game sends each raid as an input log, and the server replays it with the same deterministic engine. We count the result only when the replay matches.
PvP shows the differences between races and items at once: Dwarven defenses are thick, Beastfolk raids are fast, and players shop for the best attacking and defending items.
Two leagues and leaderboard chasers
PvP has two leagues, and we never switch off the Genesis bonus in either of them. Leaderboard chasers who like to buy the best weapons get reasons to keep buying from other players.
- Open League: every hero, item, and bonus counts in full, including your own Genesis Heroes and those rented through Wayfarer Contracts. Leaderboard chasers with the best weapons compete here.
- Iron League: teams without Genesis Heroes. We count item power only up to the bracket's cap (Rare +5 in Bracket I, rising in later brackets). Genesis holders can join with race heroes.
- Gear wear: each ranked Siege Raid lowers the durability of the weapons and armor you use. You repair them with basic and rare materials, or pay another smith. Items never break; an item at 0 durability cannot be used until you repair it.
- Order board: you post specific orders through Forge Commissions, such as an Epic Masterwork bow with a chosen catalyst, and smiths compete to fill them.
- Smith of the Season: a leaderboard for smiths, based on their items used by other players in the top 100 and counted from verified Siege Raids. Top smiths earn titles, cosmetics, and Crowns from the season treasury.
- Champion history: an item used by a top-100 player records that rank, for example "used by the #1 player, Season 1". After the season, its owner can sell it to collectors.
Leaderboard chasers keep buying and repairing gear, and their Crowns flow to smiths and gatherers. We still sell no power.
Champion's Hoard
Half of all creator fees go back to players through the Champion's Hoard. Of the 5% creator fee on each resale of Genesis Heroes and item NFTs, 2.5% funds development and 2.5% fills the Hoard.
At the end of each season we pay the Hoard in ETH to the top 100 players of each league in each Siege Bracket.
- The Hoard sits in a public wallet, so you can check its balance and payouts on-chain.
- We split the Hoard in two halves: 50% for the Open League and 50% for the Iron League, the league for teams without Genesis Heroes. Players without NFTs can win.
- Rankings use each player's PvP Siege Rating at the end of the season, which the server verifies by replaying every raid. Each Siege Bracket keeps its own leaderboard, and each bracket's share of the Hoard follows its number of active players.
- One person, one account. We send prizes to verified wallets and ask for an identity check on large prizes.
- The Hoard pays only players who win on the leaderboard. Holding an NFT without playing earns no share.
- The top three of each league also earn a season title and a trophy for the Relic Gallery.
| Rank | Share of the league's Hoard |
|---|---|
| 1 | 15% |
| 2 | 10% |
| 3 | 7% |
| 4–10 | 3% each (21% total) |
| 11–50 | 0.8% each (32% total) |
| 51–100 | 0.3% each (15% total) |
Worked example with illustrative numbers. If resales in a season total 100,000 USD, the Champion's Hoard holds 2,500 USD in ETH. With one Siege Bracket, the Iron League champion receives 15% of 1,250 USD, which is 187.50 USD. The Hoard's size depends on resale volume and on marketplaces paying creator fees.
Security, fairness, and compliance
The server creates, stores, and verifies every tradable item. The browser cannot create one.
| Mode | Data lives | Item status |
|---|---|---|
| Local campaign (today's demo) | in the browser, works offline | all bound, cannot be sold |
| Online Kingdom (seasons) | on the server, verified | can become tradable items |
- Wave verification: the game sends each online wave and each Siege Raid as an input log. The server replays it with the same deterministic engine and records the result when it matches.
- An append-only transaction ledger with an audit log you can export.
- Rate limits and cooldowns: an item waits 24 hours after a trade before Ascension or Descent, which blocks laundering and price manipulation.
- Bot detection, daily selling quotas on the Aether Exchange, and identity checks for large trades or prizes.
- Wallet safety: we will not ask for your seed phrase or private key.
Players without NFTs compete in the Iron League and can win a share of the Champion's Hoard.
World of Defense serves players worldwide. Our on-chain services (the Aether Exchange, the Hall of Legends, and the Champion's Hoard) follow the laws that apply to the operator and to each player's region, and we may restrict them by region where the law requires.
