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semolo13
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semolo13

Building CombaTON: a real idle MMORPG on TON — not another tap-to-earn. Deck combat, 70% burn economy. Building in public. https://combaton.io/
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CombaTON — Update · v0.13.0Gold ist weg — das ganze Spiel läuft jetzt mit einer sauberen Währung, die Arena hat sich in einen echten PvP-Grind verwandelt, und es gibt ein öffentliches Hauptbuch, das du tatsächlich prüfen kannst. Hier ist, was seit dem letzten Update neu ist. ✨ NEU & BEDEUTEND Steig die Saisonleiter hinauf und prüfe dann genau, wohin jede Münze gegangen ist. • PvP hat jetzt einen Grund zum Grinden, und die Arena ist purer PvP. Ein täglicher/wöchentlicher/saisonaler Loop — rotierende tägliche Quests, ein 8-Aufgaben-Wochenpool mit einer eskalierenden Truhenleiter (Gemeinsam → Ungewöhnlich → Selten → Selten+Bonus) und ein Season Pass mit kostenlosen und Premium-Tracks. Eine spezielle 1v1-Warteschlange steht neben Teamformaten, dein Saisonleistungs-Panel zeigt echten Rang/MMR/Siegquote/Serie/Percentile, Liga-Ränge haben endlich handgezeichnete, geflügelte Wappen von Bronze bis Challenger, und ein pulsierendes Abzeichen signalisiert den Moment, in dem eine Belohnung einlösbar ist. (Neulinge im PvE wurden in die offene Welt und Dungeons verlegt.)

CombaTON — Update · v0.13.0

Gold ist weg — das ganze Spiel läuft jetzt mit einer sauberen Währung, die Arena hat sich in einen echten PvP-Grind verwandelt, und es gibt ein öffentliches Hauptbuch, das du tatsächlich prüfen kannst. Hier ist, was seit dem letzten Update neu ist.
✨ NEU & BEDEUTEND
Steig die Saisonleiter hinauf und prüfe dann genau, wohin jede Münze gegangen ist.
• PvP hat jetzt einen Grund zum Grinden, und die Arena ist purer PvP. Ein täglicher/wöchentlicher/saisonaler Loop — rotierende tägliche Quests, ein 8-Aufgaben-Wochenpool mit einer eskalierenden Truhenleiter (Gemeinsam → Ungewöhnlich → Selten → Selten+Bonus) und ein Season Pass mit kostenlosen und Premium-Tracks. Eine spezielle 1v1-Warteschlange steht neben Teamformaten, dein Saisonleistungs-Panel zeigt echten Rang/MMR/Siegquote/Serie/Percentile, Liga-Ränge haben endlich handgezeichnete, geflügelte Wappen von Bronze bis Challenger, und ein pulsierendes Abzeichen signalisiert den Moment, in dem eine Belohnung einlösbar ist. (Neulinge im PvE wurden in die offene Welt und Dungeons verlegt.)
Artikel
CombaTON — Update · v0.12.0Ein großer Schritt: Klassen haben endlich echte Identitäten, Gilden verwandeln sich in eine lebendige politische Maschine, der Bot beginnt, dir illustrierte Karten zu schicken, und eine ganze Reihe von Exploits und Bugs wurden ausgemerzt. Hier ist alles, was sich für dich geändert hat. ✨ NEUE FEATURES Gilden sind von einem Buff-und-ein-Truhen-System zu einer Fraktion mit Politik, Kriegen und wöchentlichen Zielen geworden. • Gilden sind jetzt zu einer politischen Maschine geworden. Echte Talentpunkte werden jetzt aus Gilden-XP geprägt, Governance und Abstimmungen werden tatsächlich ausgeführt, wöchentliche Co-Op-Zielverfolgungen geben deiner Gilde etwas, nach dem sie streben kann, und asynchrone Geisterkriege (GvG) mit speziellen Kriegstalenten lassen Gilden sogar clashen, wenn die andere Seite offline ist. Außerdem gibt es einen Live-Feed für politische Ereignisse und wiederbelebte Telegram-Benachrichtigungen. (Die meisten Kampf-/Wirtschafts-Features werden schrittweise hinter Flags ausgerollt.)

