# Introduction

Unleash your inner gamer and earn rewards with Genopets! Explore, battle, and evolve your digital pet as you walk and take on daily challenges. With your Genopet by your side, every step becomes an adventure. So why wait? Enter the Genoverse today and start your journey to a more rewarding lifestyle. Sign up for early access on our [website](https://www.genopets.me/#connect).

Genopets is the gamification of an active lifestyle. Walking around the mall? Jogging at the gym? Running between meetings in your office? No matter how you stay active, your Genopet is always by your side, counting the steps you’ll use to fuel your gameplay.

Genopets is a move-to-earn game that does more than count your steps and reward you for how much you walk. The game is predicated on you building a bond with your digital companion and taking care of it every day by taking care of yourself.

Paying homage to the nostalgia of taking care of our Tamagotchi, evolving and battling our Pokémon, or even raising our first real-world pet, the emotional connection between one's self and their pet is a powerful force. That emotional force is the premise of Genopets and ultimately what will help motivate you to live a more active lifestyle.

![](/files/robFp7kCeDEvad76M3sR)


# Rewarding an Active Lifestyle

Passively played, but *actively* rewarded.&#x20;

As you go about your life, Genopets uses the pedometer on your smartphone to track your physical activity. After a long day, you can bank your steps to convert your real-life movement into [Energy](/game-mechanics/energy), your source of in-game fuel; we call this [move-to-play](/gameplay-pillars/move-to-play). Energy unlocks opportunities to earn rewards like converting Energy to KI (with a Habitat) or XP to level up and using Energy to battle, explore, and play with your pet too.

Genopets is played passively as you accrue steps throughout the day. Every day, you'll need to bank your steps to reap the rewards of your day's activity before the clock strikes midnight. By removing hours of staring and tapping on a screen from the equation, we replace traditional mobile game grinding with building better habits through gamified self-care. This action you take to recognize your hard work everyday is designed to reward consistency. The key to self care starts with building better habits.

Move-to-Play + Play-to-Earn = Move-to-Earn Gaming.

![](/files/cKiBOFRYkMvddTJcIpl7)


# Why Web3 in Games?

Games have always been the onramp to new technologies. We’ve seen this repeatedly throughout history. For example, in 1974, Pong catalyzed the boom of owning computers, both for personal and commercial use. Fast forward and Pokémon Go! showed us that augmented reality is capable of bringing millions of people out into the streets to play a game together.

The barrier to entry for Play-to-Earn games today has limited true global adoption. The guild model provided assistance and education to facilitate growth, but ultimately Web3 games need to be designed around economic models that eliminate costly barriers to entry.

The last decade of game development has proven that the most successful games are designed to reward players from the start, without creating costly barriers that prohibit adoption.

Genopets was designed to be accessible. Anyone with a smartphone will be able to download the app on iOS or Android to start playing and become exposed to the benefits of Web3; regardless of how familiar they are with the space or how much money they have to invest.

![](/files/YO3wfqETodOm5YBzTGVX)


# GameFi Sustainability

Sustainability has been a hot topic in GameFi over the past year—and rightly so. Games have the opportunity to onboard billions of players to Web3 through fun and rewarding experiences. However, that adoption will not happen without game developers iterating on existing play-to-earn models.

Building a sustainable Web3 game economy begins with designing meaningful, [interactive experiences](https://www.youtube.com/watch?v=zzGuVkeLbmI) for the playerbase to engage and bond with. These serve as the basis of the player's desire to play the game (fun) and means to transact around (earn), via trading and collaboration. A game players enjoy for its intrinsic, experiential value affords opportunities to spend and be rewarded for efforts in-game.

