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ALIEN FROZEN FROGS

Frog colony sim on Solana - a game whose economy can't lie
Whitepaper v1.0 · Draft for publication. Token naming and addresses finalised at launch.
01

Abstract

Alien Frozen Frogs is a colony-simulation game on Solana. Players run a frozen lunar base: unfreeze cryo-chambers into frog workers, manage their daily needs, develop buildings, send troopers on missions, and defend the outpost. Every worker is a living character with hunger, fatigue, hygiene, entertainment and social needs that directly affect performance.

The economy is built on one principle: verify, don't trust. Token supply is fixed at launch. The rewards treasury is a program-owned address with no private key. Pack drops and rarity upgrades use verifiable on-chain randomness with published odds and a guaranteed pity system. Reward emission is proportional to what the treasury actually holds, so the pool can never promise more than it has.

We do not promise profit. We promise a game worth playing and an economy whose every rule can be checked in the explorer.
02

Why This Exists

Most play-to-earn games died the same death: rewards minted from thin air, hyperinflation, collapse. Most game tokens died another way: team allocations dumped on players, treasuries drained by insiders, "trust us" as the only guarantee. We designed against both failure modes from day one.

03

The Game

The Colony

Your base is a lunar compound of functional buildings. Each building is a gameplay loop:

BuildingPurpose
Cryo LabUnfreeze chambers into workers (with a supervisor assigned)
WorkshopSend workers to earn; repair and upgrade
HousingSleep and rest; fatigue management
Food CourtFeeding; hunger management
GymWorkouts granting temporary performance bonuses
ClubEntertainment and socializing needs
Science CenterCloning and research
FarmFood production
Landing FieldTrooper arrivals and space missions
BeaconTime-limited missions and events
Gates & OutpostTower-defense style base protection
MinesResource extraction

Living Workers

Every frog tracks five needs - hunger, fatigue, hygiene, entertainment, friendship - decaying over real time. Neglected needs impose earning penalties; total exhaustion takes a worker out of action. Care actions are free, fast, and fully off-chain: the moment-to-moment game never asks you to sign a transaction or pay a fee.

Progression

Progression is deliberately steep at the start: early earnings are modest and scale with investment of time and strategy. Spending accelerates progression but never replaces it - everything buyable is also reachable by play.

04

Units & NFTs

The Roster

19 unit templates across four classes - 8 workers, 3 supervisors, 5 troopers, 3 vehicles - each existing in 5 rarities: Common, Uncommon, Rare, Epic, Legendary. Rarity grants moderate, published stat bonuses (Legendary is roughly 2-3x Common - meaningful, never game-breaking).

True Ownership

Units are Metaplex Core assets in the player's wallet. Type, rarity and origin are on-chain attributes writable only by the game program - a player cannot forge a Legendary, and neither can we. Units are freely tradable on Solana marketplaces; a 5% royalty applies.

Packs & Verifiable Randomness

Units drop from packs. Drop tables (type x rarity weights) are stored in a public program account - the odds you see in the interface are read from the chain, not typed into a website. Pack opening uses on-chain verifiable randomness (VRF): neither the player nor the team can predict or influence the result, and every roll is provable.

Rarity Upgrades & Pity

Common through Epic can be upgraded via the Workshop: pay the attempt cost, VRF rolls against published odds. After 10 consecutive failed attempts, the next attempt is a guaranteed success. The pity counter lives on-chain in the player's account - check your own streak in the explorer.

Epic is the upgrade ceiling. Legendary cannot be bought or upgraded into. It drops from packs, emerges from Fusion (burn 3-5 Epics of one type plus a fee - permanently removing supply), or is earned through achievements. Origin is recorded on-chain forever.
05

Token & Launch

The token launches on pump.fun as a fair launch: fixed supply, mint authority revoked by the platform, no pre-mine, no private sale, no VC allocation.

The team's initial buy is 3% of supply, executed inside the launch transaction, announced in advance, and streamed linearly over 12 months with no cliff through a public Streamflow stream, governed by a published sell-policy.

