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Economy and Token

Breachseed has two separate economies: in-game resources you extract while playing, and the token that pays for AI work and some upgrades.

In-game resourcesToken
SourceExtraction in the gameNot given for clicks; rewards for contributing to the project are being considered
Spent onScans and extraction, basic modules, tool upgrades, some AI work within the free limitAI compute beyond the limit, visual and voice modules, extra energy
RoleIn-game progressPaying for real compute and expanding capabilities

Why the token exists. AI costs real resources. A Curator working in your absence, a new Interpretation, Curator's voice: all of this requires compute that someone pays for. The token is built into the game for exactly this: it pays for what costs real money.

What the token can buy

  • visual modules for Curator;
  • a voice module, which also consumes compute;
  • stronger AI models and more autonomous work by Curator;
  • creating and configuring your own Interpretations;
  • extra energy for scanning and extraction.

The token makes the game prettier, smarter, and faster, but it should not buy significance: rank, reputation, or the odds of finds. Limits and prices for purchasable energy are designed so they do not break the balance.

You can play for free. Some AI compute is included in free play within a limit. The basic Curator runs on a free model, and stronger models plug in as paid modules.

Earning the token in the game. We do not want to turn the game into token farming. But there will be some connection: for example, early players will rate connections between objects and give feedback, and they may be rewarded for that contribution. The mechanic is under discussion; this is not a promise.

Status: under discussion. Purchasable energy limits, prices, and ways to obtain the token are not yet defined.