From meaning, comes value; from value, comes earning. We believe the solution to creating a sustainable GameFi economy where players can earn in all kinds of ways must be built on 3 foundational principles:

1. **Create a game that rewards players for dedication and skill, not solely how much they are willing to invest financially in the game.** By actively playing the game, and investing their time and efforts into a Genopet, their NFT can appreciate as a result of their hard work; and can be freely traded within the game’s marketplace economy, with capital flowing from other players willing to pay for a head start. This leads to non-linear, skill-based earning, not dependent on increasing fungible token emissions.
2. **Facilitate the creation and transaction of value between players in a marketplace economy where players must continually make choices on how to earn.** Genopets fuels a creator economy of players transacting in-game items for their enjoyment of the game and the potential to earn. In this way, the viability of the economy rests on daily active use of the game as players buy, sell, or trade to play. As a game publisher, we define what can exist, but it’s *up to players to make it happen* and assign value to the items they create.
3. **Create experiences (and NFTs) worth paying for! This allows for deflationary sinks to stabilize the in-game economy.** Players are willing to pay for cosmetic items in Web2 games purely for their aesthetics; many other items are prized for their social proofing or emotional value. Web3 games have the unique opportunity for this value to be recognized in real, meaningful terms for player-creators, who will be empowered to create and sell game NFTs for a potential profit. A player reinvesting earnings in customizing a Genopet’s wings, tail, colorway, or other augments could be monetizable attributes, with rarity increasing marketplace value.

We posit that designing a game following these basic principles will create a sustainable in-game economy predicated on transaction of value between players rather than earning derived from unsustainable growth and inflationary fungible token rewards. A marketplace driven game rewards players for dedication, thrives as a result of daily active use, and grows with players enjoyment of the game.


# Marketplace Economy

Genopets affords players a multitude of ways to earn by creating and trading value among one another. The more effort put into upgrading a Genopet, the better it can be at battle, the farther it can explore in the Genoverse, and ultimately, the more rare and valuable it may become when traded on marketplaces.&#x20;

Marketplace doesn't end at Genopets. Whether players are [crafting](/game-mechanics/crafting) a rare Augment, [terraforming](/game-mechanics/crafting/terraformation-habitats) a Habitat or [refining](/game-mechanics/crafting/refinement-crystals) a new set of Crystals, actions taken in-game all create value that can be transferred between players. Genopets facilitates a creator economy and marketplace of players creating and transferring value among each other which in turn results in earning opportunities.

The innovation that makes this model sustainable is rooted in the viability of the economy being tied to players’ daily active use and enjoyment of the game, rather than relying on continuous user growth to be sustainable.

Player's affinity for their Genopet’s growth and evolution, battle abilities and storyline to explore create a multitude of ways players will be able to enjoy, strategize, and earn in game. That enjoyment will fuel crafting, buying, and selling in-game items, Genopets, and Habitats, creating a flourishing economy built around a player driven marketplace.&#x20;

See [GameFi Sustainability](/overview/gamefi-sustainability) for more of our thoughts on designing a viable GameFi economy.

![Genopets Marketplace Economy](/files/qgJ4BAholJYP9T7NIgFr)

A marketplace driven economy enables all players to be financially rewarded from gameplay. Short term earning through fungible token or a greater long term earning opportunity from the creation, use, and sale of Genopets NFTs. This foundation we believe will lead to a more sustainable economic model from which we can grow and expand with additional content as the game grows in popularity.

This not only creates two economies in which players can earn, but it also makes the marketplace opportunity much larger with Genopet NFTs, Habitats, Crystals, Augments, Seeds, and more, all being traded among players willing to pay to get ahead or simply because they love the game. This is the foundation of our economic model from which we can grow and expand with additional content as the game grows in popularity. For example, items and augments equipped by Genopets which can be crafted through a formula of KI, GENE, and Crystals can be bought and sold on the in-game marketplace, thus further bolstering the economy.

See [Player Created Economy](/game-mechanics/player-created-economy) for a more in-depth view of our thoughts on virtual economies and players as economic agents in game economies.


# Roadmap

Our vision for the Genoverse is a vast open world where you will nurture, battle, craft, and explore with your Genopet—all fueled by the steps you take every day. This roadmap will unfold over the coming months, and we will continue to iterate for years to come, alongside the community.

