Abstract
GLOOPY is a soft-body physics platformer built around a single, deliberately awkward premise: the player character cannot move precisely, and the game is designed so that this is the point rather than a defect to be patched out. The character is simulated as a mass-spring mesh with interior pressure and shape memory, not as a rigid sprite with animation applied on top. Every movement overshoots, every landing rebounds, and every route through a level is negotiated rather than executed.
Around that core sits a world — the Wobbly Wilds, six regions of terrain that is as unstable as the character crossing it — and an economy in which play is the only source of issuance. This document sets out the design, the game loop, the earning model, the token's utility and supply schedule, the measures taken against automated farming, and the risks a reader should weigh before treating any of it as more than a plan.
Every figure in this document is illustrative. Supply, allocations, vesting periods, reward rates, pool sizes and the contract address are placeholders pending launch and are labelled as such wherever they appear.
Vision
Most platformers reward precise movement. The player learns a control scheme, the character executes it faithfully, and mastery is the closing of the gap between intention and outcome. That loop is well understood and extremely well served by existing games.
GLOOPY inverts it. The gap between intention and outcome never closes, because the character is a fluid body and fluid bodies do not take instruction. Mastery is instead the skill of predicting a system that will not obey you — knowing that releasing the run key half a body-length early produces the stop you wanted, that a hard landing is free height if you do not absorb it, that firming up mid-jump wastes the arc you already paid for.
The player should have fun even when they fail. Design rule 1, unchanged since the first prototype
This is the design rule everything else is measured against. A failure in a precision platformer is a rebuke: you executed badly. A failure here is a physical comedy the player caused and can immediately try again. The prototype was built to test exactly one thing — whether moving the character is enjoyable with no game attached — and it was not expanded until that answer was yes.
The second rule follows from the first: if a reward would make the game worse to play, the reward loses. This has already cost two mechanics and one season format, and it is expected to cost more.
The World
The Wobbly Wilds is a continuous east-facing traverse across six regions, charted in the order the specimen entered them: Mossgut Valley, Sunbleach Ridge, The Fizzing Marsh, Cinderpeak, Glass Hollow and The Undercrust. Each region is built around a single physical idea rather than a visual theme — the Marsh is delayed buoyancy, the Ridge is invisible vertical air, the Hollow is unreliable visual information — so that a player who has understood a region can predict most of what it will do next.
The setting is framed as an ongoing field survey. A cataloguing body found a specimen it could not file, released it rather than filed it, and then — unable to close the record — kept observing. This is not decoration: it is why the website is a terminal, why the regions carry two sets of names, and why the tone of the written material is a researcher's rather than a narrator's. The full narrative is maintained separately in the lore record.
Environmental design
Level geometry participates in the simulation. Branches bend, rocks wobble, vines grab, slag heaps slide when loaded, and clay walls in the Undercrust shift when touched because they were built as a mechanism. The intent is that no surface is purely scenery — if it looks like it would react, it reacts.
Game Design & Physics
The character is a mass-spring soft body. A sampled mesh of point masses is connected by distance springs; interior pressure keeps the body inflated against collapse; a shape-match force per cluster argues the mesh back toward its rest silhouette at a tunable rate. Limbs and tentacles are modelled as clusters without interior pressure, which is why they deform further and recover more slowly than the head and torso.
Determinism
The simulation advances on a fixed timestep of 1/60 second, driven by an accumulator that converts real elapsed time into whole steps. The simulation never observes a variable delta. This has three consequences that matter well beyond feel: physics behaves identically on a 60Hz laptop and a 144Hz monitor; a recorded input trace replays to an identical result; and that property is what makes server-side run validation possible at all (see Anti-bot & Sybil Resistance).
State-driven material
The mesh's material properties are not constant. Stiffness, shape memory and damping are blended between per-state presets — idle, run, jump, fall, hurt, victory — over a short crossfade, so the body is measurably softer in the air than on the ground and softer again when hurt. The firm up input drives the same system directly, letting the player trade elasticity for control on demand.
Movement verbs
- Run — applies force, not position. Momentum persists after release.
- Jump — a held input that deepens a pre-launch squash; squash depth sets height.
- Firm up — stiffens the mesh: less bounce, more grip, less style.
- Squish — volume conservation lets the body pass gaps narrower than its rest width.
- Bounce — surfaces and creatures rebound; chaining them is faster than running.
- Grapple — tentacle attachment, swing and timed release. Specified; not yet in the playable build.
- Ink burst — recoil, distraction and puzzle key, fired deliberately or on hard impact. Specified; not yet in the playable build.
Game Loop & Progression
The moment-to-moment loop is: read the terrain, commit to a line, mishandle it, adapt to where you actually ended up. A run is a sequence of these across a stage, ending at a flag, a boss, or the loss of the last life.
