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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 — Aktualizacja · v0.13.0Złoto zniknęło — cała gra działa teraz na jednej czystej walucie, Arena przekształciła się w prawdziwy grind PvP, a jest publiczny rejestr, który możesz naprawdę audytować. Oto co nowego od ostatniej aktualizacji. ✨ NOWOŚCI & WAŻNE Wspinaj się po drabinie sezonowej, a następnie audytuj dokładnie, gdzie poszła każda moneta. • PvP teraz ma powód do farmienia, a Arena to czysty PvP. Codzienna/tygodniowa/sezonowa pętla — rotujące codzienne questy, tygodniowy zbiór 8 zadań z rosnącą drabiną skrzyń (Zwykła → Niezwykła → Rzadka → Rzadka+bonus), oraz sezonowy bilet z darmowymi i premium ścieżkami. Dedykowana kolejka 1v1 obok formatu drużynowego, panel Wydajności Sezonowej pokazuje prawdziwy ranking/MMR/współczynnik zwycięstw/serię/percentyl, rangi ligowe w końcu mają ręcznie rysowane skrzydlate herby od Brązowego do Challenger, a pulsująca odznaka sygnalizuje moment, w którym nagroda jest do odebrania. (Nowi gracze PvE przeniesieni do otwartego świata i lochów.)

CombaTON — Aktualizacja · v0.13.0

Złoto zniknęło — cała gra działa teraz na jednej czystej walucie, Arena przekształciła się w prawdziwy grind PvP, a jest publiczny rejestr, który możesz naprawdę audytować. Oto co nowego od ostatniej aktualizacji.
✨ NOWOŚCI & WAŻNE
Wspinaj się po drabinie sezonowej, a następnie audytuj dokładnie, gdzie poszła każda moneta.
• PvP teraz ma powód do farmienia, a Arena to czysty PvP. Codzienna/tygodniowa/sezonowa pętla — rotujące codzienne questy, tygodniowy zbiór 8 zadań z rosnącą drabiną skrzyń (Zwykła → Niezwykła → Rzadka → Rzadka+bonus), oraz sezonowy bilet z darmowymi i premium ścieżkami. Dedykowana kolejka 1v1 obok formatu drużynowego, panel Wydajności Sezonowej pokazuje prawdziwy ranking/MMR/współczynnik zwycięstw/serię/percentyl, rangi ligowe w końcu mają ręcznie rysowane skrzydlate herby od Brązowego do Challenger, a pulsująca odznaka sygnalizuje moment, w którym nagroda jest do odebrania. (Nowi gracze PvE przeniesieni do otwartego świata i lochów.)
Artykuł
CombaTON — Aktualizacja · v0.12.0Duża sprawa: klasy w końcu mają prawdziwe tożsamości, gildie przekształcają się w żywą maszynę polityczną, bot zaczyna wysyłać ci ilustrowane karty, a cała masa exploitów i błędów została wyeliminowana. Oto wszystko, co się zmieniło dla ciebie. ✨ NOWE CECHY Gildie właśnie przeszły od buffów i skrzyń do frakcji z polityką, wojnami i tygodniowymi celami. • Gildie odrodziły się jako maszyna polityczna. Prawdziwe punkty talentu teraz mintują się z XP gildii, zarządzanie i głosowanie faktycznie działają, tygodniowe cele kooperacyjne dają twojej gildii coś do ścigania, a asynchroniczna wojna duchów GvG z dedykowanymi talentami wojennymi pozwala gildiom zderzać się nawet wtedy, gdy druga strona jest offline. Dodatkowo na żywo aktualizowany feed wydarzeń politycznych i ożywione powiadomienia na Telegramie. (Większość elementów walki/gospodarki będzie wprowadzana stopniowo za flagami.)

CombaTON — Aktualizacja · v0.12.0

Duża sprawa: klasy w końcu mają prawdziwe tożsamości, gildie przekształcają się w żywą maszynę polityczną, bot zaczyna wysyłać ci ilustrowane karty, a cała masa exploitów i błędów została wyeliminowana. Oto wszystko, co się zmieniło dla ciebie.
✨ NOWE CECHY
Gildie właśnie przeszły od buffów i skrzyń do frakcji z polityką, wojnami i tygodniowymi celami.
• Gildie odrodziły się jako maszyna polityczna. Prawdziwe punkty talentu teraz mintują się z XP gildii, zarządzanie i głosowanie faktycznie działają, tygodniowe cele kooperacyjne dają twojej gildii coś do ścigania, a asynchroniczna wojna duchów GvG z dedykowanymi talentami wojennymi pozwala gildiom zderzać się nawet wtedy, gdy druga strona jest offline. Dodatkowo na żywo aktualizowany feed wydarzeń politycznych i ożywione powiadomienia na Telegramie. (Większość elementów walki/gospodarki będzie wprowadzana stopniowo za flagami.)
Artykuł
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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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