{% content-ref url="/pages/vkF9ycQGO9bIg0bgZS3y" %}
[PHASE 1 - PRIVATE BETA (COMPLETE)](/overview/roadmap/phase-1-private-beta-complete)
{% endcontent-ref %}

{% content-ref url="/pages/q2z4qdTGTJ83xN99ogb0" %}
[PHASE 2 - WHITELIST PUBLIC BETA (IN PROGRESS)](/overview/roadmap/phase-2-whitelist-public-beta-in-progress)
{% endcontent-ref %}

{% content-ref url="/pages/UHRjc7DFV6CJdHB0h7b9" %}
[PHASE 3 - FUTURE LAUNCH (COMING 2023)](/overview/roadmap/phase-3-future-launch-coming-2023)
{% endcontent-ref %}


# PHASE 1 - PRIVATE BETA (COMPLETE)

The goal of PHASE 01 is to test summoning Genopets and tracking steps with an intimate cohort of players.

Players will be able to:

* Acquire Genesis Genopets & Habitats
* Summon Baby Genopets & Evolve
* Bank Steps & Set Personal Goals
* Convert Energy & Level Up with XP
* See their Rank on the Leaderboard
* Trade on NFT Marketplace Partners
* Stake GENE & Earn KI Tokens
* Manage, Rent, & Terraform Habitats
* Refine Crystals & Get Terraform Seeds
* Convert Energy to KI with a Habitat


# PHASE 2 - WHITELIST PUBLIC BETA (IN PROGRESS)

The goal of PHASE 02 is to sustainably expand the size of the player base while introducing core gameplay mechanics.

Players will be able to:

* Craft Items, Augments, & Power-Ups
* Play Nurture Minigames - Feed, Fetch, & Pet
* Refer Friends with Invite Codes
* Complete Challenges & Earn Achievements
* Augment & Customize Genopets
* Battle in Turn-Based PVP Minigames
* Use Advanced Motion Tracking & Wearables


# PHASE 3 - FUTURE LAUNCH (COMING 2023)

The goal of Phase 3 is to allow players to explore the depths of the Genoverse

Players will be able to:

* Explore the Open World of Genopets
* Experience an Epic Story with Quests
* Engage in Multiplayer & Team Battles
* Craft & Terraform in App
* Connect with Additional Health Sensors
* Join Seasonal Challenges to unlock Augments


# Move-to-Play

In Genopets, staying active is just the start of the game. Every day, players will reap the rewards of their movement throughout the day by banking their steps; converting steps to Energy, the fuel for all gameplay. Genopets is predicated on the bond you build with your digital pet whose evolution and growth is inextricably linked to your own. Genopets is a Move-to-Earn game centered around taking care of and exploring with your Genopet.

![](/files/lohByzIX7jeDajulg0AJ)


# Nurture & Evolution

The care for, training, and playing with digital pet companions is a time-honored mechanic within the genre. With Genopets, these mechanics are leveraged to encourage you to stay more active. Over time, your Genopet will level up and evolve as you convert your steps into Energy and XP. XP is a state in a Genopet’s NFT metadata, a method of tracking Genopet rarity on-chain. The higher the level of your Genopet, the more XP, the greater its in-game abilities, and the more rare it can become.

Minigames centered around feeding, playing with, and showing affection towards your Genopet allow you to elevate its mood each day. Happier Genopets will bank Energy at a more efficient rate, serving as a practical motivator alongside more nurturing ones.

See [Mood & Nurture](/game-mechanics/mood-and-nurture) for more details on the game mechanics.

![Genopet Mood and Fetch minigame app screen renderings](/files/VGsh9Skq4dSUeXqlgBNH)

![Sample Genopet Evolution](/files/nMB3pF4JC9B6floBh4tu)


# Habitat Terraforming & Rental

A key component of the game is the ability to terraform (mint or breed) additional Habitats as a Habitat owner to sell or lease to other players. Owning a Habitat allows players to earn both by selling Habitats to other players or by renting it to those who want to benefit from a Habitat without having to purchase their own.