Session structure
- Stage — a discrete traverse with a start, a flag, coins and prize blocks along the intended route, and a checkpoint roughly midway.
- Run — a sequence of stages sharing a life pool and a running tally of coins and time. Lives persist between stages; coins and time reset per stage but accumulate to a run total.
- Shop — between stages, accumulated currency buys permanent upgrades. Purchases burn their cost.
- Season — a fixed period over which leaderboards, daily objectives and the points ladder accumulate and then reset.
Progression
There is no experience curve and no ability unlocks. Every movement verb is available in the first minute, because the design rule holds that difficulty should come from the terrain rather than from withheld capability. Progression is instead expressed through four purchasable upgrades that adjust economy and comfort rather than capability:
| Upgrade | Effect | Cost curve |
|---|---|---|
| Magnet | Pulls loose coins toward the player, up to 176px reach at level 3. | 240 · 600 · 1,400 |
| Vault | Raises payout per coin, up to ×1.55 at level 3. | 320 · 820 · 1,900 |
| Streak | Raises the combo ceiling, up to ×6 at level 3. | 400 · 1,000 · 2,400 |
| Spare Jelly | Adds starting lives, up to +3 at level 3. | 500 · 1,300 · 3,000 |
Note that none of the four alters the simulation. The Magnet changes pickup radius, not movement; Spare Jelly changes attempts, not survivability within an attempt.
Play-to-Earn Model
Issuance has exactly one source: playing the game. There is no staking-only yield, no issuance to liquidity providers, and no mechanism by which capital alone mints supply.
Earning routes
- Zone clears — a flat clear bonus plus the run tally, with conditional bonuses for taking no damage and for a full sweep.
- Daily survey missions — one fixed objective a day, pool split evenly among all handlers who clear it inside the window.
- Speedrun leaderboards — per-zone, seasonal, validated by trace replay.
- Creature-poke bounties — first validated filing of a previously unobserved creature reaction; paid once, ever.
- Staking — a rate boost across the routes above, plus cosmetic unlocks.
- Referrals — one hop deep, paid on the referred handler's first validated clear.
- Seasonal ladder — breadth-weighted points accumulating from all of the above, with a capped ceiling.
Rate structure
Base event values are those used by the shipped build: 12 per coin, 30 per prize block, 6 per stomp, 150 per stage clear, 400 for a boss, 250 for a no-damage clear and 300 for a full sweep. These are multiplied by the current emission rate, the player's live combo multiplier, and any staking boost, in that order. Five percent of the result is burned at source before the remainder is credited.
The full reward table, payout flow and eligibility rules are maintained on the earning page and are authoritative over this summary.
Design constraints on rewards
Three constraints bind the reward system and are intended to be permanent:
- No purchasable advantage. Boosts affect rates only — never physics, never level access, never leaderboard eligibility.
- Even splits over volume splits. Daily pools divide equally among finishers rather than by activity, so hours played cannot scale past skill indefinitely.
- Capped ceilings. The seasonal ladder is bounded so that a full-time player cannot lap a committed hobbyist by more than a fixed margin.
Token Utility
$GLOOPY is a utility token. Its functions are:
- Reward settlement — the unit in which play earnings are denominated and settled.
- Shop and cosmetics — spent on in-game upgrades and cosmetic props; spending burns the amount.
- Staking for rate — locked to raise earn rates and unlock Sandbox props. Shallow tiers, cooldown on unstake, never permanent lock.
- Season entry — optional, refundable entry to ranked seasonal ladders, returned in full to anyone who completes the season.
- Community showcase voting — weighting on the weekly Sandbox clip pool.
It explicitly is not: a share, a claim on revenue, a governance token over the studio's creative decisions, or a requirement to play. The Demo Wallet path plays the entire game with no token and no wallet.
Tokenomics & Vesting
$GLOOPY is an ERC-20 deployed on Robinhood Chain · Ethereum L2. Total supply is fixed at 1,000,000,000, the mint function is removed at deployment rather than merely renounced, and there is no transfer tax. Allocation:
| Allocation | Share | Lock |
|---|---|---|
| Community & play rewards | 40% | Season unlocks over 36 months |
| Liquidity | 25% | Locked 24 months at launch |
| Ecosystem & development | 15% | Unlocked as spent, reported quarterly |
| Team | 10% | 6-month cliff, then 18 months linear |
| Treasury | 10% | Multisig, spend published quarterly |
Play rewards are minted against the community allocation on a halving schedule of eight epochs, each releasing 12.5% of the reward cap at roughly half the previous epoch's rate, down to a permanent floor of 1/64 of the base rate. Five percent of every mint burns at source; shop purchases burn their full cost additionally. Both are irreversible supply reductions rather than transfers to an address the studio controls.