CombaTON — Update · v0.12.0

Ein großer Schritt: Klassen haben endlich echte Identitäten, Gilden verwandeln sich in eine lebendige politische Maschine, der Bot beginnt, dir illustrierte Karten zu schicken, und eine ganze Reihe von Exploits und Bugs wurden ausgemerzt. Hier ist alles, was sich für dich geändert hat.
✨ NEUE FEATURES
Gilden sind von einem Buff-und-ein-Truhen-System zu einer Fraktion mit Politik, Kriegen und wöchentlichen Zielen geworden.
• Gilden sind jetzt zu einer politischen Maschine geworden. Echte Talentpunkte werden jetzt aus Gilden-XP geprägt, Governance und Abstimmungen werden tatsächlich ausgeführt, wöchentliche Co-Op-Zielverfolgungen geben deiner Gilde etwas, nach dem sie streben kann, und asynchrone Geisterkriege (GvG) mit speziellen Kriegstalenten lassen Gilden sogar clashen, wenn die andere Seite offline ist. Außerdem gibt es einen Live-Feed für politische Ereignisse und wiederbelebte Telegram-Benachrichtigungen. (Die meisten Kampf-/Wirtschafts-Features werden schrittweise hinter Flags ausgerollt.)
Artikel
Übersetzung ansehen
Everything is a token. But the game came first.Most GameFi dies the same way. Token launches. Chart goes vertical. Influencers post the rocket emoji. Three weeks later the chart looks like a cliff, the Discord goes quiet, and the "game" turns out to be a tap button with a leaderboard. The token was the product. The game was the marketing. We did it backwards. On purpose. CombaTON is an idle MMORPG — 7 classes, 21 specializations, a card-combat system you swipe to cast, an open world with fog of war and NPC AI. 235 database models. A full economy with gold, resources, crafting, salvage, a player marketplace. It runs right now, in pre-alpha, and not a single line of it touches a blockchain yet. That last part is the point. So let me explain the plan, because the plan is the whole pitch. The thing we're building toward: every resource is a token Here's the vision, stated plainly so nobody can accuse us of hiding it. Every resource in CombaTON — every ore, every herb, every plank of wood, every mushroom — becomes a Jetton (TON's fungible token standard, TEP-74). Not a cosmetic wrapper. The actual unit. 788 resources across 16 categories live in the database today as rows; the plan is to make each of them a real on-chain asset. One game token sits at the center — CBT. Every resource trades in pairs against it. Wood/CBT. Iron/CBT. And against TON directly — Wood/TON — so liquidity isn't trapped inside our own walls. Trade on the in-game market, or take it outside to a DEX. Your call. Items become wrappable NFTs (TEP-62). Characters too, eventually. The crafted ring with the perfect emerald you spent three weeks building? Yours. Transferable. Sellable. Real. That's the destination. We are not there. We're saying it out loud anyway, because a roadmap you can read beats a token you can dump. Why we're hardening the economy off-chain first You don't put a moving economy on rails. You balance it first, watch it bleed, fix the leaks — then you make it permanent. So the order of operations is deliberate: Run the full economy off-chain. Real players, real sinks, real numbers.Tune burn rates, emission caps, sink pressure until the curves are stable.Only then migrate to on-chain assets, with balance already proven. Because once it's a token, you can't quietly patch a broken sink. The mistake is permanent and public. Every dead P2E project tokenized a spreadsheet they hadn't tested. We're testing the spreadsheet with humans first. And the anti-dump math is already in the code, not in a future promise. Right now, in tokenomics.config.ts: 70% of every CBT spend is burned forever. Emission is capped — 10 CBT per active player per week, a hard ceiling of 1,000,000 a week even if a million people show up, and you have to clear 500 activity points to qualify at all. No farm, no faucet. Where the other 30% of every spend goes — development, growth, the player reward pool — is its own breakdown, and it deserves more than