The treasury starts empty - and fills by rule, not by promise

We do not pre-fund the reward pool. Instead, a one-time Fill Phase applies from launch: while the treasury's cumulative inflow is below 7% of supply, elevated shares of every flow are routed to it - 85% of in-game token spending (versus 70% later), 70% of SOL revenue via buyback (versus 50%), 80% of creator fees. The extra share comes out of the team's cut, never out of burn. In plain words: the team takes its full share only after the players' pool is funded.

FlowFill PhaseNormal
In-game token spending85% treasury / 10% burn / 5% dev70 / 10 / 20
Packs paid in token85 / 10 / 545 / 10 / 45
SOL revenue70% buyback to treasury / 20% dev / 10% liquidity50 / 35 / 15
Creator fees80% treasury / 20% devpublished normal split

The phase ends at whichever comes first: cumulative inflow reaches 7% of supply, or the treasury sustainably funds $1,000 per day of rewards (balance x 1.5% x 7-day average price). The second condition is a price compensator: when the token is expensive, a smaller token balance buys the same daily reward power, so the phase does not drag on for months. Both the cumulative counter and the current mode are readable on-chain. A separate emergency rule re-applies the elevated shares automatically if the treasury ever falls below 1% of supply or under 30 days of payout budget, and releases at 2.5% - a safety valve, not a favor.

A public sell-policy governs the team's unlocked tokens (weekly cap, monthly reporting). A share of pump.fun creator fees is routed directly to the rewards treasury address - a permanent, verifiable inflow tied to trading volume. Token update authority is revoked after launch.

06

The Economic Loop

Three Forms of Value at Launch

Prices are identical in USD-anchored terms across all payment forms. Crystals, a prepaid premium currency with bundle bonuses, are planned as a Phase-2 addition: one-way conversion from the token, non-withdrawable, buying time and convenience - never status.

Proportional Emission

Daily reward budget = min(hard emission cap, 1-2% of current treasury balance). The treasury pays out a fraction of what it holds - it cannot be emptied, rewards breathe with activity instead of inflating against it, and the hard cap bounds damage even in a worst-case backend compromise. Per-wallet daily and weekly claim limits are enforced on-chain.

Within each day, the budget is divided proportionally to gameplay points earned. If this sounds like mining, that's because it is: your frogs are your hashrate, your base is your rig, the daily budget is the block reward, and total player points are the network difficulty. More players means higher difficulty - you compete for a share, you are never promised a rate.

Unlike mining hardware, your "hashrate" grows not just from spending but from playing well: care, strategy and upgrades all raise your share. And unlike inflationary chains, total supply never grows - burn flows only shrink it. Rewards scale with the economy; supply scales with nothing.

Buyback (Year-One Rule)

A fixed percentage of SOL revenue purchases the token on the open market - sized as a share of revenue, executed as small orders over a rolling 7-14 day window (smoothing through pumps and dips, no discretion, sandwich-resistant). Purchased tokens flow to the treasury and to burn. The rule is fixed for the project's first year; any evolution after that will be announced, never silent. The buyback wallet is public.

07

Fairness & Security

The treasury has no private key

Reward funds sit in a Program Derived Address - an address deliberately generated off the ed25519 curve, meaning no matching private key exists at all. Not hidden, not held by a multisig, not burned: nonexistent. Only the program's own code can move those funds, and only through the paths written into it.

Every payout requires a valid backend signature over a single-use message, passes on-chain per-wallet limits, and fits within the global daily budget. A full compromise of our servers would be capped at roughly 1.5% of the treasury per day rather than the whole pool.

The rest of the stack

08

Revenue Model

The project does not fund itself by selling a token allocation. Income streams:

StreamSplit
In-game token spending (circulation)70% treasury / 10% burn / 20% development (dev share hard-capped at 25% in code)
Primary pack sales (SOL)50% buyback / 35% development / 15% liquidity & marketing
Primary pack sales (token)45% treasury / 10% burn / 45% development (hard-capped at 50%)
Secondary NFT royalties (5%)50% team / 50% buyback & burn
pump.fun creator feessplit between treasury and development (shares published)
Claim (withdrawal) fee, 2-5%part burn / part development; zero fee when spending earned balance in-game
Limited boost-NFT series~50% of series revenue funds that series' own reward pool

Every split is either enforced by program code or executed through published addresses. Current values live in a config account and can be adjusted only through the multisig with a timelock - publicly and in advance. The ceilings are compiled into the program itself and cannot be exceeded by any config change, so the share returning to players and burn has a floor no governance decision can breach.