The complete schedule, emissions curve and treasury policy are on the tokenomics page.
Anti-bot & Sybil Resistance
A reward pool that pays automated play pays human players less. The measures below exist for that reason and are enforced uniformly.
Trace replay validation
Every paying run submits its input trace alongside its result. Because the simulation is deterministic on a fixed timestep, replaying a legitimate trace reproduces the submitted result exactly. A fabricated result does not reproduce, and a trace produced by a bot reproduces perfectly but carries input timing statistics that a human hand does not. Runs that fail replay pay nothing and are voided.
Behavioural Sybil detection
Clusters of wallets operated by one person are detected behaviourally rather than by identity: shared input signatures, correlated session timing, and improbably similar routing across handlers claiming no relationship. No documentary identity verification is required and none is wanted — the studio does not want to hold that data.
Structural measures
- Even splits. Daily pools divide equally among finishers, so adding accounts divides the same pool rather than multiplying it.
- One-hop referrals. Paid once, on a validated first clear, to both parties equally — making farming cost more than it returns.
- First-filing bounties. Each creature reaction pays once, ever, removing repeat-farm value.
- Capped ladders. A bounded ceiling limits the return on running many accounts at scale.
Appeals
Enforcement mistakes are expected. Appeals are reviewed by a person reading the trace. Rewards found to have been wrongly voided are reissued from the treasury rather than clawed back from other players.
Roadmap
| Phase | Scope | Status |
|---|---|---|
| 01 · Physics prototype | Soft-body deformation, running, collisions, camera, one test room. Goal: confirm that moving the character is fun with no game attached. | Shipped |
| 02 · Vertical slice | Mossgut Valley end to end with grapple, ink, first creatures, collectibles, audio and UI. Two stages and one boss are in. | In progress |
| 03 · World expansion | The remaining regions, the full creature roster, environment puzzles, and on-chain reward settlement. | Planned |
| 04 · Challenge systems | Time Trial, Daily Wander, Sandbox, stats, achievements, leaderboards and trace validation at scale. | Planned |
| 05 · Release | Performance, physics stability, accessibility, controller and touch support, balancing, final audio and polish. | Planned |
Dates are deliberately absent. The prototype took longer than planned because rule 1 required it to be fun before it was expanded, and that ordering is not being changed to meet a calendar.
Team & Governance
GLOOPY is developed by a small independent team. Team supply vests over 24 months behind a 6-month cliff, with no claimable allocation before the cliff for any member including those who depart.
Governance scope
Token holders vote on the community showcase pool and on seasonal reward parameters within published bounds. Holders do not vote on creative direction, level design, physics tuning or the design rules in this document. This limit is deliberate: a game balanced by token vote optimises for token holders rather than players, and the two are not the same population.
Treasury
Held in multisig. Spend is reported quarterly against the prior quarter's stated plan. The treasury does not stake into its own pools and does not place on its own leaderboards.
Disclosure
Buybacks are announced after execution with the transaction, never before. Rates, caps and pool sizes are published before each season opens and are not changed mid-season.
Risk & Legal Disclaimer
This document is not an offer, a solicitation, a prospectus, or investment advice. It describes an unreleased game and a token that does not yet exist. Read the following before forming any expectation.
Illustrative figures
Every number in this document — supply, allocation, vesting, reward rates, pool sizes, emission parameters and the contract address published on this site — is an illustrative placeholder pending launch. Figures will change. They are shown so the model can be evaluated in shape, not relied upon in detail.
Development risk
The game is a prototype. The vertical slice is incomplete, several mechanics described here (grapple, ink burst, touch controls, on-chain settlement) are specified but not built, and there is no guarantee any of them ship in the form described or at all. Independent development carries a material risk of the project stopping.
Market and technical risk
Digital assets are volatile and illiquid, and you can lose the entire value of anything you put in. Smart contracts can contain defects notwithstanding audit. Chains experience outages. Wallets are compromised. None of these risks are unusual and none of them are covered by anyone.
No returns
$GLOOPY confers no share, no claim on revenue, no dividend and no promise of appreciation. It is a utility token for a game that is free to play without it.
Fraud
The token has not launched. Any presale, whitelist, allocation or early access currently being offered is fraudulent without exception. When launch happens, the address will be published on this site and the official account, and nowhere else. Never accept a contract address sent to you in a direct message, including from an account that appears to be ours.
Jurisdiction
Availability may be restricted in some jurisdictions. It is your responsibility to determine whether participation is lawful where you are, and to meet any tax obligations arising from it.
GLOOPY whitepaper · v0.9 draft · all figures illustrative pending launch. Superseded in detail by the tokenomics and earning pages where they differ.