# Rise of the Pixels

A game about game development, on Hive.

Welcome to **Rise of the Pixels**, where your dream of running a game development studio becomes a reality! In this Web3 browser game, you take the reins of a burgeoning game studio and embark on an  journey to create gaming masterpieces.

## **Game Highlights**

### 🎮 **Assemble Your Team**

You'll assemble a talented team of NFT developers and designers to bring your game ideas to life. Pay attention to their speed, skills, and cost. Assign the right people to the right project, trade/sell workers with other players, and optimize towards the kind of studio you want to run.

As workers gain experience, you’ll unlock unique traits that will help improve your game studio output. Eventually, workers will mature and retire, but they'll still be valuable to your studio and act as mentors to the next cohort of talent.

The beings in the "Pixelverse" may look human... but they also have some very alien capabilities. For example, it is possible for them to undergo the boost of "Fusion," which takes into consideration their names, affiliations, and appearance. Learning the art of Fusion will give any aspiring studio manager an edge.

### 🌟 **Craft Epic Games**

Every game your game studio works to create will be unique and will be borne of your directorial prowess and the ability of your team to execute (and maybe a little bit of luck). Not only must you name and describe your game titles (as the game will penalize you for being lazy here) you will need to meticulously fine-tune the parameters of the games' development.

Based on your chosen dev team, you will weight the effort of time and resources spent on:

* Game engine
* Graphics
* Dialogue
* Story quest
* ...and much, much more :)

### 🧠 **Dynamic AI-Driven Behavior**

The in-game world evolves in real-time, adapting to player choices and market trends. Game ratings and reviews are dynamically generated based on in-game dynamics and assisted by AI.

(Of note, AI platforms have assisted in much of the Rise of the Pixel's content.)

### 💼 **Expand Your Empire**

Success breeds success. As your games gain popularity and the $PXL starts to flow, expand your studio, train your workers, scout the marketplace to hire more talented individuals, and take on grander projects. Establish alliances with other players, engage in trading, and enter competitive events to propel your studio to new heights.

### 🌐 **Embrace the Power of Web3**

Powered by the Hive blockchain the game allows players to own their $PXL tokens and NFTs and trade them on the marketplace. Each team member and accessory is an unique item with its own stats and abilities.

While the game engine is built on Hive the team looks forward to supporting more platforms and blockchains in the future, allowing Players from all across Web3 to enjoy the game.

{% hint style="info" %}
This Rulebook has been updated to reflect the state of the game for Launch on April 22, 2024. There may still be minor updates and changes as we adapt the game to a live environment.
{% endhint %}


# The Pixelverse

A world teeming with possibility.

In a reality parallel from our own exists a place called the *Pixelverse*—a unique realm at the cusp of a digital renaissance, bursting with vibrant hues, eclectic beings, and endless opportunities. Until recently, this world had never known video games. But now, the Pixelverse’s game dev scene has blossomed and sends a clarion call to *you* for your expertise.

Experienced gamers, game designers, and devs from Earth are headed over to the Pixelverse to answer this call. Our new friends are ready and excited to see what people from our realm can offer. The beings there are signing up by the thousands for a chance to work in your studio.

Together, we shall bring forth the ...**Rise of the Pixels**

### The 8-Bit Era <a href="#the8-bitera" id="the8-bitera"></a>

The Pixelverse is still in a very early stage of its journey. Their technology is akin to Earth’s 1980’s, and it’s up to us here to help accelerate them through the ages. As the game evolves, so too will the eras in the game.

We scoured the Pixelverse and narrowed it down to about 30,000 workers suitable for working with Earthlings. We're sure more Pixelians will want a chance to work with you in the future, especially once Earth-run studios start creating games.


# Visit the Shop

To embark on your journey in Rise of the Pixels, where you'll own a game dev studio, there are a few essential steps to get started.

To get started in the Pixelverse your first stop is the official [shop page](https://riseofthepixels.com/shop).

Here you can secure your [Game Dev Studio](/gameplay/game-dev-studio)License. This license is your gateway to developing groundbreaking games and leading your studio to success.\
A studio license is mandatory to access the core features of the game.

<img src="https://images.hive.blog/0x0/https://files.peakd.com/file/peakd-hive/yozen/AJoGxxrojsnpe28y9kYKfCaRLzY5diEpXcYhvDSEqoAeHZ9CG8wmuPdMb9Zh6Hd.png" alt="" data-size="original">

While the studio license provides you with the essentials, enhancing your gameplay experience can be achieved through various packs. These packs offer additional opportunities and provide you with an edge in the competitive world of game development.

![](https://images.hive.blog/0x0/https://files.peakd.com/file/peakd-hive/yozen/AKGZmTKTdF3sHJSc3d9qGnXM51Rp5eV9omSzDJDCdbs5myY5tYQQEKk3ZDvA1Yf.png)

By securing your studio license and utilizing these packs, available on our [shop](https://riseofthepixels.com/shop), you'll be well-prepared to navigate the challenges and opportunities in Rise of the Pixels. Get ready to create blockbuster games, manage a top-tier studio, and become a legendary game developer!


# Review your Team

Discover the secrets to assembling your A-team

In **My Resources** section you'll find what you need to know your workers and the available accessories. Target your best workers and equip them with the best accessories you have. That's all! ...or almost.

In your selection you should consider also other factors that can have an impact on the game creation such as **Traits** for workers and **Kits** for accessories.

<figure><img src="https://images.hive.blog/800x600/https://files.peakd.com/file/peakd-hive/yozen/23tbKK8FwpBeQaWY18osWdJfhafoatVbBvanxTpH6pDwML8ZsZjokGQRoqsXeQXEbDFKy.png" alt="Game menu"><figcaption><p>Game Menu</p></figcaption></figure>

**Traits**

[Traits](https://rulebook.riseofthepixels.com/team-and-accessories/your-team/traits) are specific qualities or characteristics that belongs to some workers.

<figure><img src="https://images.hive.blog/800x600/https://files.peakd.com/file/peakd-hive/yozen/23yTWyf444BBLTjhGp6wTAc6ENt8Fs7pH7V3kzo9hphSQiNARoUMoL8iLe7L4uyCfU51k.png" alt="Worker"><figcaption><p>Team Member NFT</p></figcaption></figure>

They boost stats of your worker in particular areas, but only in specific conditions.

`TIP:` be careful when you are setting up you team, don't forget to consider worker traits and the required conditions to in which traits can give you an edge

**Kits**

Certain accessories belong to unique collections known as [Kits](https://rulebook.riseofthepixels.com/team-and-accessories/accessories#kits).

<figure><img src="https://images.hive.blog/800x600/https://files.peakd.com/file/peakd-hive/yozen/23y8mRaUXG4Fx4nKzTqeiTkQSk5fRwrTo6hkUHs5NmzkSwvpQJJH7B2jZnyKZMimvGKeJ.png" alt="Accessory"><figcaption><p>Accessory</p></figcaption></figure>

The effectiveness of these accessories increases when a team member uses multiple items from the same Kit.

`TIP:` do your math to understand what accessories combination will perform best.


# Your First Game

Ready to become the Picasso of pixels?

Once you have set up your dream team it’s time to make it work!\
So let’s go through the steps required to create a game.

**#1 Select your audience and the type of the game**

The first step is related to the selection of the team composition, genre, theme, and platform.

The second step involves the selection of what type of game you’re going to create. Here you’ll have different possible combinations and outcomes for your game based on genre/theme and platform you are choosing.