Roadmap
This roadmap matches the one on our homepage. We build crafting first, then in-game trade, then the blockchain. We have not announced dates.
- 01Completed
Core Battle Foundation
Hero combat, towers, five goblin waves and the Goblin King, five interface languages.
- 02Playable in the demo
Massive Siege and Army
Waves of 72 to 720 goblins; Infantry, Archer, and Spearman squads; fence, palisade, and stone wall upgrades.
- 03In development
Loot, Crafting, and Items
Six rarity tiers, catalysts, serial numbers, item history, and seasonal Legendary quotas.
- 04In progress
Genesis Collection
5,000 unique heroes across 72 classes and six rarities. Genesis GTD holders have guaranteed free mint spots, and we will announce mint details later.
- 05Planned
Online Kingdom, PvP, and Grand Bazaar
A 100-wave online campaign for each kingdom with a boss every five waves, accounts and the Royal Vault, Crowns, the Grand Bazaar, PvP Siege Raids, and season leaderboards.
- 06Planned
Five Races
Dwarves, Humans, Elves, Demons, and Beastfolk with signature materials, Racial Hallmarks, their own troops, and race heroes from Hero Shards, with no new NFT mint.
- 07Planned
Robinhood Chain and Genesis Gate
Wallet connection, Ascension of items and Hero Shards into NFTs, the Hall of Legends, and the Champion's Hoard.
- 08Future expansion
Aether Exchange and World Expansion
Basic materials traded for ETH, World Bosses, World Wonders, new enemy factions, and new chapters after wave 100.
Glossary
Place and system names stay the same in every language. Each language's interface translates item tiers, quality grades, races, and currencies.
| Name | What it is |
|---|---|
| Grand Bazaar | the in-game market, paid in Crowns |
| Aether Exchange | the hybrid market for basic materials, paid in ETH |
| Hall of Legends | the NFT marketplace for Genesis Heroes, item NFTs, and on-chain Hero Shards |
| Royal Vault | the server inventory that holds off-chain items and materials |
| Genesis Gate | the gate from off-chain to on-chain |
| Ascension, Descent | an item rising into an NFT, and returning to the Royal Vault |
| Genesis Sigil | the crafted component Ascension consumes |
| Gatekeeper Service | Ascension performed by a Genesis holder for another player |
| Champion's Hoard | the season prize pool in ETH, funded by half of all creator fees |
| Open League, Iron League | PvP leaderboards: every hero including Genesis, and teams without Genesis Heroes |
| Siege Raids, Siege Rating | PvP with one attacker and one defender, and the rating that sets the leaderboard |
| Siege Bracket | a PvP group by campaign progress: waves 1–10, 11–20, and so on |
| Truce Banner | 24 hours of protection after a kingdom is attacked |
| Hero Shards | pieces of a race hero; 10 form one hero, tradable, and can ascend on-chain through the Genesis Gate |
| Wayfarer Order | the order Genesis Heroes come from, free to serve any kingdom |
| Wayfarer Contracts | lending a Genesis Hero to another player for a season |
| Racial Hallmark | a race's signature bonus on items it crafts |
| Forge Commissions | crafting orders between players |
| Supply Wagons | the daily capacity of tradable materials per account |
| Deepvein Crystal, Heartwood Sap, Wraith Ash, Alpha Fang | rare materials from elite enemies in each region |
| Boss Heart, Boss Scale, Boss Claw, Boss Horn | World Boss materials by body part and damage |
| Bold Forge | the risky choice at the quench step: quality rises or drops one grade |
| Smith of the Season | the smith leaderboard, based on items used by the top 100 players |
| Crowns | the in-game trade currency, earned only by playing |
| Relic | the highest item tier; one of each exists in the world |
Important notice
This document is a design plan. We are not offering an investment. Features, numbers, percentages, and phases may change after playtesting and legal review. Genesis Heroes, item NFTs, and prizes carry no guarantee of value or return, and players set market prices. The Aether Exchange, the Hall of Legends, the Genesis Gate, and the Champion's Hoard are not live yet.
