Genopets Game Whitepaper
  • Overview
    • Introduction
    • Rewarding an Active Lifestyle
    • Why Web3 in Games?
    • GameFi Sustainability
    • Marketplace Economy
    • Roadmap
      • PHASE 1 - PRIVATE BETA (COMPLETE)
      • PHASE 2 - WHITELIST PUBLIC BETA (IN PROGRESS)
      • PHASE 3 - FUTURE LAUNCH (COMING 2023)
  • Gameplay Pillars
    • Move-to-Play
    • Nurture & Evolution
    • Habitat Terraforming & Rental
    • Harvesting KI & Crafting
    • Battle System
  • Game Mechanics
    • Developer's Note
    • Mechanics Changelog
    • Energy
      • The Framework
      • Calculating Steps to Energy Conversion
      • Why Implement Energy?
    • Stage-based Energy Multipliers
    • Daily Banking Rewards
    • Challenges
    • Banking Streaks
    • Mood & Nurture
      • Calculating Mood
      • Nutrition
      • Joy
      • Love
      • Nurture Actions
        • Feeding
        • Playing
        • Petting
      • Nurture Items
    • Leveling Up
    • Stats
    • Items
    • Step Battles
    • Player Created Economy
      • Virtual Economies in Context
      • Players as Economic Agents
    • Crafting
      • Terraformation (Habitats)
      • Refinement (Crystals)
      • Alchemy (Items)
        • How It Works
        • Cosmetics
        • Augments
        • Reroll
        • Expedite
    • Augment Upgrading & Recycling
      • Upgrading
      • Recycling
    • Habitat Management
      • General Parameters
      • Components
      • Primary & Sub-Habitats
      • Unrefined Crystal Spawning
      • Harvesting KI
      • Terraform Seeds
      • Maintenance & Decay
      • Upgrading Habitats
      • How to Acquire Habitats
      • Delegation (Alchemists & Harvesters)
      • Habitat Hibernation
  • Tokenomics
    • Dual Token System
    • GENE Tokenomics
    • GENE Staking
      • Inspirations
      • Motivations
      • Benefits
      • Design
        • sGENE In-Game
      • Definitions
      • Current Settings
      • Staking Program Audit
      • Airdrop Reward Weight
    • KI Token Launch
  • Game Elements
    • Glossary
    • Season 0 - Item Removal
    • Crafting Recipe Book
    • Holiday Gift Guide
    • Resources
      • Giveaways
        • Genopets Duck Game Giveaway
    • Genoverse Alphabet
    • Game Rules
    • Augment Style Guide
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  1. Game Mechanics

Mechanics Changelog

This section contains a chronologically ordered list of notable changes to this document.

PreviousDeveloper's NoteNextEnergy

Last updated 8 months ago

Updated August 15th, 2024

  • Updated Step Efficiency Ratings by level for formula.

  • Added section on

  • Added section on

  • Added section on

Updated October 23rd, 2023

  • Updated conversion rate based on community proposal.

Updated August 7th, 2023

  • Added Augment Upgrading & Recycling

  • Updated L2-L3 Habitat Upgrade cost based on community proposal in DNA

Updated June 6th, 2023

  • Updated and how is scored and decayed.

  • Updated based on the change to Love.

Archive

Updated May 23rd, 2023

Updated May 19th, 2023

Updated January 4th, 2023

Updated December 8th, 2022

Updated November 21st, 2022

Updated November 9th, 2022

Updated October 21st, 2022

Updated September 26th, 2022

Updated September 6th, 2022

Updated August 9-10th, 2022

Updated August 8th, 2022

Updated July 27th, 2022

Updated July 12th, 2022

Updated June 30th, 2022

  • Reorganized structure of changelog to sort by section

  • Changed section title from "Crafting Mechanics" to "Crafting"

    • "Alchemy (Item Crafting)

      • "How It Works" is now its own sub-page

        • Replaced "The System" with "Requirements"

        • Expanded "Item Classification" with additional types and crafting costs

        • Added "Mechanics" section

        • Added "Augment Crafting" as sub-page, inc. diagram of Augment crafting process

  • "Habitat Management"

    • "Unrefined Crystal Spawning"

      • Clarified the rules around daily spawn rates

Updated June 21st, 2022

Changed

  • Habitat "Revival" replaced with "Restore" as a term. No system changes.

Updated June 16th, 2022

Added

  • "Habitat Management"

    • "Harvesting KI"

      • 24 hour cooldown after connecting a sub-Habitat

  • "Crafting Mechanics"

    • "Alchemy (Item Crafting)"

      • Added "How It Works" section

Changed

  • "Habitat Management"

    • "Harvesting KI"

      • Increased Daily Harvesting caps for Level 1 and Level 2 Habitats

      • Increased Daily Harvesting caps for Genesis Habitats

    • "Upgrading Habitats"

      • Increased upgrade KI cost

    • "Maintenance & Decay"

      • Increased revival KI cost

Updated June 10th, 2022

Added

  • "Habitat Management"

    • "Harvesting KI"

      • Added note on the increased Harvesting potential of Genesis Habitats.