<figure><img src="https://images.hive.blog/800x600/https://files.peakd.com/file/peakd-hive/yozen/23t74cCxERG8U82KGfoeTECpHhsg4TBDyKzQ2xPHrDdVVD3MfkEQwrXj41NzowHscja8h.png" alt="Game type selection"><figcaption><p>Game type selection</p></figcaption></figure>

`TIP:` check the market trend to understand if it’s possible for you to create a game that can target it.

<figure><img src="https://images.hive.blog/800x600/https://files.peakd.com/file/peakd-hive/yozen/Eo1wugcvkn2HtuiuFDMP5vckfrWXBBY2cMsC6PuqnYxD6qip4e4oSethiJvU7DyAH8g.png" alt="Market trend"><figcaption><p>Market trend</p></figcaption></figure>

**#2 Write a title and a description**

Here’s you can be really creative in finding out the perfect title that fits your new game. Be also wise in writing a meaningful description. The last requirement is to select a picture for your game.

<figure><img src="https://images.hive.blog/800x600/https://files.peakd.com/file/peakd-hive/yozen/Eo1vUatsp3syJyhwGE5PRoNS4H3n1YEzrRWeMCEPkMTBKEidns8tz7qEBAyHBxF9GTq.png" alt="Title and description" width="375"><figcaption><p>Title and description</p></figcaption></figure>

`TIP:` title and description matter. Consider the type of game you are creating: title and description can have a positive or negative impact on the rating of your game. If you want to have a chance to get a A grade rating you should to avoid NSFW content or a title too similar to existing games one.

**#3 Assign the team members**

Next you have to select what team members are going to work on the new game. In your team you must always have 1 developer. So if you decided to go for 'solo' it's time to make your developer work, while if you set 'small' you can create a team up to 3 members.

Be sure to check out [Review your Team](/getting-started/review-your-team)and [Your Team](/team-and-accessories/your-team) to better understand how to create a great team.

<figure><img src="/files/5tKeh93PO41jEEczQ6ps" alt="" width="375"><figcaption><p> </p></figcaption></figure>

&#x20;`TIP:` think and plan in advance. You should have already decided what team members you are going use for the creation of the game, carefully considering the type of the game you're developing.

**#4 Add research (if any)**

If you have developed some [research](https://rulebook.riseofthepixels.com/gameplay/research-and-development) it’s now the time to use it. To get the most out from your game you should use any available element you have too try to boost all your possibilities to create a big hit.&#x20;

<figure><img src="https://images.hive.blog/800x600/https://files.peakd.com/file/peakd-hive/yozen/48Gg7WKqRTyssWLW1691ScDEhxY22NqJY3wLYjGJ7vd2e4FCbJcf8j69DYRjEkv5qp.png" alt="" width="375"><figcaption></figcaption></figure>

`TIP:` again, plan in advance in what type of research you should invest in by thinking about the games you are going to create. Remember that the research add development points in specific areas.

**#5 Allocate your development points**

Here we come to the core of development and you are so close to create your game,\
Now you have to decide how to distribute the development points you have.\
The total amount of the development points you have depends on 2 factors:

* total speed of your team (the faster it is and the more points you will have)
* the duration of the game (the longer it is and the more points you will have)

In addition you could receive a boost in specific areas if you used one or more researches.

<figure><img src="/files/tNllE0neAJrN7PTzTxJn" alt="" width="375"><figcaption></figcaption></figure>

`TIP #1:` reflect a bit on what type of game you are creating and how the points should be allocated. Different type of games require a different distribution. Think about Super Mario or Final Fantasy for example...\
\
`TIP #2:` try to find the right balance. Less rare workers probably needs more time to develop a good product, while with more rare teams you want to release more games and not spend too much time on a project.


# Your Team

Power to the Pixel People!

Assembling the right development team is paramount in the speed and quality of a finished video game, as each member plays a crucial role in shaping the final product. Developers form the backbone, translating creative concepts into functional code and ensuring smooth gameplay. Designers contribute the visual and interactive experience, bringing the game to life and enhancing user experience. Mentors provide valuable guidance, sharing industry insights and steering the team towards best practices.

<figure><img src="/files/ESkKqA4pR7dt0SiXdqys" alt=""><figcaption></figcaption></figure>

### Team Members

Each team member is an uniquely generated NFT with specific details, rarity, stats, and traits. When a NFT is minted their XP (experience) is zero. As they work on games, your Worker NFTs gain XP. Every NFT has a limit for XP—after reaching it the NFT is "Retired" from active game development but will still benefit your company by being mentors. See [Mentors and Apprentices](/team-and-accessories/mentors-and-apprentices) to learn more.

### NFT Details

Each NFT is identified by the following properties:

* **ID:** Attribute that uniquely identify each NFT
* **Name:** A randomly generated name combining first name, last name, and potentially a nickname
* **Image:** A randomly selected image from our repository of AI-assisted art
* **Bio:** A fun biography that will reflect rarity, traits, and other aspects of your Worker
* **Rarity:** Common, Rare, Epic, and Legendary. See [#rarity](#rarity "mention") below for more details.
* **Role:** The role of this NFT. More details in [Roles](/team-and-accessories/your-team/roles)
* **Sex:** Male or female
* **XP:** Experience of the NFT. Every hour worked on a project increases XP.
* **Stats:** Costs, Speed, and Skill. These are the core productivity stats. More details in [#stats](#stats "mention") below.
* **Traits:** Special abilities or focuses that boost certain aspects of game design. Read more about this on the [Traits](/team-and-accessories/your-team/traits) page.

### Rarity

Each NFT has a rarity that directly affects the maximum experience (XP), stats and traits. The stats and how those affects a NFT are described below. XP starts at 0 when minted.

<table><thead><tr><th width="132">Rarity</th><th align="right">Drop Chance</th><th width="107" align="right">Max XP</th><th width="133" align="right">Starting Traits</th><th width="112" align="right">Max Traits</th><th>New Traits</th></tr></thead><tbody><tr><td>Common</td><td align="right">80%</td><td align="right">2400</td><td align="right">0</td><td align="right">1</td><td>At 720 XP</td></tr><tr><td>Rare</td><td align="right">15%</td><td align="right">3000</td><td align="right">0</td><td align="right">2</td><td>At 720 and 1560 XP</td></tr><tr><td>Epic</td><td align="right">4%</td><td align="right">3600</td><td align="right">1</td><td align="right">3</td><td>At 1200 and 1920 XP</td></tr><tr><td>Legendary</td><td align="right">1%</td><td align="right">4800</td><td align="right">2</td><td align="right">4</td><td>At 1560 and 2400 XP</td></tr><tr><td>Mythic</td><td align="right">Fusion Only</td><td align="right">6000</td><td align="right">3</td><td align="right">5</td><td>At 1920 and 3120 XP</td></tr></tbody></table>

> Based on the above table an Epic Developer with 1500 XP will have 2 traits:
>
> * 1st Trait: Received when minted
> * 2nd Trait: Received at 1200 XP

### Stats

Stats values are randomly generated. Higher rarity NFTs have a higher chance of getting better stats.

Each stat is in the range 1-16. Higher values are better for "Skill" and "Speed". Lower values are better for "Cost" as this directly impacts the hourly cost of the team member.

* **Skill**: Skill represents the team member's expertise and proficiency in their respective role. A higher skill level means they are more knowledgeable and capable, which can lead to better quality work and a higher chance of creating successful games.
* **Speed**: Speed measures how quickly a team member can complete tasks and contribute to the game's progress. A higher speed rating indicates that the team member works efficiently and can deliver results in a shorter amount of time.
* **Cost**: This stat is used to determine Workers' wages in $PXL. Players must manage their budget wisely and consider the cost of each team member when building their development team.
* **Wage or PXL/Hour (aka Hourly Cost)**: The "Cost" stat will then be applied to their "Skill" and "Speed" and the result is their PXL per Hour wage.