Renting a Habitat to another player comes with two roles, which the respective Habitat owner may grant renters at their discretion: the Harvester and Alchemist. Players can be granted one or both roles and owners may set rates and royalties for each. The Harvester role gives that player the ability to convert Energy to KI token and the Alchemist role gives that player the ability to craft other NFT & SFT game items like augments, nurture items, and power-ups.

Terraforming and Renting Habitats is performed on the Habitat Management portal located on the [Inventory page of the Genopets Mainframe](https://mainframe.genopets.me/inventory).

More on [Habitats in the Game Mechanics](/game-mechanics/habitat-management) section of this paper.

![](/files/eC3mU1k2NhD0MiiI3cU9)


# Harvesting KI & Crafting

Acquiring a Habitat expands your gameplay possibilities. With a Habitat, you can participate in the simplest form of Move-to-Earn: converting Energy into KI token, but that is just the start.

Habitat owners also have the ability to create more in-game NFTs. Refine crystals and craft items to use or combine in recipes to upgrade and customize your Genopet’s appearance and abilities.

Micro transactions fuel free-to-play economies. Habitat owners will have the option to use or sell the items they create, fueling the marketplace creator economy in-game.

Harvesting KI and Crafting is performed on the Habitat Management portal located on the [Inventory page of the Genopets Mainframe](https://mainframe.genopets.me/inventory).

More on [Crafting in the Game Mechanics](/game-mechanics/crafting) section of this paper and in the [Crafting Recipe Book](/game-elements/crafting-recipe-book) in the [Resources](/game-elements/resources) section.

<div align="left"><img src="/files/z1RIgHa6Yj0yAsLem6Qx" alt=""></div>


# Battle System

Genopets is designed to augment your life and encourage you to build healthy habits. Use the Energy you earn each day to battle with friends around the world. Battle will feature turn-based combat and mini-games allowing for casual yet engaging gameplay. Challenge other players as you sharpen your reaction time, memory, and overall cognitive skills through Genopet battles.

More on Battle coming soon...&#x20;

![](/files/WSeQdze15FqP4e6Srqux)

![](/files/MOQi0V96X7MjX9gXFPaM)


# Developer's Note

This litepaper contains the first published version of the detailed game mechanics of Genopets, the world’s first Move-to-Earn NFT Game. This paper is meant to complement and clarify the original Genopets whitepaper (which will be receiving a full refresh shortly). Where there are any conflicts between this paper and existing material, the content of this paper supersedes.

By combining the social incentives of fitness apps with the richness of a free-to-play mobile RPG game in a player controlled web3 economy, we aim to build an experience that empowers anyone to create value by investing in themselves.

Paying homage to the nostalgia many of us experienced taking care of our Tamagotchi, evolving and battling our Pokémon, or even raising our first real pet as a child, the emotional connection between one’s self and their pet is a powerful motivating force. Genopets is designed to harness that force and use it to encourage and reward players for staying active. Doing something we all know we should be doing, but oftentimes life gets in the way. Genopets is a game where a player’s real world actions quite literally can create value; emotionally, physically, and even financially as you grow and evolve alongside your digital familiar, your Genopet.

Sustainability and enjoyment have been the guiding principles of our game design process, the same ones we believe are fundamental to pursuing a more active lifestyle. Every mechanic design decision was made with these principles–and the long-term interests of the community and its supporters–in mind.

The information contained in this paper is intended to be definitive. However, the design team acknowledges that adjustments may have to be made sometime in the future, perhaps due to community sentiment or unexpected catalysts. Ultimately, the right to vote on such decisions will belong to the holders of the governance token.&#x20;

In the meantime, we are deeply humbled and grateful to serve as custodians of this project--and the shared vision of the Genoverse that binds us together as a community.

