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GLOOPY

How to earn

Rewards for playing well,
not for paying more

Every earning route runs on something you were going to do anyway — clear a zone, chase a time, find a reaction nobody has logged. Staking changes your rate. It never changes gravity, and it never changes where you can reach.

Guiding principles

Skill is the only multiplier

Holding, staking and referring change your rate. Nothing in this document changes jump height, gravity, elasticity, damage, level access or leaderboard eligibility. A whale and a first-timer run the identical simulation.

Early play pays more

Emission halves across eight epochs and five percent of every mint is burned at source. The floor never reaches zero, so late play still pays — but the curve is deliberately front-loaded toward the people who showed up while it was still a prototype.

The game comes first

If a reward ever made the game worse to play, the reward loses. That has already cost us two mechanics and one entire season format, and it will cost us more.

Seven routes

Ways the Wilds pay out

Core

Zone clears

The backbone. Reaching the flag pays a flat clear bonus, and the run tallies what you picked up on the way: loose coins, prize blocks, and anything you stomped. A boss stage pays a multiple of a standard clear, and two conditional bonuses sit on top — one for taking no damage, one for collecting every last item in the stage.

Clear 150 · boss 400 · no-damage 250 · full sweep 300

Daily

Daily survey missions

One fixed objective a day, published by the Surveyors at midnight and identical for everybody. Reach the marker without touching a bramble. Clear Mossgut on one life. Finish a stage having never firmed up. Clear it inside the window and you take a share of that day's pool, split evenly among everyone who managed it — so a hard mission with few finishers pays each of them more.

Resets 00:00 UTC · pool split evenly

Competitive

Speedrun leaderboards

Per-zone boards that reset each season. Because the physics are genuinely unpredictable, optimal routes stay contested far longer than in a rigid platformer — a route that saves two seconds on one run loses four on the next, and the top of every board moves constantly. Runs are validated against a recorded input trace before they pay.

Top 100 split the zone pool · seasonal reset

Discovery

Creature-poke bounties

The Surveyors maintain a list of reactions they have observed. Provoke one that is not on it — a Puffball firing in a direction it has never fired, a Roller taking a line nobody has ridden — and file it. Each distinct reaction pays once, ever, to whoever files it first. Roughly forty are believed to remain unfound.

One payout per reaction, forever

Yield

$GLOOPY staking

Lock tokens to raise your earn rate across every route above and to unlock cosmetic props in Sandbox. Tiers are shallow on purpose: the gap between staking nothing and staking the top tier is a modest multiplier, not an order of magnitude. Unstaking has a cooldown; nothing is ever locked permanently.

Rate boost only · never physics, never access

Growth

Referrals

Paid once, when a handler you referred completes their first zone clear. One hop deep — there are no tiers, no downstream percentages and no structure that would reward recruiting over playing. The referred handler is paid the same amount you are.

One hop · paid on their first clear

Season

Seasonal ladders

A season-long points ladder that accumulates from everything else you do: clears, dailies, speedrun placements, bounties. It is designed to reward breadth rather than grinding a single route, and the top of the ladder is capped so a full-time player cannot lap a committed hobbyist by more than a fixed margin.

Breadth-weighted · capped ceiling

Reward table

What each thing
is actually worth

These are the base in-game values before the emission curve, your combo streak and any staking boost are applied. They are the numbers the shipped build uses today.

Base payouts, before emission · combo · boosts
EventBaseConditions
Loose coin12Any coin picked up in a stage. Chaining them back to back builds a combo multiplier.
Prize block30Worth more than a loose coin because reaching one usually costs you a route.
Stomp6Per creature resolved by landing on it. Deliberately small — stomping is not a farm.
Stage clear150Reaching the flag at all. Paid once per clear, every clear.
Boss defeated400Replaces the standard clear bonus on boss stages.
No damage250Conditional. Cleared the stage without being hurt once.
Full sweep300Conditional. Collected every coin and prize in the stage.
Combo streak×2 – ×6Multiplier on coins taken back to back. The ceiling rises with the Streak upgrade.

Emission curve

Payouts scale down across eight epochs as the cap is approached — each epoch pays roughly half the last, down to a floor of 1/64 of the base rate, which never drops further.

Burn at source

5% of every single mint is destroyed at the moment it is created, before it reaches a balance. Upgrades purchased in the in-game shop burn their full cost on top of that.

Where it lands

In the current build, earnings accrue to a local balance and are spent in the shop. On-chain settlement to your connected wallet arrives with the vertical slice.

Payout flow

From a coin to
your wallet

Event coin · clear · bounty Validate input trace check Multiply emission × combo × stake boost Burn 5% destroyed at source Your wallet settled per season fails → no payout, run void supply reduced permanently
Every payout takes the same path. Nothing skips validation, and nothing skips the burn.

Eligibility & anti-abuse

The unglamorous part

A reward system that pays bots pays players less. These rules exist for that reason and no other, and they are enforced against everyone equally.

One connected wallet, one handler name, one set of rewards. The Demo Wallet path lets you play the entire game with no wallet at all, but it does not accrue anything — a demo session is explicitly marked as unsettled and cannot be converted afterwards. This is the trade for skipping the gate, and it is stated on the gate itself.

Every paying run submits the input trace alongside the result. The trace is replayed against the same fixed 1/60-second simulation the client used; because the physics are deterministic, a legitimate trace reproduces the result exactly and a fabricated one does not. Runs that fail replay pay nothing and are voided silently.

Sybil clusters — many wallets, one operator — are the main threat to a pool that splits evenly. Detection is behavioural rather than identity-based: shared input signatures, correlated session timing and improbably similar routes across supposedly unrelated handlers. We do not ask for documents and we do not want them.

Referrals pay one hop deep and only on a genuine first clear, which makes farming them expensive relative to the payout. Self-referral, circular referral between a known cluster, and referrals whose first clear is a failed replay all resolve to zero for both parties.

A creature reaction pays once, ever. If two handlers file the same reaction, the earlier validated trace takes it and the later one is told plainly that it was already known — not silently dropped.

The seasonal ladder has a ceiling and the daily pool splits evenly rather than by volume. Both exist so that playing more hours cannot scale indefinitely past playing well. If you can only give the Wilds an hour a week, you should still be able to place.

Enforcement mistakes happen and the appeal is a human reading the trace. Rewards wrongly voided are reissued from the treasury rather than clawed back from other players. Rates, caps and pool sizes are published before each season opens and are not changed mid-season.

Illustrative figures. Every rate, cap, pool size and multiplier on this page is a placeholder pending launch and will be finalised — and published — before the first season opens. $GLOOPY is a utility token for an unreleased game. None of this is financial advice or a promise of returns.