### Stat Ranges

The range of allowed values for a specific stats are determined by the NFT rarity. The stat generation algorithm should guarantee that each NFT is balanced and never worse than a NFT of a lower rarity.

<table><thead><tr><th>Rarity</th><th align="right">Skill</th><th align="right">Speed</th><th width="159" align="right">Min Skill+Speed</th><th align="right">Cost</th></tr></thead><tbody><tr><td>Common</td><td align="right">1-4</td><td align="right">1-4</td><td align="right">4</td><td align="right">1-4</td></tr><tr><td>Rare</td><td align="right">3-7</td><td align="right">3-7</td><td align="right">9</td><td align="right">3-7</td></tr><tr><td>Epic</td><td align="right">6-10</td><td align="right">6-10</td><td align="right">15</td><td align="right">6-10</td></tr><tr><td>Legendary</td><td align="right">9-13</td><td align="right">9-13</td><td align="right">21</td><td align="right">9-13</td></tr><tr><td>Mythic</td><td align="right">12-16</td><td align="right">12-16</td><td align="right">27</td><td align="right">12-16</td></tr></tbody></table>

### Traits

Traits are special characteristics or abilities that team members can possess. If played right they can give your game a bonus or special advantage. Each team member can have one or more traits. Traits are randomly generated from a pool of possibilities. For more details, check out [Traits](/team-and-accessories/your-team/traits).

### Accessories

Each team member can be equipped with up to 4 accessories (1 for each type) that will boost their output through a stat bonus. You can read more about this in [Accessories](/team-and-accessories/accessories).


# Roles

Who does what where

Worker NFTs are classified by Role. In the '8 Bit' era there are two major Roles (Developer and Designer), as well as the planned Mentor.

**Each game you create alway requires at least one Developer.** Starter packs guarantee a Developer role NFT Worker for this reason.

Designers are optional, but certainly recommended!

### Developers

Software developers are the backbone of game development. They are responsible for designing and implementing the software that powers the entire game. Their role involves a wide range of tasks and responsibilities:

* Game Engine Development
* Gameplay Mechanics
* Audio Programming
* Networking and Multiplayer
* Bug Fixing and Testing
* Platform Compatibility

### Designers

Designers play a critical role in game development. They are responsible for shaping the overall experience, gameplay, and visual elements of a game. Here are the key roles and responsibilities of designers in game development:

* Game Design
* Storyline and Narrative
* Level Design
* Game Mechanics
* User Experience (UX)
* Balancing Difficulty

### Team Leaders, Artist, Sound Engineer, Marketing

> Coming soon...


# Traits

More than just a hobby...

Workers gain XP when they finish a project. Over time some of the NFTs will get enough XP to learn a new trait. These traits will grant special bonuses.

Some higher rarity team members with have traits right from the very beginning of their career with you.

Each team member can only learn one trait for each domain.&#x20;

> It is not possible to have 2 team size traits ("Lone Wolf" and "Harmony Hero") for the same NFT

Players have the option to fine-tune NFT traits via [Training](/gameplay/training).

### **Trait Tiers**

Each trait has a "tier." The tier defines the boost amount provided by that trait. A "Tier 1" trait will provide a +1 to a specific stat, while a "Tier 3" trait will increase the value by +3.

### Trait Domains

The available Traits are organized in 6 different domains. Each domain impacts a specific part of the game.

Team members can learn up to 5 different traits but only 1 trait for each domain is allowed.

#### Team Size Traits

Team size traits impact the stats of a team member when working in teams of various size:

* **Lone Wolf:** increase stats when working on a Solo project
* **Harmony Hero:** increase stats when working on a Small project

#### Platform Traits

Platform traits benefit the stats of a team member when working on a project for a specific platform. For example:

* **PC Modder:** increases stats when working on a PC game
* **Pinball Wizard:** increases stats when working on an Arcade game
* *Play the game to discover more!*

#### Accessory Traits

Accessory traits increase the stats of a team member when equipped with an accessory type. For example:

* **Keyboard Ninja:** increases stats when equipped with a Keyboard
* **Smooth Clicker:** increases stats when equipped with a Mouse
* *Play the game to discover more!*

#### Game Genre Traits

Game genre traits provide a stats boost to the team member when working on a specific Genre. For example:

* **Pathfinder:** increases stats when working on an Adventure game
* **Dungeon Master:** increases stats when working on a RPG game
* *Play the game to discover more!*

#### Game Theme Traits

Game theme traits provide a stats boost to the team member when working on a specific Theme. For example:

* **Wizard:** increases stats when working on a Fantasy themed game
* **Stargazer:** increases stats when working on a Space themed game
* *Play the game to discover more!*

#### Development Focus Traits

When a worker with a Dev Focus Trait works on a game, they increase the Development Points of their particular area of expertise. See [Games](/gameplay/games) to learn more about Dev Points.

Trait examples:

* **Lead Architect:** increases the game Development Points when working on the game Engine
* **Audio Engineer:** increases the game Development Points when working on the game Sound
* *Play the game to discover more!*


# Fusion

Just some casual alien melding of mind and body

*In the Pixelverse, workers vary in their skill levels— upon arrival in the Pixelverse our company categorized them with common earthlike terms: Common, Rare, Epic, and Legendary. A strange Pixelverse mechanism exists that allows them to increase this rarity. When this mechanism is applied we see a dramatic shift in their innate abilities like Speed and Skill.*&#x20;

*They call it "**Fusion**"*.&#x20;

*However, it seems that Fusion can only occur when beings share the same first name, last name, or appearance. Furthermore, this appears to be the only way to recruit “Mythic” entities—a level of skill surpassing the superstar Legendary workers.*

### Fusion Points

We have made it easy to help you understand this Pixelian feature by implementing a point system\
NFTs can be fused if they have one or more of these attributes in common:

* First name
* Last name
* Nickname
* Image

Each match will grant 1 Fusion Point. All NFTs start with a base of 1 Fusion Point.

NOTE: Sex and roles do not currently seem to impact Fusion. In case of a Male/Female fusion the only valid matching criteria are the "Last name" and "Nickname".

### Requirements

To mint a new NFT of a higher rarity the fusion will require a Pure NFT and a minimum number of Fusion Points. A NFT is considered "Pure" if minted when opening a pack at the rarity used for the fusion (aka not the result of a previous fusion resulting in an rarity upgrade).

The following table details the number of points required to upgrade each rarity:

<table><thead><tr><th>From</th><th width="245">To</th><th>Fusion Points Needed</th></tr></thead><tbody><tr><td>Common</td><td>Rare</td><td>5</td></tr><tr><td>Rare</td><td>Epic</td><td>4</td></tr><tr><td>Epic</td><td>Legendary</td><td>3</td></tr><tr><td>Legendary</td><td>Mythic</td><td>2</td></tr></tbody></table>

### Notes about Fusion&#x20;

* It is not required to combine all the NFTs in one single fusion. In fact, it can be better to fuse separate groups to leverage their matching attributes.
* Each fusion will preserve the number of fusion points accumulated until that point.
* Retired NFTs (aka "Mentors") cannot be used in a fusion.
* When multiple NFTs are fused the resulting NFT will have an initial XP that is computed as the weighted average of the combined ones.


