3. Tokenomics v3.3
[!info] TL;DR – $MINE 1 billion max supply, aggressive burns & locking, KPI-gated unlocks, and real game revenue streamed back to stakers.
1. Purpose & North-Star Goal
Our token design hard-codes the right incentives so that every Minecraft action pushes $MINE scarcity up and community trust forward.
Align player time, investor capital & developer effort behind a single asset.
Reduce circulating supply – via burns and the Bozonomics lock mechanic.
Recapture economic value – route ≥ 80 % of stable-coin revenues to active stakers.
2. Core Utility Matrix
Store of Value
Lock or Burn
Burn 50 % of marketplace-fee tokens
Payment
Transfer
Peer-to-peer item trades
Governance
Stake & Vote
Decide new world rules & server upgrades
Yield
Stake $MINE / LP
Earn share of stable-coin game revenue
Access
Hold Thresholds
Unlock premium servers & cosmetics
[!tip] People act when they see & feel value. Every utility above is surfaced front-and-center in the UI.
3. “Bozonomics” – Scarcity by Design
flowchart LR
Lock[Lock 1 M $MINE] --> Item[Mint Limited-Edition Item]
Item -->|Trade / Showcase| Social[Status & Utility]
Item -- Burn --> Unlock[Unlock Original $MINE]
Only 10–100 copies per item → social flex + real scarcity.
Optional LP-token lock boosts DEX liquidity while removing sell pressure.
Items can be forged into even rarer gear, further delaying unlocks.
Outcome: large token chunks leave circulation without triggering market sells.
4. Supply Architecture
4.1 Genesis Snapshot (TGE)
Community Airdrop
25 %
60 %
Broad Solana airdrop
DEX Seed Liquidity
5 %
12 %
36-month LP lock
CEX / MM Wallets
5 %
12 %
Market-making inventory
Investor Slice
5 %
12 %
¼ unlocked
Treasury Slice
2 %
4 %
Multisig, strategic burns
Total Circulating
42 %
100 %
—
4.2 Full Allocation & Vesting
Team (KPI-based)
20 %
0 %
12 m
24 m linear (2 % each)
Revenue milestones $10k→$200k
Investors
20 %
5 %
12 m
7 % / 5 % / 3 % (Y2-4)
—
Community Airdrop
25 %
25 %
—
Fully liquid
—
Community Incentives
10 %
0 %
3 m
12 m linear
MAU milestones
DEX Seed LP
5 %
5 %
—
12-month lock
—
CEX / MM
5 %
5 %
—
6-month drip
—
Treasury / Reserve
15 %
2 %
12 m
Stream w/ 25 % yearly decay
Burn / expansion
🖼️ Visual Supply Breakdown


[!quote] Tokens unlock only when real KPIs are hit – not before.
5. Revenue Flywheel
Native $MINE Fees & Item Sales (2 % marketplace fee + direct item sales)
From TGE
50 % Burn 50 % Reserve
Automatic supply reduction + dev reinvest
Stable-coin Ranks & Cosmetics (premium ranks, skins, subscriptions)
≥ $5 k / mo
80 % to Stakers 20 % Reserve
Real yield to players
Token burns run once per epoch, irrevocably destroying the $MINE portion of fees and tightening supply in lock-step with gameplay demand. Stable-coin inflows—whether from premium ranks, cosmetics, or subscriptions—stream to staking contracts, creating a sustainable, non-inflationary yield while still bolstering the project reserve.
6. Solana Mega-Airdrop
Past a certain point, marketing dollars underperform. Instead we airdrop real tokens to real wallets – following playbooks of $BONK & $PENGU. Each wallet becomes a micro-influencer.
Goals:
Tens of thousands of initial holders.
Immediate liquidity & social buzz inside Solana communities.
Funnel curious recipients directly into the Minecraft world.
7. Circulating-Supply Forecast
0 (TGE)
42 %
420 M
—
1
4.88 %
468.8 M
11.6 %
2
14.66 %
615.4 M
31.3 %
3
11.74 %
732.8 M
19.1 %
4
5.06 %
783.4 M
6.9 %
[!quote] Transparent unlock forecasts let every holder price risk – and opportunity.
8. Quick FAQ
🎯 Key Take-Aways
Supply shocks (burns & locks) tighten float.
Real yield makes hodling rational.
KPI gating forces execution discipline.
Acknowledgment — Our design draws on the 72-page guide “Tokenomics Design 201: From Theory to Execution” by Nonce Classic (Jul 2025) and the related X (Twitter) thread by Lucia Kim (https://x.com/jellulu_fish/status/1945895406514356721). We thank the authors for sharing their research and benchmarks.
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