mmo
nodes

Economy simulator

Runs $MMO forward two years, week by week. Set emissions, player behavior and sinks, and see whether burns catch up with emissions and what that does to price and supply.

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.