Genopets Team (April 2022)


# Mechanics Changelog

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

**Updated August 15th, 2024**

* Updated Step Efficiency Ratings by level for [Steps to Energy conversion](/game-mechanics/energy/calculating-steps-to-energy-conversion) formula.&#x20;
* Added section on [Stage-based Energy Multipliers](/game-mechanics/stage-based-energy-multipliers)
* Added section on [Banking Streaks](/game-mechanics/banking-streaks)
* Added section on [Challenges](/game-mechanics/challenges)

**Updated October 23rd, 2023**

* Updated [KI to Energy](/game-mechanics/habitat-management/harvesting-ki#ki-to-energy) 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 [Mood tier ranges](/game-mechanics/mood-and-nurture/calculating-mood) and how [Love](/game-mechanics/mood-and-nurture/love) is scored and decayed.
* Updated [Mood Calculation](/game-mechanics/mood-and-nurture/calculating-mood) based on the change to Love.

<details>

<summary>Archive</summary>

**Updated May 23rd, 2023**

* Clarification on how [Nutrition ](/game-mechanics/mood-and-nurture/nutrition)& [Joy](/game-mechanics/mood-and-nurture/joy) decay.
* Added section on [Reroll](/game-mechanics/crafting/alchemy-items/reroll).
* Added section on [Expedite](/game-mechanics/crafting/alchemy-items/expedite).

**Updated May 19th, 2023**

* Updated [Mood & Nurture](/game-mechanics/mood-and-nurture) section with simplified framework and quantitative values.
* Added [Stats](/game-mechanics/stats) section.

**Updated January 4th, 2023**

* Added [Daily Banking Rewards](/game-mechanics/daily-banking-rewards) section.

**Updated December 8th, 2022**

* Expanded on Augment and Cosmetic attributes within [Items](/game-mechanics/items).
* Updated [How It Works](/game-mechanics/crafting/alchemy-items/how-it-works) under [Alchemy](/game-mechanics/crafting/alchemy-items).&#x20;
* Added[ Cosmetics](/game-mechanics/crafting/alchemy-items/cosmetics) section to [Alchemy](/game-mechanics/crafting/alchemy-items).
* Updated [Augments](/game-mechanics/crafting/alchemy-items/augments) section to replace Rarity with Class and remove outdated graphic.
* Updated [Components](/game-mechanics/habitat-management/components) section of [Habitat Management](/game-mechanics/habitat-management).
* Updated [Crafting Recipe Book](/game-elements/crafting-recipe-book) in [Game Elements](/game-elements/glossary).

**Updated November 21st, 2022**

* Added revised [Items](/game-mechanics/items) section, including expanding the Item Classification system and cleaning up terminology.

**Updated November 9th, 2022**

* Updated [Petting](/game-mechanics/mood-and-nurture/nurture-actions/petting) cost and mechanic.
* Removed **Item Classification** from [Crafting](/game-mechanics/crafting). This section is being revised.

**Updated October 21st, 2022**

* Added [Habitat Hibernation to Habitat Management](/game-mechanics/habitat-management/habitat-hibernation).

**Updated September 26th, 2022**

* (UPDATED) Changed [Step Efficiency](/game-mechanics/energy/calculating-steps-to-energy-conversion#step-efficiency) formula and values. Added note on [Practical Energy Gain](/game-mechanics/energy/calculating-steps-to-energy-conversion#practical-energy-gain). (Effective in game 10/3/22) - See [Discord Announcement](https://discord.com/channels/854213869139525712/890412881487736902/1023819090936213594) for full details on implementation
* Added Steps to Energy conversion bonus for [Genesis Genopets](/game-mechanics/energy/calculating-steps-to-energy-conversion#genesis-genopet-boost). (Effective in game 10/3/22)
* Updated [Leveling requirements](/game-mechanics/leveling-up#level-progression-chart) for Stages 1 through 3. (Effective in game 10/3/22)
* Added [Types](/game-mechanics/habitat-management/general-parameters#types) to [General Parameters](/game-mechanics/habitat-management/general-parameters).
* Added [Harvesting Efficiency](/game-mechanics/habitat-management/harvesting-ki#guild-habitats-and-harvesting-efficiency) 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: <https://medium.com/@genopets/update-new-genesis-genopet-boost-harvest-efficiency-for-guild-habitats-and-leveling-up-your-5106070171e3>