Burn flows permanently reduce supply; a periodic burn report is published with transaction hashes.

09

Transparency Commitments

ClaimHow to verify
Supply is fixedMint authority = null (explorer)
Fill Phase state & cumulative inflowOn-chain counter in the treasury PDA + rules in program code
Team position (3%) & unlock schedulePre-launch announcement + public Streamflow stream
Fee splits & hard capsProgram code + config accounts
Creator fees flow to treasuryFee-sharing configuration, treasury address
Drop odds, upgrade odds, pityPublic config accounts + per-player PDA counters
Emission <= min(cap, % of balance)Program code + treasury balance history
Buyback rule executionPublic buyback wallet trail
10

Roadmap

Milestone-gated, not date-promised. Each phase ships when its quality and security gates pass - sales never precede playable content.

Phase 1 - FoundationToken launch; treasury live; core program (vault, router, claim) on mainnet; community playtest of core loops.Phase 2 - Demo SeasonFree demo with no money at stake: SKIN currency, Prototype cosmetics shop, leaderboard. Calibrates the economy and builds the community while the treasury fills.Phase 3 - The Colony OpensFull release: Cryo Lab, Workshop, Housing, Food Court; first pack sale; rewards and claims live.Phase 4 - Full Base LifeAll care buildings, skills academy, unit upgrades with pity, Fusion; NFT marketplace integration.Phase 5 - ExpansionMissions (Landing Field, Beacon), Farm, Mines; limited boost-NFT series; Crystals premium shop; seasonal events.Phase 6 - ConflictOutpost tower-defense; tournaments and leaderboard seasons; mobile/Telegram client.

Mobile app stores: under review, not committed

A build distributed through mobile app stores is an open question, not a promise. App store policies place strict conditions on games that touch digital assets - billing requirements, restrictions on rewarding users with cryptocurrency, and disclosure rules - and a careless approach there can put the whole project at risk rather than expand it.

We will therefore weigh this in a later phase, and only under a strict plan: any store build would carry the gameplay layer alone, with the token, NFTs and rewards remaining exclusively on the web. If the risk assessment does not come out clearly in our favour, we will simply not ship to stores - the web and progressive web app remain the primary route, and they require no platform's permission.

11

Legal & Structure

The project operates through a corporate entity; the token remains a public fair launch with no allocation sold privately. Our activities - issuing our own utility token, selling our own game NFTs, and paying rewards from a program-controlled treasury - do not constitute regulated crypto services (custody, exchange, order execution, brokerage, or operating a trading venue), which are what CASP/VASP licensing regimes target.

Several jurisdictions confirm this directly: the BVI Financial Services Commission has stated that primary token issuance alone is not a registrable VASP activity; the Cayman Islands treat issuance as lower-risk registration rather than full licensing; and MiCA excludes unique, non-fungible NFTs from its scope while exempting utility tokens that give access to an already-operating service.

We hold these boundaries deliberately: the token grants access and gameplay utility, never a claim on profit; NFTs are unique assets, not fractionalised instruments; and we never take custody of player funds. A published legal opinion on token classification accompanies exchange listings.
12

Disclaimers

The token is a utility token for use within Alien Frozen Frogs. It is not an investment product, and nothing in this document is financial advice or an offer of securities. In-game rewards depend on gameplay, economic activity and treasury balance; they are not guaranteed, fixed or predictable. Digital assets are volatile and may lose value entirely. NFTs confer in-game utility and ownership of the digital asset only. Availability of the game and token may be restricted in certain jurisdictions; users are responsible for compliance with their local laws. This document describes intended design and may evolve; material changes will be announced publicly before taking effect.