🪙 $LORE Token — Official Tokenomics

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.

⛓️ Solana Network🔥 Deflationary + Halving🏆 Achievement Rewards👑 Lootbox Payments🎮 Play-to-Earn
0M
Total Supply
0%
Allocated to Players
0$
VC / Pre-mine
0+
Games in Catalog

Two Tokens, One Rule

Each token has an exclusive role. No arbitrage, no shortcuts.

SOL
Solana native currency
LIVE
  • 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
🪙
$LORE
SPL utility token
SOON
  • 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
⚠️Fundamental rule: $LORE never buys games directly, and SOL is never earned by playing. This eliminates all arbitrage loops.

Token Distribution

1,000,000,000 $LORE — fixed supply, no minting after launch.

1B$LORE
Play-to-Earn60%
Liquidity30%
Dev & Infra10%
Play-to-Earn
60%
Liquidity
30%
Dev & Infra
10%

How $LORE Flows

A closed loop where gaming activity drives both supply and demand.

Earn $LORE by

🏆
Weekly Achievement Challenges
10 achievements drawn weekly per game. Each completion credits $LORE to your ledger. Reward multiplied by game rarity (Common 1×, Legendary 6×).
Completion Credits
Rare, Epic and Legendary games grant daily credits to skip hard achievements — earns $LORE without XP, keeping the economy fair.
🥇
Leaderboard Rank
Season-end snapshots reward top XP and score players with $LORE bonuses.
🃏
NFC Cartridge Ownership
Physical cartridge holders receive passive $LORE each epoch proportional to their library size.

Spend $LORE on

👑
Lootboxes (coming soon)
Open Common (50), Rare (150) or Legendary (400) lootboxes. $LORE is burned on-chain before the roll — you always pay even if you get a common.
🎨
Cosmetics Shop
Unique avatar frames, cartridge skins, badge effects and profile themes purchasable with $LORE only. All burned on purchase.
🗳️
Governance Votes
Lock $LORE to vote on burn rate adjustments, new game approvals and challenge prize pool sizes.
🔓
Exclusive Content
Early access to new game drops, beta emulator features and limited-edition digital cartridges.

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.

Epoch 1
0.20 $LORE
Base reward per achievement challenge
Epoch 2
0.10 $LORE
After first halving threshold is reached
Epoch 3
0.05 $LORE
After second halving — and so on

Deflationary Engine

Every economic event triggers an on-chain burn, permanently reducing supply.

👑
Lootbox Purchase ($LORE)
100% burned
The entire lootbox price is burned before the roll
🔥 Burned permanently
🎨
Cosmetics Purchase
100% burned
$LORE spent in the shop is permanently destroyed
🔥 Burned permanently
🔄
Buy-and-Burn Reserve
% of SOL rev
SOL revenue buys $LORE on market and burns it weekly
🔥 Burned permanently

Lootbox Drop Rates

No duplicates — you'll never receive a game you already own.

Box$LORECommonUncommonRareEpicLegendary
📦 Common Box5060%30%8%2%0%
🎁 Rare Box15030%40%20%9%1%
👑 Legendary Box40010%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.

Pre-launch
CURRENTTesting & infrastructure phase
Dev & Infra 100%

All SOL revenue covers server, hosting and development costs while the catalog and community are being built.

At launch
Token live — community growing
Dev & Infra 30%Buy & Burn 50%Liquidity 20%

30% covers ongoing costs. 50% fuels buy-and-burn to support token value. 20% seeds DEX liquidity.

Mature
Large community — self-sustaining
Dev & Infra 10%Buy & Burn 60%Liquidity 30%

As the player base grows, infrastructure costs per user drop. More revenue flows to burn and liquidity.

$LORE Token Allocation

AllocationTokens%Purpose
Play-to-Earn Pool600M60%Weekly achievement rewards — emitted via halving schedule
Liquidity300M30%Locked in Raydium/Jupiter pools at token launch
Dev & Infra100M10%Server, hosting and development — linear 48mo release
🤝No team vesting cliff, no VC allocation, no public sale. The project sustains itself through lootbox revenue and grows as the community grows.

Roadmap

From lootboxes to a fully on-chain retro gaming economy.

1

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
2

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
3

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
4

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.