# Mentors and Apprentices

Never discount the power of a good support team!

{% hint style="warning" %}
**Note:** This functionality will not be 100% live at launch. See [Game Roadmap](/roadmap/game-roadmap)for more details on release.
{% endhint %}

### Mentors

Pixelians are able to work a really long time, longer than the respective time of people on earth (we've heard reports of Mythic team members working into for 100yrs) but at some point the retire. However even in their retirement they continue to help the company by acting as mentors.\
\
Team members gain XP working on projects (games or research projects). After reaching their limit team members are become retired. Once retired these team members cannot actively work on a project as a main team member.

The good news is your game dev studio can still benefit from them as Mentors. As mentors, your retired NFTs can participate in your game studio projects by providing an additional boost to your main team stats.

As mentioned in the [Fusion](/team-and-accessories/your-team/fusion) section, once an NFT retires it is not possible to use it in fusion anymore.

### Apprentices

As your team grows larger you may discover that not every developer or designer is a good fit to be on the teams building your projects. But they still can have a place, some will be a better fit as Apprentices to your main team members.

Apprentices will earn valuable experience (XP) and at the same time provide a small additional boost to your main team stats.


# Accessories

Shiny shiny toys!

In Rise of the Pixels, each team member uses generic computer equipment by default. However, the team members can be equipped with a unique and helpful NFT accessory. These items not only add a touch of personalization but also provide valuable boosts to your Workers' main stats: **skill** and **speed**. However, they also increase the overall **cost** for the Worker, so balance is key!

All Accessories are also tradable NFTs.

Keep an eye out for rare and special accessories that might appear, they can provide even greater advantages. With the right combination of team members and accessories, you'll be well on your way to dominating the game development world!

<figure><img src="/files/hu0NFwjjclrcQMVFztHr" alt=""><figcaption></figcaption></figure>

### Accessory Details

Currently 4 accessory types exist. Each type has a 25% drop chance when opening a pack:

* Keyboard
* Mouse
* Monitor
* Headset

Accessories can provide a boost to a team member skill, but also increase the overall cost of the team working on your game.

Each Accessory NFT is identified by the following properties:

* **ID:** Attribute that uniquely identifies each NFT
* **Name:** The accessory name
* **Image:** A randomly selected image from our repository of AI-assisted art. You may see special images for Kits, which are collectable sets. See [#kits](#kits "mention") below for more details
* **Desc:** Flavor text to describe the NFT
* **Rarity:** Accessories can range from Common to Legendary. No one has yet discovered a Mythic Accessory. More details below [#rarity](#rarity "mention")
* **Type:** One of the types listed above
* **Stats:** This describes how the Accessory will impact the Worker who equips it. More details in [#stats](#stats "mention")

### Rarity

Each NFT has a rarity that directly impacts the generated stats.

|    Rarity | Drop Chance | Kit Chance | Max HP |
| --------: | ----------- | ---------: | -----: |
|    Common | 80%         |        10% |   2400 |
|      Rare | 15%         |        10% |   3000 |
|      Epic | 4%          |        10% |   3600 |
| Legendary | 1%          |        10% |   4800 |

### Stats

Stat values are randomly generated. Higher rarities have a higher chance of getting better attributes.

For more details about accessory stats please refer to the stats paragraph in the [Your Team](/team-and-accessories/your-team) page. Accessory stats are generated in the same way of team member stats but the values are divided by 10.

NOTE: The 8-Bit era does not include any "Mythic" accessories (that we know of...)

### Kits

Some accessories are part of special and powerful Kits. As more Accessories from the same Kit are used by a team member, those accessories perform better.

Kit boost is increased for each equipped accessory of the same kit:

* 2 accessories from a kit: **+4%** boost on those accessories stats
* 3 accessories from a kit: **+8%** boost on those accessories stats
* 4 accessories from a kit: **+12%** boost on those accessories stats

### Accessory Traits

Some accessories can be a better fit for a specific team member based on some of their [Traits](/team-and-accessories/your-team/traits). Specifically all traits in "Accessory Domain" will grant an additional boost if the team member is equipped with an accessory of a specific type.


# Repairs

Where did we put the duct tape?

Accessories can provide great boosts to your team productivity when working on a game or research project. But nothing can work forever without proper upkeep and maintenance. Similar to what happens here on Earth, accessories tend to deteriorate over time. **To keep them working some repairs are required.**

In order to repair an accessory another one of the same type must be burned (so some spare parts can be used in the repair process).

Some accessories are a better fit for when you have to decide how to proceed in the repair process. The amount of HP repaired for an accessory is based on the rarity and similarity of the burned accessory—choose wisely!


# Game Dev Studio

Your HQ, your base of operations, your Pixelverse home.

When a player purchases a license a new Game Dev Studio is created. Each player is in charge of a Game Dev Studio and should try to create the best possible games, as this will increase the studio revenues and reputation.

It is important to understand the difference between a Player and a Game Dev Studio.

A **Player** (blockchain account) is the owner of the following items:

* $PXL Tokens and PXL Coins
* The Game Dev Studio License
* All NFTs, both team members and accessories
* All completed [Research and Development](/gameplay/research-and-development) projects
* All (un-opened) packs

The **Game Dev Studio** is a separate entity with some specific attributes:

* A reputation score
* A fanbase
* All the games released by that studio

*NOTE: Players in the future may run multiple Game Dev Studios, but not at launch. So this distinction will be even more important going forward.*


# Reputation

Don't sleep on rep!

Each Game Dev Studio has a Reputation (aka rep) that impacts various aspects of the game. And in the future, even more game mechanics may be related to your studio rep.

Some of the effects of the Reputation are:

* As rep increases, your games have a chance to be more popular and earn rewards for a longer period (aka more reward rounds)
* Some [Recruiters](/gameplay/recruiters) are only willing to work with studios with a rep above a specific threshold.

Your rep changes over time based on the ratings of the games you release. Consistently releasing great games is the best way to increase your Studio Reputation.

On top of this, you can slightly impact your reputation based on the number of un-opened packs you own. More details in [Unopened Pack Rewards](/shop-and-marketplace/shop/unopened-pack-rewards).

### Studio Avatars

Studio Avatars are prizes awarded to winners of special, limited time events. These rare items have a cosmetic effect (you can select your in-game avatar from a list) and at higher rarities they provide a small boost to your Studio Reputation (up to 6% for owning a legendary avatar).

<figure><img src="/files/6vVEQ9MJs7zSuIhyZ0oG" alt=""><figcaption></figcaption></figure>

You can select the image based on your preference (limited by the rarity of your avatar). This will not impact the boost as that is solely based on the rarity.

{% hint style="info" %}
If you own a legendary avatar you still get a 6% boost even when you select a "common" image. In other words, a legendary avatar gives you a boost plus 4 options to choose from within its set. An epic would give 3 choices and a smaller boost, and so on.
{% endhint %}


# Fanbase

Your loyal following

The Fanbase of your Game Dev Studio has an impact of the sales (rewards per round) of your games. The higher the Fanbase, the higher the $PXL rewards.

Similarly to [Reputation](/gameplay/game-dev-studio/reputation), the quality of the games you release has a direct impact on the size of the Fanbase of your studio. Fanbase is also affected by the number of bugs found in your game.

### Bugs

As the size and complexity of your projects increase your chance of releasing a game with some bugs goes up.

A good team and careful allocation of your task points can greatly reduce the chance of introducing bugs in your code. If you release games with too many bugs your fanbase will be upset and over time you will lose fans.

