$YIELD — a share, not a peg
$YIELD is the third asset and the only one we actually design. It is not a coin you can buy. It is a claim on a percentage of the fee reserve, minted by playing and destroyed by spending.
Why ETH cannot be the drop
Every version of this paper before v3.2 said monsters drop $ETH. That was a category error, and it is worth stating the mechanism precisely so nobody reintroduces it.
A player who buys $SHARD once and then plays for two hundred hours generates trading fees once. A player who never trades generates none. If drops are paid in ETH, then every hour of play draws down a reserve funded by somebody else's trading. The system is solvent only while fee inflow from traders exceeds drop outflow to everyone, and there is no mechanism that makes that true — the two flows are unrelated. It is a transfer, and it runs out.
Nothing in Robinfall pays out ETH. Not kills, not chests, not raid clears, not leaderboards, not territory. ETH enters the system when a player brings it and leaves when a player withdraws it. The game has no ETH faucet, and this document will not describe one.
The share rate R
The fee reserve holds the ETH that the creator tax produces. $YIELD does not hold a price — it holds a share of that reserve:
fee reserve (USD)
R = ───────────────────────
$YIELD total supply
your claim = your $YIELD × R
Redeeming burns your $YIELD and pays you R times the amount burned. This makes the accounting identity hold by construction:
supply × R ≡ reserve (always, at every instant)
There is no state in which redemption is underfunded. If fees are strong, R rises and every holder's claim rises. If nobody trades, R falls toward zero and $YIELD becomes worthless — which is honest, and is a different failure from being unable to pay.
Three ways to anchor, and why two of them fail
| Anchor | Behaviour | Failure mode |
|---|---|---|
Fixed dollar1 YIELD = $0.01 | Looks stable until it isn't. | Insolvent. Emission has no ceiling, the reserve does. The first bank run empties it. |
Fixed ETH1 YIELD = 1 gwei | Same, but also exposed to ETH's own price. | Insolvent faster, and the failure is now correlated with a second asset. |
Share of the poolR = reserve / supply | Value floats. Minting dilutes every holder slightly. | Never insolvent. The only failure is that the share is worth little, which is a market outcome, not a broken promise. |
The third row is what ships. The cost of that choice is that $YIELD is not stable and we will never call it stable.
Where $YIELD comes from and where it goes
| Source (mint) | USD value | Sink (burn) | USD value |
|---|---|---|---|
| Kill | $0.01 – $0.06 | Territory upkeep | $0.50 / level / day |
| Chest | $0.80 – $2.00 | Territory upgrade | $20 + $22 × level |
| Raid clear (T1) | $25.00 | Redemption | balance × R |
| Material sale | listing − 5% |
All of it is denominated in USD and converted at 0.4695 $YIELD per $1 — one $YIELD carries $2.13 of face value, so a kill that drops $0.03 mints 0.0141 $YIELD. v3.2 used 100 $YIELD per $1; the v3.3 cut is a change of denomination, not of pay, and section 08 explains why it was necessary.
There is no wall-clock source in the left column. The passive territory trickle ($0.02 per level per minute) that used to sit here was removed in v3.2 — it paid players for leaving a tab open rather than for playing. Territory only costs $YIELD now; it grants efficiency in return.
The stability condition
R holds its value when the reserve and the float grow together:
R stable ⟺ fee accrual rate = net issuance rate
R rises ⟺ fees grow faster than $YIELD is minted
R falls ⟺ players out-earn what trading produces
The sinks in the table above are what makes the right-hand side beatable. Raid clears mint a lot at once, and territory upkeep keeps charging. A player who invests in territory has converted a one-time windfall into a permanent obligation.
Redemption is a buyback
When a holder redeems, the contract does not send them ETH out of the reserve directly. It takes that ETH to the open market, buys $SHARD at the prevailing price, and settles in $SHARD (which the holder may keep or burn). Two things follow:
- Every redemption is real buy pressure on $SHARD, generated by gameplay rather than by us.
- A $YIELD holder is structurally long $SHARD. Their claim is worth more when $SHARD trades well, because trading well is what fills the reserve.
If the settled $SHARD is then burned, redemption is doubly deflationary: $YIELD leaves the float and $SHARD leaves supply.
Players buy $SHARD → trades pay the creator tax → 80% of it backs $YIELD → players earn $YIELD by playing → redemption buys $SHARD on the market → burned. Activity in the game becomes demand for the coin, and the coin's liquidity becomes the game's revenue. That is the whole flywheel, and it is the reason $YIELD exists instead of an ETH faucet.