      • Introduced "Connected Habitat Bonus"

    • "Maintenance & Decay"

      • Clarified Habitat Lifespan, Durability, and Repair

    • "Upgrading Habitats"

      • Effect on Durability

Changed

  • "Leveling Up"

    • Reworked XP requirements for leveling

  • "Habitat Management"

    • "Harvesting KI"

      • Habitat KI Harvesting caps can be increased by upgrading as well as connecting sub-Habitats

      • Adjusted Daily KI Harvesting cap values to fit new framework

      • KI to Energy rate set at 0.022 to 1

    • "Terraform Seeds"

      • Adjusted KI costs for activating each grade of Terraform Seed

    • "Maintenance & Decay"

      • Extending Habitat lifespan requires Crystal usage instead of refinement

      • Increased Habitat Revival costs to account for increased Harvesting caps

    • "Upgrading Habitats"

      • Upgrading a Habitat now increases its individual Harvesting cap

      • Upgrading a Habitat now requires crystals in addition to KI & GENE, similar to Terraforming

Removed

  • "Habitat Management"

    • "Harvesting KI"

      • Special Energy to KI exchange rates for Genesis Habitats

Updated May 27th, 2022

Added

  • "Habitat Management"

    • "Harvesting KI"

      • Introduced KI to Energy conversion.

      • Added note on the increased Harvesting potential of Genesis Habitats.

Changed

  • "Habitat Management"

    • "Harvesting KI"

      • Replaced static exchange rate for Energy to KI with variable exchange rates based on Waiting Period selected.

      • Clarified terminology around "connected" Habitats.

    • "Maintenance & Decay"

      • Changed revival cost of L3 Habitats from 14,000 to 5,500 KI.

Updated May 19th, 2022

Added

  • "Staking" section.

Changed

  • Edited the Steps to Energy conversion graphic and surrounding text for additional clarity. Conversion rates & reference values remain the same.

Updated May 13th, 2022

Added

  • "Calculating Steps to Energy" section.

  • Introduced Step Efficiency Factor and Rating.

Changed

  • Changelog format

  • "The Formula "Calculating Steps to Energy" section.

  • Improvements to energy conversion rate now occur by Level, instead of Stage.

  • Increased Daily KI Harvesting caps by 10X across the board.

  • Reduced maintenance requirement for daily crystal refinement. Instead of all crystals, at least one crystal must be refined per day.

  • Clarified Habitat decay rules. Replaced "decay threshold" with lifespan.

  • Increased crystal refinement KI cost to 10.

  • Increased Revival KI costs to 10x previous values.

  • Increased Habitat upgrading KI costs to 10x previous values.

  • Increased KI costs associated with Terraforming Seeds by 10x previous values.

Removed

  • "The Formula," "Conversion Rate Calculation" and "Improving Decay Rates" sections.

Updated May 5th, 2022

Added

  • Added Changelog section

  • Added Steps Banked to Total Energy Converted table

  • Added Terraform Seed claiming

Changed

  • Clarified interval size (i)

  • Edited language for clarity in Maintenance & Decay section

  • Expanded on Terraform Seed generation

Removed

  • "The Formula," "Conversion Rate Calculation" and "Improving Decay Rates" sections.

Clarification on how & decay.

Added section on .

Added section on .

Updated section with simplified framework and quantitative values.

Added section.

Added section.

Expanded on Augment and Cosmetic attributes within .

Updated under .

Added section to .

Updated section to replace Rarity with Class and remove outdated graphic.

Updated section of .

Updated in .

Added revised section, including expanding the Item Classification system and cleaning up terminology.

Updated cost and mechanic.

Removed Item Classification from . This section is being revised.

Added .

(UPDATED) Changed formula and values. Added note on . (Effective in game 10/3/22) - See for full details on implementation

Added Steps to Energy conversion bonus for . (Effective in game 10/3/22)

Updated for Stages 1 through 3. (Effective in game 10/3/22)

Added to .

Added decay for Guild Habitats. (Effective in game 9/26/22)

More context on these changes as a result of our observations of the Game Economy and Community feedback in the Game Mechanics Update post on Medium:

Reframed (based on Waiting Periods) as Energy Savings for clarity.

will decay on an interval basis (instead of hourly).

will decay on an interval basis (instead of hourly).

will decay on an interval basis (instead of hourly).

Removed Universal Item from .

Added information around sub-Habitat disconnection in .

Edited Habitat for clarity.

Clarified parameters around windows and cooldowns for

Added to

Added information about how Augments will be visually displayed on the marketplace under

Added Processing Fee to .

Expanded and renamed "Renting" section to "."

Added section

Nutrition
Joy
Reroll
Expedite
Mood & Nurture
Stats
Daily Banking Rewards
Items
How It Works
Alchemy
Cosmetics
Alchemy
Augments
Components
Habitat Management
Crafting Recipe Book
Game Elements
Items
Petting
Crafting
Habitat Hibernation to Habitat Management
https://medium.com/@genopets/update-new-genesis-genopet-boost-harvest-efficiency-for-guild-habitats-and-leveling-up-your-5106070171e3
Ki Harvesting Bonus
Nutrition
Joy
Love
Nurture Items
Primary & Sub-Habitat section
Harvesting KI
Primary & Sub-Habitat page
Habitat Management section
Delegation section
Delegation
Mood & Nurture
Steps to Energy conversion
Stage-based Energy Multipliers
Banking Streaks
Challenges
Mood tier ranges
Love
Mood Calculation
Discord Announcement
General Parameters
Usage
Step Efficiency
Practical Energy Gain
Genesis Genopets
KI to Energy
Harvesting Efficiency
Leveling requirements
Types
Usage Limits