{% hint style="warning" %}
Note: The current UI does not display your Fanbase—it is a 'hidden' stat for now.
{% endhint %}


# Games

It's why we're all here, right?

The ultimate goal of each [Game Dev Studio](/gameplay/game-dev-studio) is to create great games that will boost their sales, increase their reputation and expand their fanbase.

To create the perfect masterpiece each player has to take multiple decisions and allocate the correct resource for each task.

#### STEPS 1-4: Game Type

In this section the player decides the type of game the team will work on.

* **Category:** The project size and scope. Determines how large the team working on the project can be and the main [Reward Pools](/economics/game-rewards/reward-pools) used for rewards
* **Genre:** One of the main characteristic of a game. Aka Style of game play. (Tip: Market trends tend to change in the Pixelverse with a direct impact on your games sales and reward.)
* **Theme:** The main theme of the game. Aka subject of the storyline and content. (Tip: Market trends tend to change in the Pixelverse with a direct impact on your games sales and reward.)
* **Platform:** On which platform the game will be available. (In the "8-Bit" era it's not possible to create games for multiple platforms, but this can change as the Pixelverse evolve and unlock new technologies.)

<figure><img src="/files/FvWSh7YHmjwARj20TvJ8" alt=""><figcaption></figcaption></figure>

#### STEPS 5-7: Game Details

The basic details of a game. These details will be combined with the Genre and Themes you selected above and will have an impact on the game rating.

* **Title:** The game title. (Tip: Video game names in the Pixelverse should not be too similar to names already used on "*Earth*" or your rating may be lowered.)
* **Description:** A short appealing description of your game idea. NSFW tags may be applied if our AI system detects certain spicy words or phrases. We will continue to train its accuracy in this regard.
* **Cover:** The image cover for your game. This may have an impact on your rating as the Pixelverse video game industry evolves. See the [Game Roadmap](/roadmap/game-roadmap) for some hints this feature's evolution...

<figure><img src="/files/5QsPB3zq0jBg5sBSvglH" alt=""><figcaption></figcaption></figure>

#### STEP 8: Team Selection

Select the best team of workers for your game. (Tip: Some team members will provide additional boost to a specific Genre, Theme or Platform.)

* **Skill:** the skill of your team will impact how "good" your team is at performing tasks. A higher skill will usually provide a better rating
* **Speed:** the skill of your team will impact how fast your team will perform a task. A higher speed will grant you more "Development Points" to use in the next section

For larger projects you should use both Developers and Designers as each role provide a boost to some specific development tasks (detailed in the next section).

#### STEP 9: Game Development Tasks

To create a successful game your team will have to carefully decide on the allocation of time towards different tasks. (Tip: Not all tasks have the same importance and can differ based on the genre and themes.)

* **Project Duration:** Time in the Pixelverse moves quite a bit different from time on Earth. It seems to be 1hr of earth time is about 1 week in the Pixelverse. This means you'll be able to complete a project in in under a an earth day (Choose between 3, 6, 12 or 24 hours).
* **Project Cost:** The overall cost of the project is determined by your team total cost and the amount of hours you decide to spend on the development. (In future eras there may be other factors that impact the overall cost of the project.)
* **Tasks and Development Points:** The number of Development Points available depends on your team total speed and the project duration. It is likely your team will not have enough points to focus on everything, so carefully choose your priorities !!
* **Team Members Roles and Tasks Affinity**: During the game creation there are 9 main tasks. Some team member roles are better when working on specific tasks:
  * **Developers**: perform better when working on *Engine, Gameplay, Artificial Intelligence, Graphic, Controller, Sound*
  * **Designers**: perform better when working on *Story and Quest, Dialogues, Level and World Design*

<figure><img src="/files/3lfqoJhFYH7QjP3M2BSH" alt=""><figcaption></figcaption></figure>

#### STEP 10: Final Review

Everything is ready and your team is eager to start working on your new game. Just a final review and you can start crafting your masterpiece !!&#x20;

<figure><img src="/files/UDSVoIpasniupwNvmM9L" alt=""><figcaption></figcaption></figure>


# Project Categories

We have to organize them \*somehow\*

When a [Game Dev Studio](/gameplay/game-dev-studio) creates a game a project category is specified:

<figure><img src="/files/bZ16ucbk8tLStzPZ1f7r" alt=""><figcaption></figcaption></figure>

In the "8-Bit" era only two categories are available, but going forward there will be more options:

* **Solo (1 developer)**
* **Small (1-3 team members)**
* <mark style="color:blue;">Medium (unlocked in the future)</mark>
* <mark style="color:blue;">Large (unlocked in the 16-Bit era)</mark>
* <mark style="color:blue;">AAA (unlocked in the Modern era)</mark>
* <mark style="color:blue;">Indie (unlocked in the Modern era)</mark>
* <mark style="color:blue;">Web3 (unlocked in the Web3 era)</mark>

The project category impacts the size of the team that is allowed to work on the specific project. In a "Solo" project only one team member can be assigned. In a "Small" project up to 3 team members can be selected.


# Game Rating

Each game receive a rating based on two separate criteria.

<figure><img src="/files/BFjirW4SnVmVuNtA8r8P" alt=""><figcaption></figcaption></figure>

**Game Rating Engine** (up to 90% of the final score)

* How well the selected genre/theme fit together and how successful those types of games are for the selected platform
* Development task points allocation (number of available points depends on team total speed and selected project duration)
* Skill of your team and how they fit the specific game type. Remember that some [Roles](/team-and-accessories/your-team/roles)are better suited for some development tasks
* Boosts from research used to create the game.

**AI Rating** (up to 10% of the final score)

* Game title and description are analyzed by our AI and a score is assigned based on how well those fit your game.

*NOTE*: There is a system in place to avoid abuse and studios working on the same game type over and over. It is recommended to rotate the type of games you create to maximize your ratings and rewards.


# Research and Development

Science!

New research projects are usually a big part of a successful game. Allowing your team to leverage state of the art technologies will provide them with powerful boosts during the game creation process.

There are multiple research groups a [Game Dev Studio](/gameplay/game-dev-studio) can focus on based on the type of games they plan to build. Each group provides development boosts in one main area.&#x20;

<figure><img src="/files/PsgOZLjJ9oN3raici4JQ" alt=""><figcaption><p>All research type groups</p></figcaption></figure>

For each group, multiple projects are available and each project can be levelled up multiple times. The higher the level, the better the boost provided when using the research in your games.

<figure><img src="/files/ErbexILcs1He0T7pOPGa" alt=""><figcaption><p>Multiple research projects within a group</p></figcaption></figure>

But not all research is created equally. The final quality and the exact boosts provided by a research project depends on the quality of the team working on it. Each research receives a Quality Score upon release. That score directly determines the percentage boost received when the research is used for a game.

<figure><img src="/files/5utLDAO3LF1pyZP9RYq4" alt=""><figcaption></figcaption></figure>

Research projects are powerful tools, but those tools have to be in good shape when you need them. As you use your newfound tech in your game, it will accumulate Tech Debt. To clear the Tech Debt and keep your resources in good shape an Upkeep action is required—at the cost of a few $PXL.

<figure><img src="/files/VsCGiVV4BabL6aae26su" alt=""><figcaption></figcaption></figure>


# Training

Stay in school, kids.

Keeping your workers’ skills aligned with your vision and the needs of the market is a hallmark of any great studio head. Worker Training does two key things for you:

* Change the Traits of your NFTs
* Chance for a higher Tier of Trait
* Accumulate XP

The Training Center can be found on the left navigation of the main game. Inside, there are six classrooms—one for each Trait Domain. There are a limited number of seats in each classroom, so you may end up having to wait for someone to finish.

