Play to Earn.
Burn to Thrive.
$LORE is the native reward token of the RetroArch ecosystem — earned by completing achievements, spent on cosmetics and lootboxes, and partially burned on every transaction, creating a deflationary loop tied to real gaming activity.
Two Tokens, One Rule
Each token has an exclusive role. No arbitrage, no shortcuts.
- ▸Buy lootboxes (Common, Rare, Legendary)
- ▸Price set in USD by admin, converted at live oracle rate
- ▸Transaction verified on-chain via Phantom Wallet
- ▸SOL is never earned by playing — no arbitrage possible
- ▸Earned by completing weekly achievement challenges
- ▸Multiplied by game rarity (Legendary = 6× base reward)
- ▸Spent in lootboxes (future) and cosmetics shop
- ▸Burned on every spend — deflationary by design
Token Distribution
1,000,000,000 $LORE — fixed supply, no minting after launch.
How $LORE Flows
A closed loop where gaming activity drives both supply and demand.
Earn $LORE by
Spend $LORE on
Halving System
Inspired by Bitcoin — rewards decrease as the ecosystem grows.
How Halving Works
Every time a configured amount of $LORE is emitted, all achievement rewards are automatically cut in half. This creates natural scarcity — early players earn more per achievement, while later players benefit from a higher token value. The halving threshold is adjustable by the admin in the economy dashboard.
Deflationary Engine
Every economic event triggers an on-chain burn, permanently reducing supply.
Lootbox Drop Rates
No duplicates — you'll never receive a game you already own.
| Box | $LORE | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|---|
| 📦 Common Box | 50 | 60% | 30% | 8% | 2% | 0% |
| 🎁 Rare Box | 150 | 30% | 40% | 20% | 9% | 1% |
| 👑 Legendary Box | 400 | 10% | 15% | 35% | 34% | 6% |
SOL prices for each box are set by the admin and converted at live oracle rate (CoinGecko, 60s cache).
Revenue Model
100% community-sustained. No VCs, no public sale, no team allocation. Costs covered by lootbox revenue only.
All SOL revenue covers server, hosting and development costs while the catalog and community are being built.
30% covers ongoing costs. 50% fuels buy-and-burn to support token value. 20% seeds DEX liquidity.
As the player base grows, infrastructure costs per user drop. More revenue flows to burn and liquidity.
$LORE Token Allocation
| Allocation | Tokens | % | Purpose |
|---|---|---|---|
| Play-to-Earn Pool | 600M | 60% | Weekly achievement rewards — emitted via halving schedule |
| Liquidity | 300M | 30% | Locked in Raydium/Jupiter pools at token launch |
| Dev & Infra | 100M | 10% | Server, hosting and development — linear 48mo release |
Roadmap
From lootboxes to a fully on-chain retro gaming economy.
Phase 1 — Foundation (Q2 2025) ✅
- ▸Email OTP authentication — no password required
- ▸Lootbox system live — buy with SOL via Phantom Wallet
- ▸Achievement engine + weekly challenge draw
- ▸Completion credits for rare, epic & legendary games
- ▸$LORE reward ledger + halving system deployed
Phase 2 — Token Launch (Q3 2025)
- ▸$LORE token public sale on pump.fun → Raydium
- ▸Lootbox payment in $LORE activated (burn on-chain)
- ▸Cosmetics shop opens — skins, avatars, frames
- ▸Buy-and-burn mechanism activated with SOL revenue
Phase 3 — Expansion (Q4 2025)
- ▸Achievement leaderboard with on-chain $LORE rewards
- ▸DAO governance — token holders vote on burn rate
- ▸Mobile app (iOS & Android) with wallet integration
- ▸200+ game catalog target
Phase 4 — Ecosystem (2026)
- ▸NFT retro consoles — unlock full platform catalog
- ▸Cross-chain bridge (ETH/BNB)
- ▸$LORE staking with governance rights
- ▸Third-party developer SDK for retro game submissions
FAQ
No. Games are acquired via lootboxes purchased with SOL. $LORE is earned by playing and spent on lootboxes (coming soon) and cosmetics — it is never required to access the emulator.
Open a lootbox with SOL to get your first game, then complete weekly achievement challenges to earn $LORE. The token will be tradeable on Raydium/Jupiter after the public sale on pump.fun.
Every time a set amount of $LORE is emitted, all achievement rewards are halved — similar to Bitcoin. Early players earn more per achievement. The current base reward and halvings are visible in the admin economy dashboard.
No. The server checks your full library before rolling. If all games at the drawn rarity are already yours, it escalates to a higher rarity. If you own everything across all rarities, the purchase is blocked.
Team tokens have a 12-month cliff (zero unlocks) followed by 24-month linear vesting. All locks are enforced by a Solana time-lock program, verifiable on-chain.
A percentage of SOL lootbox revenue flows into a reserve wallet. Weekly, it executes a swap on Jupiter — buying $LORE at market price and sending it to a provably empty address. Transaction IDs are published publicly.
Ready to earn $LORE?
Sign in, open your first lootbox with SOL, and start completing achievements to build your $LORE balance.