Price
USD per $MMO, driven by weekly buys against sells through the liquidity pool
Emissions vs burns
$MMO per week; burns above emissions means the supply shrinks
Where the burns come from
$MMO burned per week, by sink
Supply
Circulating $MMO and cumulative burned, millions
Players and APR
Active players, and dungeon APR in USD terms
How the model works. Each week, emissions decay and split between dungeons and the raid pool. Players compound part of their rewards and claim the rest, paying the claim tax, and sell a share of what they claim. Buys come from new players entering and active players minting and spending. Price moves through a constant-product liquidity pool, and players churn faster when price falls. Players spend held rewards on sinks first, then top up from a limited weekly budget. Burns come from mints, the claim tax, Volcano offerings, loot burned and raid retreats. This is a directional model for comparing designs, not a price prediction.