<figure><img src="/files/0jLqg14QupRVh2SE1bBv" alt=""><figcaption></figcaption></figure>

When you send an NFT to training, you will select an eligible Trait to be removed, pay the cost in $PXL, and wait for the Training to conclude. A random new Trait from the chosen domain will be assigned to the NFT at the end. It is possible to roll a better Tier of Trait through this action, but this is a fairly rare occurrence.

In the future, we will consider outcomes other than random Trait assignment for more control and strategizing.<br>

Training costs will vary based on the Domain type and the Worker NFT’s salary (PXL/hour).

<figure><img src="/files/qyIswWsOdwFsWWEVnDti" alt=""><figcaption></figcaption></figure>

<br>


# Recruiters

When standard issue HR just won't cut it

When you open a pack you have the option to select a Recruiter. Each recruiter will grant specific benefits/boosts.

Keep in mind that some recruiters can be more expensive than others or willing to work only with the most reputable Game Studios.

<figure><img src="/files/7z558nMbXHtQLoU6HVbz" alt=""><figcaption></figcaption></figure>

At launch there will be 2 recruiters unlocked.

#### Grace Hopper

Provide a boost on the number of NFTs obtained when opening packs in bulk. Applies to both Team Members and Accessories:

* 100+ packs: **+4%**
* 200 packs: **+5%**

Grace is willing to work with all game studios, regardless of their reputation and does not require an extra cost.

<figure><img src="/files/xENl3UQgImFOS5iZPSYa" alt=""><figcaption></figcaption></figure>

#### Cid Meier

Guarantee minimum drop rates for "Epic" and "Legendary" NFTs when opening 100+ packs.

* Epic: **4%** minimum drop rate
* Legendary: **1%** minimum drop rate

Cid is only willing to work with game studios with **15+** reputation for a cost of **10 PXL per pack** (the amount will be automatically deducted from the PXL coins received upon pack opening).

<figure><img src="/files/xaWsBguajvV9i1PwuKbz" alt=""><figcaption></figcaption></figure>


# Seasons & Leaderboards

It's winnin' season

Seasons are 10-day recurring events that track in-game actions and award points to Players. Points are equivalent to raffle tickets—at the end of each Season, prizes are drawn and distributed to winners, the points are reset, and a new Season begins.

The Leaderboard page tracks these points and provide information on the current Season.

<figure><img src="https://images.hive.blog/p/3RTd4iuWD6NUeJEn5AVrJUoyatFqBqfcCJi1N7UixR4g2KPKN7w8NpZL1YYNEueHGZNuFHGX3KS3QACtDdPNtGXydN3EP2PUZpMpiGiezHZzr8ryrznmnAUMBh19XNWFc234fJmkigTPEZ5pvMbEThGHBMFNDsda921djCqeF4SR58?format=match&#x26;mode=fit" alt=""><figcaption><p>Screenshot of the early Season 1 leaderboard</p></figcaption></figure>

## Earning points / tickets

Points are earned by completing in-game actions.

### Points for making [Games](/gameplay/games)

* Earn `0.5` points for every 3 hour game created
* Earn `1.0` point for every 6 hour game created
* Earn `2.0` points for every 12 hour game created
* Earn `4.0` points for every 24 hour game created

Essentially, 0.5 points per 3 hours spent making games. We will refer to this ratio if the game length options ever change.

The Best Game of the Day in both the Solo and Small [Reward Pools](/economics/game-rewards/reward-pools) will earn `5.0` points towards the Season Leaderboard.

### Points for completing [Research and Development](/gameplay/research-and-development)

* Earn `0.5` points for researching Mark 1 technology
* Earn `1.0` point for researching Mark 2 technology
* Earn `2.0` points for researching Mark 3 or above technology

### Points for [Training](/gameplay/training)

Earn `0.5` points per Training session.

### Points for "Best Game of the Day"

Every day one game is selected as the Best  of the Day for each [Project Categories](/gameplay/games/project-categories). The "Best of the Day" award is worth `5.0` points.

### Points for referring users

You earn `10.0` points if someone joins Rise of the Pixels using your referral code AND purchases a [Game Dev Studio](/gameplay/game-dev-studio) License.

## Prizing

Prizes will vary from Season to Season. Typically, some kind of NFT, openable pack, and/or $PXL tokens can be expected as prizes.

**Winners are unique:** once a name is drawn it is removed from the raffle.


# Factions

Pick your allegiances wisely

There are four main factions operating in Rise of the Pixels. Every [Game Dev Studio](/gameplay/game-dev-studio) can support one of them to unlock specific boosts and rewards (<https://riseofthepixels.com/factions>).

The exact type of benefits depends on the selected faction and the amount of [Token Staking & Liquidity Pools](/economics/usdpxl-tokens-and-coins/token-staking-and-liquidity-pools) provided. Staked tokens and pool liquidity are automatically tracked by the game.&#x20;

<figure><img src="/files/xUjuzrBwy1HMks3XiGRn" alt=""><figcaption><p>Factions Management</p></figcaption></figure>

### Choosing and switching factions <a href="#choosingandswitchingfactions" id="choosingandswitchingfactions"></a>

At the time of launch, all factions will follow the same rules: they will award some $PXL every six hours based on how much you’ve staked. The amount of $PXL depends on a few things:

* Your total stake (including LP) compared to others who support the faction
* The faction’s pool of $PXL, which is filled periodically

Since the pool filling and the relative faction support is dynamic, the rewards can vary based on how many players decided to stake their tokens into a specific faction.&#x20;

All $PXL rewards are distributed as **staked tokens**.

**In the near future, factions will also provide in-game bonuses on top of their $PXL payouts.** Which faction you support may depend on maximizing $PXL, or game bonuses, or some combination.

### Changing factions <a href="#changingfactions" id="changingfactions"></a>

You may change a faction after a 5-day cooldown. This is to prevent people from rapidly switching factions to capitalize on trends or engage in other opportunistic tactics.

### LP Boost <a href="#lpboost" id="lpboost"></a>

Tokens in the liquidity pool will enjoy a `1.25x` boost when calculating Faction support numbers. Liquidity providers also enjoy earning a portion of the fees collected by the pool whenever a swap occurs (this is built into Hive Engine pools).


# $PXL Tokens & Coins

Currency of the realm

We have worked with the people of the vibrant realm of the Pixelverse, and established two digital currencies: [#usdpxl-token](#usdpxl-token "mention") and [#pxl-coins](#pxl-coins "mention"). Each serves their own purpose within the gaming ecosystem and covers the Pixelverse's and our realm’s regulations.

By understanding the distinct roles of $PXL Tokens and PXL Coins, Players can navigate the game's economic landscape effectively, engaging in both the marketplace and the internal operations of their Game Development Studio.&#x20;

## $PXL Token

**Transferable, Buyable and Sellable**&#x20;

* Can be transferred from account to account
* Can be withdrawn to an external chain (like Hive Engine)
* Can be used to buy NFTs and other assets within the in-game [Marketplace](/shop-and-marketplace/marketplace) protocol

$PXL Tokens can be transferred from and to an external chain (Hive Engine), where it can be freely bought and sold, providing players with a dynamic marketplace to trade and acquire this official in-game currency.

**Marketplace Utility (Soon)**

Soon after launch, $PXL Tokens will be enables as an option for player to player marketplace transactions. Initially, we will be testing the marketplace using $HIVE and $HBD (see [Marketplace](/shop-and-marketplace/marketplace) for more details).

