🪙TOKENOMICS
This document presents a clear, step-by-step overview of the Bitxel Roads project: its vision, gameplay, NFT collection, token economy, reward and burn mechanisms, and roadmap.
1. Introduction
Vision: Bitxel Roads merges a 16‑bit trading card game (TCG) with a retro 4‑bit obstacle racing mini‑game. All in-game assets are on-chain NFTs, powered by the $BTRD token.
Mission: Lower entry barriers by offering over 50% of NFTs for free, then reward skill, engagement, and creativity with $BTRD earnings, customization options, and community events.
2. The Challenge & Opportunity
High Barriers: Traditional NFT games force upfront purchases. We counter this with a free mint of half our collection.
Token Stagnation: Without sinks, tokens pile up and lose value. Bitxel Roads embeds multiple burn mechanisms—card durability, crafting, pack purchases, event fees, and rentals—to keep $BTRD in active circulation.
Fragmented Play: Card duels and racing often exist in isolation. Here, both modes reward $BTRD and feed into one another—unifying the player experience.
3. NFT Collection Overview
Total Supply: 4,444 NFTs (fixed forever).
3,556 Commanders: Racing Car avatars with four stats (Acceleration, Top Speed, Brakes, Fuel), two Nitro bonuses (Blue/Red), and a 1–3 star rarity scale.
888 Gadgets: Cards that function as either Instant or Equipment.
Free Mint: 2,222 NFTs claimable (no gas required).
Starter Decks: Each Commander unlocks one standard starter deck automatically—no deck selection needed for new players.
4. Core Gameplay Mechanics
4.1 Racing Mini‑Game (4‑bit UI)
Controls: Dodge left/right obstacles; collect time boosts.
Rewards: Top 3 finishers on each track earn $BTRD.
Soft‑Gaming: WalletConnect checks Commander ownership; racing itself is gas-free.
5. Progression & Customization
Deck Growth: Win TCG matches to earn new cards; upgrade or craft rarer cards using $BTRD.
Cosmetics: Customize skins, helmets, and workshop visuals. Earn or purchase these on-chain.
Achievements: Unlock badges and small gameplay bonuses by completing milestones.
Passive Upgrades: Invest $BTRD in your workshop to receive periodic token rewards.
6. Tokenomics: Supply
Total Supply: 40 000 000 000 $BTRD (no more will ever be minted)
7. Earning, Spending & Burns
7.1 Overview
Ticker: $BTRD
Standard: ERC‑20 on Base
Use Cases: Rewards, governance, spending, burns.
7.2 Fixed Supply & Allocation
Category
% of Total
Amount (BTRD)
Purpose
Team & Advisors/ (Vesting)
15.0%
6 000 000 000
Long-term incentives
Private/Public Sale (Vesting)
5%
2 000 000 000
Liquidity
Liquidity (DEX/CEX)
20.0%
8 000 000 000
Market depth & stability
Ecosystem & Rewards
57.5%
23 000 000 000
Player emissions & community initiatives
Strategic Burn Reserve
2.5%
1 000 000 000
DAO-controlled programmed burns
Total
100%
40 000 000 000
We will make public the address of the funds
+ 90% Funds recollected from /provate/public will be for liquidity pools. + 5% DC rewards. + 5% Marketing.
7.3 Vesting Schedule
Recipient
Amount
Schedule
Team
3 000 000 000
20% at TGE; 80% linear over 5 years
Advisors
1 000 000 000
10% at TGE; 90% linear over 18 months
Private/Public Sale (After OG Mint)
2 000 000 000
30% at TGE; 70% linear over 12 months
(95% from private and public sale will be designed for support our Liquidity Pools, the 0x address will be published here)
7.4 Ecosystem & Rewards Distribution
Sub-Category
Allocation
Purpose
Gameplay Rewards
~15 400 000 000
TCG wins & racing podiums
Community & Seasonal Events
~3 800 000 000
Tournaments, seasonal campaigns
Quests & Challenges
~1 900 000 000
In-game objectives
Progression & Customization
~1 900 000 000
Achievements, workshop yields, cosmetics
Total
23 000 000 000
7.5 Earning $BTRD
TCG Battles: PvE & PvP match wins.
Racing: Top 3 leaderboard.
Quests & Challenges: Daily/weekly objectives.
Tournaments: Official event prizes.
Story Mode: Chapter milestones.
Workshops: Periodic passive yields.
7.6 Claim Window
90-Day Period: Earned tokens accumulate on-chain.
Expiration: Unclaimed after 90 days auto-burned, ensuring active circulation.
7.7 Utility & Spending
Use Case
Burn/Nature
Gameplay Fuel
Primary sink (~1.75 B)
Fusion/Crafting Fees
~1.75 B
Pack Purchases
1.00 B
Cosmetic & Workshop Upgrades
1.00 B
Tournament Entry Fees
0.50 B
Commander Rentals
0.50 B
Premium Access / Acceleration
0.25 B
Expired Reward Burns
0.25 B
Strategic Burn Reserve
1.00 B
Royalty Burns (2.5% sales)
1.00 B
Total Estimated Burns
~9.00 B
7.8 Economic Sustainability
Net Emissions: 19 B emissions – 9 B burns = ~10 B net distributed over lifecycle.
DAO Governance: Adjust reward/sink rates and Strategic Reserve burns to maintain balance.
8. Licenses
Starting from Season 2, Lifetime Licenses will be available for players who don't own a Core Collection NFT. Licenses must be purchased exclusively using $BTRD tokens.
Burn Mechanism: 30% of the $BTRD spent on every License purchase will be permanently burned to maintain token scarcity and support the long-term value of the economy.
Summary:
Licenses can only be bought with $BTRD.
30% of every License transaction will be burned. (May change %)
Licenses provide game access but have limited features compared to Core NFTs.
This system ensures continuous $BTRD demand, supports token deflation, and opens new revenue streams without inflating the original NFT collection.
9. Roadmap & Milestones
Quarter
Key Deliverables
Q2 2025
OG free mint on our Launchpad; mini-racing demo; leaderboard live
Q3 2025
GTD - FCFS - Public Mint - Our Launchpad
Q4 2025
Community management
Q1 2026
TCG LIVE; Manager PNJ staking system
Q2 2026
In‑game marketplace & secondary sales features
Q3 2026
Season 1 story chapters; meta rotation
Q4 2026
Community DAO governance; cross‑chain support; mobile client beta; official tournaments
9. Technical & Security
Contracts: ERC‑721 for NFTs; ERC‑20 for $BTRD; vesting and reward distribution on Base.
Off-Chain: Real‑time servers for battles/races; leaderboard API via Vercel/Google Apps Script, Netlify.
Storage: Pixel art assets and metadata on IPFS.
Security: Third‑party audits, bug bounty program, and a token‑weighted DAO to guide future updates.
Last updated