> For the complete documentation index, see [llms.txt](https://rulebook.riseofthepixels.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rulebook.riseofthepixels.com/economics/tokenomics.md).

# Tokenomics

Rise of the Pixels revolves around a single game currency: the Hive Engine $PXL token. There is no premine or founder’s share. $PXL is a circular economy: tokens that enter sinks return to pools that supply faucets. The total size of the pools depend largely on user actions.

**Total minted $PXL is tightly controlled by two levers:**

1. Number of packs purchased by Players
2. Game developers’ discretion

## Lever 1: Packs purchased by Players

Every 8-bit pack purchased releases 100 soulbound (cannot be traded) PXL Coins, which must be spent in-game to trigger the minting of $PXL Tokens. The Starter Pack that comes with the Studio Dev License emits about 250 PXL Coins. There are 30,000 total 8-bit packs, which can be any mix of regular or starter pack, but with a strong bias towards regular packs.

**Within the 8-bit era, we can safely estimate that the total $PXL mintable by pack purchase will be less than 4,000,000 tokens.** This soft cap could increase upon the issuance of a new pack-set.&#x20;

## Lever 2: Game developers’ discretion

Our goal is to create a fun and rewarding game. To this end, we may inject $PXL tokens into the economy to bolster user activity or enjoyment. For example, if a situation arises where many created games are failing to produce more $PXL than it costs to make them (despite having good ratings), we could inject the [Reward Pools](/economics/game-rewards/reward-pools.md) with extra $PXL to help boost rewards. Special Events or Game Modes may also be introduced that create small PXL Coin or Token faucets.

We have no current plans to use a $PXL sale to fund development. If those plans change, there will be a full discussion with the community to weigh concerns and sentiment.

## Current $PXL Faucets

Apart from the two levers discussed above, the only other way for a Player to obtain $PXL is to play the main loop of the game. They must create games that generally outperform other games in the in-game market. $PXL rewards will be issued every hour for at least 20 hours after a game is released. The total $PXL earned may or may not cover the costs of game development. Like any business, Players must manage their budgets carefully. We anticipate this tension being a core contributor to regulating sell pressure.

## Current $PXL Sinks

Most in-game actions require $PXL. Spent $PXL is not burned: it is returned to several pools (see: [Reward Pools](/economics/game-rewards/reward-pools.md)) that supply the main Faucet.

Sinks include:

* Creating [Games](/gameplay/games.md)
* [Research and Development](/gameplay/research-and-development.md) & Tech Debt Upkeep
* [Training](/gameplay/training.md)
* Upkeep of [Accessories](/team-and-accessories/accessories.md)
* Fees charged by [Recruiters](/gameplay/recruiters.md)