**Token Distribution**

Reward pools are created from $PXL tokens.

**What they will NOT be used for:**

There will be no pre-sale or token distribution before the game launch.

The creators of Rise of the Pixels will not get a share of the token distribution. (The team reserves the right to allocate some tokens to benefit of the Rise of the Pixels and its community. See [Tokenomics](/economics/tokenomics) for more details.)

## PXL Coins

**Non-transferable. Cannot be bought or sold.**

* Obtained when opening a pack
* These are "soulbound" and can not be transferred, withdrawn, sold, or traded.

Their primary goal is to allow players who purchase packs to kickstart their studio, cover operating costs and begin to earn the more flexible [#usdpxl-token](#usdpxl-token "mention") as rewards. They also slow the minting of Tokens, giving the developers additional means to manage the economy.

## Tokens and Coins

Both coins and tokens can be used for various in-game activities:&#x20;

* Paying the teams working on [Games](/gameplay/games)
* [Research and Development](/gameplay/research-and-development) and [Training](/gameplay/training)
* Other activities related to marketing, promoting games, and market research


# Token Staking & Liquidity Pools

Toss a coin to your Web3 game

### Staking <a href="#unstaking" id="unstaking"></a>

$PXL tokens can be staked in your in-game account to unlock additional benefits and boosts for your [Game Dev Studio](/gameplay/game-dev-studio).&#x20;

Once you have some staked tokens, be sure to join one of the existing [Factions](/gameplay/factions)to unlock specific perks and rewards.

### Unstaking <a href="#unstaking" id="unstaking"></a>

Unstaking tokens (in-game) is a 5-day process. At the end of the unstaking process the balance will be automatically added to your liquid balance.

During an unstake tokens do not grant shares in your selected faction.

### Liquidity Pool

To easily swap $PXL tokens, increase liquidity, and stabilize the price there is a liquidity pool on Hive Engine. You can check it out using one of the following links:

**View liquidity pool:**\
<https://beeswap.dcity.io/pools?search=PXL:SWAP.HIVE>\
<https://tribaldex.com/dieselpools/pools> (search for `PXL`)

**Swap tokens:**\
<https://beeswap.dcity.io/swap?input=SWAP.HIVE&output=PXL>\
<https://tribaldex.com/dieselpools/?from=SWAP.HIVE&to=PXL>


# Tokenomics

Web3 nerd stuff

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) 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)) that supply the main Faucet.

Sinks include:

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


# Game Rewards

Wen ROI?

Once a [Game Dev Studio](/gameplay/game-dev-studio) completes a game and the game is released (refer to [Games](/gameplay/games) for more details) it starts earning rewards.

A game collects rewards (aka sales) in across several rounds. A round occurs once every 60 Earth minutes.

Usually a game collects rewards for 20 rounds But the reward rounds can go up if the game is very highly rated and/or your game studio reputation is high (up to 26 rounds). The share of the reward pool collected by a new game goes down over time, so expect your game to perform better in the first rounds after the release.&#x20;

**NOTE: In future editions there may be marketing, PR and other mechanisms to boost and extend the number of reward rounds.**

### How many rewards should I expect for my game?

The amount of rewards is dynamically computed based on multiple criteria:

* Game Review Ratings (partially managed by an AI engine!)
* Game Dev Studio Reputation and Fanbase scores
* Game Marketing and Hype
* Pixelverse's Market conditions
* Size of the [Reward Pools](/economics/game-rewards/reward-pools) for the specific game type
* Rating of games released by other players participating in the same reward round

### Should I expect to receive more than what I spent to create the game?

The amount is not fixed and varies from game to game and from round to round. The effective result of this reward model is that some games may not receive an amount of rewards higher or equal to the amount of tokens spent to create the game—and some will. It's up to you to find the patterns, invest in strategic upgrades, and roll with the punches.

Whatever the rating and rewards received by a game your team member NFTs will always increase their experience when working on a game.

{% hint style="info" %}
During the Beta testing, we will endeavor to ensure that playing Rise of the Pixels is rewarding and fun. Taking loss after loss on creating games is obviously not very fun, so we'll be keeping an eye on things.
{% endhint %}


# Reward Pools

Get in, it's warm!

In Rise of the Pixels players receive rewards based on how good their games are. But contrary to other Web3 games that allocate a fixed pool distributed among all players, we decided to adopt a different approach.&#x20;

The game reward pools in Rise of the Pixels are dynamic, adapting token emission to the amount of players receiving rewards in a specific moment.

The base size of each reward pool is determined by the amount of $PXL Token and PXL Coins spent by all players for game development and other actions.&#x20;

> Example: If 3 players start creating a game roughly at the same time and each player spends 150 $PXL to pay their team, the initial reward pool size will be 450 $PXL

On top of the base pool, there are some extra rewards (computed as a percentage increment) that will be distributed in each round. For more information on rewards distribution you can refer to [Game Rewards](/economics/game-rewards).

Multiple reward pools exist to keep the rewards fair for various [Game Dev Studio](/gameplay/game-dev-studio)s of different scopes and sizes.

### [Project Categories](/gameplay/games/project-categories) Pools

In the **8-Bit** **Era** the main reward pools are:

* **Solo** projects, one pool for each game development Platform (PC, Console, Arcade)
* **Small** projects, one pool for each game development Platform (PC, Console, Arcade)
* **Starter pools** that are designed to help make the early game rewarding
* Once Medium projects are unlocked, another three pools will likely be created.

### Common Pools

There also exists a common reward pool that is shared among all game categories. This pool is funded by token spent on [Research and Development](/gameplay/research-and-development) and [Training](/gameplay/training).

Rewards from this common global pool are distributed at a slower rate to all games that qualify for a reward round.

## Starter Pools

If a new account only purchases a few packs, they are often using Common Workers and Accessories to start off. It is hard to create a game with high enough rating to compete with Players who have more advanced assets.

To help balance this, a Player's games will participate in a special Starter Pool if they meet some conditions:

* Using only Commons (or at least two Commons in a Small Project)
* Only cards that have come from packs opened by the Player (reduces alt abuse)
* Fewer than six Accessories equipped to the team
* No more than one Research tech used, capped at Mark 1
* Studio License is less than 30 days old
* Studio Rep below 10

The Starter Pools were created shortly after launch in April 2024. We will continue to monitor the early game economy in order to ensure a fun experience for all Players.


# Market Trends

The videogame market is a very competitive environment and often the market trend shift towards some specific games or platforms. When this happens the sales (and rewards) of some games will increase for a short period of time.

A new market trend can happen when a [Game Dev Studio](/gameplay/game-dev-studio)releases a masterpiece game that is so good to shift the audience towards a specific genre or randomly as the result of natural market evolution.

Trends usually have a duration between 10 and 22 hours. Their impact on game economy and reward may vary.

Maximizing your rewards based on market trends is a tricky balance between creating the exact game to match the current trend and leveraging your team skills.


# Shop

Purchase pretty pixel packs

We have worked with the people and the governments of the Pixelverse to legally operate there. We have also sourced an initial cohort of 30,000 Pixelians who are ready to join your studio to pioneer joint Pixelverse-Earth game development.

The Shop is where go to buy a Game Dev Studio License and 8-Bit Packs. Presently the main currency accepted in the Shop is the $HIVE token. Going forward more tokens will be supported to easily onboard new players.

