Assets
Three layers. Two of them we do not control and one we do.
| Asset | Type | Who controls it | Role in the game |
|---|---|---|---|
| $SHARD | ERC-20, fixed supply 1B, launched on Pons V2 | The Pons V2 launch factory. We set the creator tax; we do not set the curve, the supply split, or the graduation rule. | Consumable, deflationary. Gate holdings, raid tickets. Any spend is burned. |
| $ETH | Real Ethereum, ~$2,500/ETH | Nobody. It is Ethereum. | What players pay with. The game never mints it, never drops it, never gifts it. |
| $YIELD | Internal claim ticket (off-chain in Season 0) | Us — and even then only the mint schedule, not the value. | Earned by play, spent on territory and upgrades. Redeemable for a share of the fee reserve. |
| USD | Unit of account | — | Gates, tickets and drops are designed in USD so that ETH volatility does not move the gameplay. |
Inviolable rules
- $ETH is never produced by the game. It only ever arrives because a player brought it. Any document claiming monsters drop ETH is wrong.
- $YIELD is never sold. It has no price, no listing, no liquidity pool. It is minted by play and burned by spend.
- $SHARD has no mint function. There is no admin key that can create more. Deflation is therefore literal: burned means gone.
- Every $SHARD spend — raid tickets, leaderboard entry, wagers — is burned, not transferred to us.
- Gates and tickets are priced in USD and settled in $SHARD at the live price, so a move in $SHARD changes the quantity required, never the dollar cost.
The one sentence that matters
$SHARD is what you buy, $ETH is what you pay with, and $YIELD is what you earn. No asset crosses those boundaries.