one line in someone else's article. That's a dedicated piece, coming next. The point that matters here: it's a deflationary loop running against live behavior before a token exists. When it goes on-chain, the burn isn't a marketing line. It's the mechanic players already lived with. And every number you just read is a draft. The 70%, the emission caps, the sink pressure — they will change, probably more than once. That's not a disclaimer, it's the whole reason we're off-chain first. We tune against real players, and as the model settles toward something stable, we publish it — versioned, in the open. Tokenomics v1, then v2, then v3. You'll see the diffs and the reasoning behind each one. The day we lock it on-chain is the day the editing stops — and not one day before. Why this only works on TON An MMO is not three transactions a day. It's thousands of tiny ones. Craft a sword. Salvage a helmet. List a stack of ore. Buy a potion. Multiply by every active player, every minute. Put that on Ethereum and a single craft costs more in gas than the sword is worth. $5 to forge a $0.10 item is not an economy, it's a tax. Game over before it starts. TON is the only chain where a Telegram-native MMO with a real per-action economy is even physically possible. Pavel Durov has been blunt about why: TON is the fastest blockchain, and he's stated the goal of pushing fees toward zero. Telegram is the distribution layer — 900 million people, no app-store install, the wallet one tap away. Near-zero gas isn't a nice-to-have for us. It's the load-bearing wall. "Every resource is a token, traded freely" is only a sane sentence on a chain where a trade costs a fraction of a cent. On any other chain it's a whitepaper fantasy. On TON it's an engineering plan with the numbers behind it. What's real today vs what's planned No games with the line. Here's the honest split. Real, running in pre-alpha: Full off-chain economy — 788 resources, gold, crafting, salvage, player marketplace70% burn on every CBT spend, capped weekly emission, activity-gated rewards235 data models, card combat, 21 specs, open worldTON wallet integration and the Jetton/NFT scaffolding sitting in the codebase, dormant Planned, in this order: Off-chain economy balance pass with live playersTokenize resources as Jettons (TEP-74)Launch CBT as the pair token, internal market + external DEX liquidityWrappable item and character NFTs (TEP-62)Full on-chain migration once the curves hold And to be exact about CBT itself: it has not launched. There is no mainnet token, full stop. The only CBT that exists anywhere lives on TON testnet — a sandbox coin with no price and no real supply, wired up purely so we can test the rails before they ever carry value. Open a mainnet explorer today and you'll find zero minted, zero circulating. That's not a gap we're hiding. That's the part we haven't earned yet. The whole thesis in one line Token-first GameFi sells a promise and hopes a game shows up. We built the game, ran the economy, proved the burn — and the token is the last brick, not the first. You're reading this because we're building in public, which means the critique gets answered in the open too. If you wrote that sustainable tokenomics is mostly vaporware — fair. Most of it is. This is the version with the spreadsheet already running against real players, the burn already deflating, and a chain underneath that makes "everything is a token" arithmetic instead of hype. The game came first. The token comes to a working economy. That's the only order that's ever worked. Get on the list No form. No email. No "connect wallet to qualify." Start the bot — that's the waitlist. You're in. Want a better spot in line? You can already invite people. The referral program isn't fully wired yet — that's its own post — but the invites you send now count when it goes live. Early movers get early position. 👉https://t.me/CombaTON_bot CombaTON — idle MMORPG on TON, in Telegram. Pre-alpha, built in public. https://combaton.io/