{% hint style="warning" %}
Before you purchase packs you should keep in mind that the in-game Marketplace will not be available before the official game launch. During the Beta phase all packs purchased will be "locked" in the buyer account till the official release.
{% endhint %}

### Game Dev Studio License

The Game Dev Studio License is required to run a company in the Pixelverse. It also allows you to earn rewards from your game sales. Presently each account can purchase only one license.

Each license costs **$8 USD** and includes a free "8-Bit Starter Pack." This special pack is part of the 8-Bit Era but it is guaranteed to drop a Developer (this is to allow everyone to start working on their first game right away).

<figure><img src="/files/LuT8cndPnXQ2aVD26Y96" alt=""><figcaption></figcaption></figure>

### Packs

Each pack is from a specific era with a limited supply and contains the following items:

* **x1** team member
* **x1** accessory
* Some PXL **Coins** (in-game only token that can be used to pay your team, but cannot be withdrawn, transferred or traded)

Packs in the 8-Bit Era will cost **$3 USD** and the total supply is fixed at **30,000 packs.** You can purchase up to 200 packs in a single transaction, but there is no limit to the number of purchase transaction for an account.

<figure><img src="/files/fBBPojO1v6Yx8QkJiHzm" alt=""><figcaption></figcaption></figure>

**There is a bonus for bulk purchases?**

Technically no, not for the purchase itself. But there is a bonus for **bulk pack opening.** When using the default recruiter (who doesn't charge an extra fee) you will get extra recruits. (+4% when opening 100+ packs and +5% when opening 200+ packs. 4 and 10 bonus team members respectively).&#x20;

<figure><img src="/files/MOwP0anJUwZNiWGaS3Kq" alt=""><figcaption></figcaption></figure>

### Recruiters

When you open a pack you have the option to select one of a few [#recruiters](#recruiters "mention"). Each recruiter will grant specific benefits/boosts.

Keep in mind that some recruiters can be more expensive than others or willing to work only with the most reputable Game Studios.

<figure><img src="/files/qqK328tVHXYEMMExpiFr" alt=""><figcaption></figcaption></figure>


# Unopened Pack Rewards

Can you say HODL?

Un-opened packs will provide a daily reputation boost to the owner. This will allow players to slowly increase their studio reputation till they reach reputation 50.

<figure><img src="/files/MhwMQBBf0iAMUHoa01yq" alt=""><figcaption></figcaption></figure>

**Reputation Boost Details**

The best way to increase your studio reputation is the release of great games. On top of that you can still receive a small reputation boost from unopened packs.&#x20;

The max limit is increased to **50 rep**. The daily increment can be computed using this formula:

```typescript
NEW_REP = OLD_REP + (((50 - OLD_REP) / 30000) * UNOPENED_PACKS)
```

As a studio approaches a reputation of 50, the successive increments will shrink. Studios with a rep above 50 will not receive the boost from unopened packs.

An overview of the number of days required to reach reputation 15:

* 100 packs: reach 15 reputation in 106 days
* 200 packs: reach 15 reputation in 53 days
* 400 packs: reach 15 reputation in 26 days
* 1000 packs: reach 15 reputation in 20 days


# Marketplace

Buy! Sell! Sell! Buy!

All game items can be sold and bought by players in a Web3 marketplace. The market uses the Hive blockchain and a custom market protocol to facilitate transactions.

> 3rd party marketplaces and tools can be built on top of this protocol in the future.

There is a flat 2.5% fee for all marketplace sales. This fee is divided based on the following:

* 0.5% collected by the protocol
* 1.0% collected by the marketplace/tool used by the owner to list items on the market
* 1.0% collected by the marketplace/tool used by the buyer to purchase items from the market

NOTE: 3rd party marketplaces/tools need to be manually whitelisted to avoid abuse from players using their own account to get back part of the fees.

### When will the Marketplace be available?

The Marketplace will launch with the official game release. During the Beta phase the marketplace will be tested internally.

This means all packs purchased during the initial sale will be locked in the buyer's Hive account until the game release.

### What can be listed on the Marketplace?

The marketplace will support all existing NFTs:

* Team Members
* Accessories
* Packs
* Research Projects

### What tokens can be used to trade on the Marketplace?

At the very beginning we'll support $HIVE and $HBD. Going forward we plan to support the native $PXL token as an option for marketplace trades.


# Game Roadmap

The road is long, with a many a winding turn 🎵

Here’s a recap of the Beta Roadmap (now complete)

* ✅ Pack purchase and opening
* ✅ Team members fusion
* ✅ Accessories (mint, equip, kit bonuses)
* ✅ Game creation (core loop, rating algorithm, review system)
* ✅ Hive Engine reward token ($PXL)
* ✅ Research projects
* ✅ Team member training
* ✅ v1 market conditions

And here’s a look towards what we have planned in the near and medium term:

## PRETTY SOON (Q2 2024-ish)

Limited edition “wild” accessories

✅  [Studio avatars](/gameplay/game-dev-studio) (only common rarity will be cosmetic)&#x20;

Working mentor slots

Improved logbook events (including fun stuff to read while waiting for stuff)

Hotfixes to economy as needed (we will spend much of Q2 2024 monitoring the live game for stability and critical user feedback)

## SOONISH (probably before 2025)

More nuanced market conditions (<mark style="background-color:green;">in progress!</mark>)

New Worker Type: Marketer

New Worker Type: Project Manager (required for games with 3+ Workers)

Feedback mechanisms to help Players make better game configuration choices

Fine-tune cosmetic AI outputs (e.g. reviews, ratings, NSFW tags)

Custom and licenseable game covers (new potential way to earn $PXL)

Changes / upgrades to current features (e.g. more sophisticated Research or Training)

Richer game lore built into the site, NFTs, and gameplay

## LATER

Integration with other blockchains

Special game events (e.g. Hackathons)

## The 16-Bit Era

Once the 8-Bit packs run out, we will release a new set of packs along with a new set of core features. At least that is the plan. It is hard to say when the packs will sell out, so this one is mostly up to the community. If the team feels ready to enter the next era before packs sell out, we may burn unsold packs to get us there.


# Open Beta

A pixelated practice run

{% hint style="danger" %}
The game is now live and the "Open Beta" is closed. Thanks to our awesome community for all the feedback received.
{% endhint %}

We look forward in engage the Hive gamer community to gather feedback and suggestions. The main reason for this Beta phase is to be sure we have a fine tuned game with good mechanics ready for the official launch.

**How to access the Beta?**

Everyone who purchase a Game Dev Studio License or a Pack will be able to access the open Beta.

**How will the Beta work?**

* During the Beta players will be able to play the game with 2x their actual purchased packs.
* All actions performed during the Beta will not have any effect on the real game at launch. Opening a pack containing a legendary NFT will not grant you the same NFT after the official game launch
* The Beta server will have all kinds of playable elements, including a test token called $PXL\_BETA
* New features will be incrementally released during the Beta. As we get closer to the official launch you will be able to enjoy more game mechanics as well as the basic game loop
* Beta Testing will involve server resets. This means progress will periodically be rolled back to zero as we iron out the kinks and smash the bugs.

**There are additional details about the token used during the Beta?**

* The token used to test the game during the game is NOT a web3 token
* Tokens withdraw will not be enabled (the $PXL\_BETA token does not exist outside of the game)


# ...Coming soon

What tales lie within the Pixelverse?

Game lore will be an ongoing, community supported (and rewarded!) process. The results of the first lore contests [can be found here](https://peakd.com/hive-131053/@riseofthepixels/rotp-lore-contest-results-and-bonus-prizes). Eventually, we will integrate lore with the game site, NFTs, and gameplay itself.