Everything is a token. But the game came first.

Most GameFi dies the same way.
Token launches. Chart goes vertical. Influencers post the rocket emoji. Three weeks later the chart looks like a cliff, the Discord goes quiet, and the "game" turns out to be a tap button with a leaderboard. The token was the product. The game was the marketing.
We did it backwards. On purpose.
CombaTON is an idle MMORPG — 7 classes, 21 specializations, a card-combat system you swipe to cast, an open world with fog of war and NPC AI. 235 database models. A full economy with gold, resources, crafting, salvage, a player marketplace. It runs right now, in pre-alpha, and not a single line of it touches a blockchain yet.
That last part is the point. So let me explain the plan, because the plan is the whole pitch.
The thing we're building toward: every resource is a token
Here's the vision, stated plainly so nobody can accuse us of hiding it.
Every resource in CombaTON — every ore, every herb, every plank of wood, every mushroom — becomes a Jetton (TON's fungible token standard, TEP-74). Not a cosmetic wrapper. The actual unit. 788 resources across 16 categories live in the database today as rows; the plan is to make each of them a real on-chain asset.
One game token sits at the center — CBT. Every resource trades in pairs against it. Wood/CBT. Iron/CBT. And against TON directly — Wood/TON — so liquidity isn't trapped inside our own walls. Trade on the in-game market, or take it outside to a DEX. Your call.
Items become wrappable NFTs (TEP-62). Characters too, eventually. The crafted ring with the perfect emerald you spent three weeks building? Yours. Transferable. Sellable. Real.
That's the destination. We are not there. We're saying it out loud anyway, because a roadmap you can read beats a token you can dump.
Why we're hardening the economy off-chain first
You don't put a moving economy on rails. You balance it first, watch it bleed, fix the leaks — then you make it permanent.
So the order of operations is deliberate:
Run the full economy off-chain. Real players, real sinks, real numbers.Tune burn rates, emission caps, sink pressure until the curves are stable.Only then migrate to on-chain assets, with balance already proven.
Because once it's a token, you can't quietly patch a broken sink. The mistake is permanent and public. Every dead P2E project tokenized a spreadsheet they hadn't tested. We're testing the spreadsheet with humans first. And the anti-dump math is already in the code, not in a future promise. Right now, in tokenomics.config.ts: 70% of every CBT spend is burned forever. Emission is capped — 10 CBT per active player per week, a hard ceiling of 1,000,000 a week even if a million people show up, and you have to clear 500 activity points to qualify at all. No farm, no faucet.
Where the other 30% of every spend goes — development, growth, the player reward pool — is its own breakdown, and it deserves more than one line in someone else's article. That's a dedicated piece, coming next.
The point that matters here: it's a deflationary loop running against live behavior before a token exists. When it goes on-chain, the burn isn't a marketing line. It's the mechanic players already lived with.
And every number you just read is a draft. The 70%, the emission caps, the sink pressure — they will change, probably more than once. That's not a disclaimer, it's the whole reason we're off-chain first. We tune against real players, and as the model settles toward something stable, we publish it — versioned, in the open. Tokenomics v1, then v2, then v3. You'll see the diffs and the reasoning behind each one. The day we lock it on-chain is the day the editing stops — and not one day before.
Why this only works on TON
An MMO is not three transactions a day. It's thousands of tiny ones. Craft a sword. Salvage a helmet. List a stack of ore. Buy a potion. Multiply by every active player, every minute.
Put that on Ethereum and a single craft costs more in gas than the sword is worth. $5 to forge a $0.10 item is not an economy, it's a tax. Game over before it starts.
TON is the only chain where a Telegram-native MMO with a real per-action economy is even physically possible. Pavel Durov has been blunt about why: TON is the fastest blockchain, and he's stated the goal of pushing fees toward zero. Telegram is the distribution layer — 900 million people, no app-store install, the wallet one tap away.
Near-zero gas isn't a nice-to-have for us. It's the load-bearing wall. "Every resource is a token, traded freely" is only a sane sentence on a chain where a trade costs a fraction of a cent. On any other chain it's a whitepaper fantasy. On TON it's an engineering plan with the numbers behind it.
What's real today vs what's planned
No games with the line. Here's the honest split.
Real, running in pre-alpha:
Full off-chain economy — 788 resources, gold, crafting, salvage, player marketplace70% burn on every CBT spend, capped weekly emission, activity-gated rewards235 data models, card combat, 21 specs, open worldTON wallet integration and the Jetton/NFT scaffolding sitting in the codebase, dormant
Planned, in this order:
Off-chain economy balance pass with live playersTokenize resources as Jettons (TEP-74)Launch CBT as the pair token, internal market + external DEX liquidityWrappable item and character NFTs (TEP-62)Full on-chain migration once the curves hold
And to be exact about CBT itself: it has not launched. There is no mainnet token, full stop. The only CBT that exists anywhere lives on TON testnet — a sandbox coin with no price and no real supply, wired up purely so we can test the rails before they ever carry value. Open a mainnet explorer today and you'll find zero minted, zero circulating. That's not a gap we're hiding. That's the part we haven't earned yet.
The whole thesis in one line
Token-first GameFi sells a promise and hopes a game shows up. We built the game, ran the economy, proved the burn — and the token is the last brick, not the first.
You're reading this because we're building in public, which means the critique gets answered in the open too. If you wrote that sustainable tokenomics is mostly vaporware — fair. Most of it is. This is the version with the spreadsheet already running against real players, the burn already deflating, and a chain underneath that makes "everything is a token" arithmetic instead of hype.
The game came first. The token comes to a working economy.
That's the only order that's ever worked.
Get on the list
No form. No email. No "connect wallet to qualify."
Start the bot — that's the waitlist. You're in.
Want a better spot in line? You can already invite people. The referral program isn't fully wired yet — that's its own post — but the invites you send now count when it goes live. Early movers get early position.
👉https://t.me/CombaTON_bot
CombaTON — idle MMORPG on TON, in Telegram. Pre-alpha, built in public.
https://combaton.io/
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