**Updated September 6th, 2022**

* Reframed [Ki Harvesting Bonus](/game-mechanics/habitat-management/harvesting-ki) (based on Waiting Periods) as Energy Savings for clarity.
* [Nutrition](/game-mechanics/mood-and-nurture/nutrition) will decay on an interval basis (instead of hourly).
* [Joy](/game-mechanics/mood-and-nurture/joy) will decay on an interval basis (instead of hourly).
* [Love](/game-mechanics/mood-and-nurture/love) will decay on an interval basis (instead of hourly).
* Removed Universal Item from [Nurture Items](/game-mechanics/mood-and-nurture/nurture-items).

#### Updated August 9-10th, 2022

* Added information around sub-Habitat disconnection in [Primary & Sub-Habitat section](/game-mechanics/habitat-management/primary-and-sub-habitats).
* Edited Habitat [Usage Limits](/game-mechanics/habitat-management/general-parameters#usage-limits) for clarity.

#### Updated August 8th, 2022

* Clarified parameters around windows and cooldowns for [Harvesting KI](/game-mechanics/habitat-management/harvesting-ki)
* Added [Primary & Sub-Habitat page](/game-mechanics/habitat-management/primary-and-sub-habitats) to [Habitat Management section](/game-mechanics/habitat-management)
* Added information about how Augments will be visually displayed on the marketplace under [Usage](/game-mechanics/crafting/alchemy-items/augments#usage)

#### Updated July 27th, 2022

* Added Processing Fee to [Delegation section](https://litepaper.genopets.me/game-mechanics/habitat-management/delegation-alchemists-and-harvesters).

#### Updated July 12th, 2022

* Expanded and renamed "Renting" section to "[Delegation](https://app.gitbook.com/o/-McCWSy43OQTtRuibkII/s/VsJcofdpjmxgxxbD0qMJ/~/changes/nEtARGfxhIea6Vm2wDWh/game-mechanics/habitat-management/delegation)."
* Added [Mood & Nurture](https://app.gitbook.com/o/-McCWSy43OQTtRuibkII/s/VsJcofdpjmxgxxbD0qMJ/~/changes/nEtARGfxhIea6Vm2wDWh/game-mechanics/mood-and-nurture) section

#### Updated June 30th, 2022

* Reorganized structure of changelog to sort by section&#x20;
* Changed section title from "Crafting Mechanics" to "Crafting"
  * "Alchemy (Item Crafting)
    * "How It Works" is now its own sub-page&#x20;
      * Replaced "The System" with "Requirements"&#x20;
      * Expanded "Item Classification" with additional types and crafting costs&#x20;
      * Added "Mechanics" section&#x20;
      * 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"*&#x20;
  * *"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)*&#x20;
* *Edited language for clarity in Maintenance & Decay section*
* *Expanded on Terraform Seed generation*

#### Removed

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

</details>


# Energy

Articles in this section:

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[The Framework](/game-mechanics/energy/the-framework)
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[Calculating Steps to Energy Conversion](/game-mechanics/energy/calculating-steps-to-energy-conversion)
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{% content-ref url="/pages/KgRTqObpnTV2GrM0XvTG" %}
[Why Implement Energy?](/game-mechanics/energy/why-implement-energy)
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# The Framework

The initial version of the Genopets design featured a direct conversion of steps to XP. The design team quickly identified the limits of this mechanic - namely, that it was too simplistic to support the kinds of gameplay we wanted to offer. Strategic choices (and therefore opportunities to engage the player and allow for different stylistic approaches to the game) were extremely limited.

As a result, the game design team is implementing the Energy framework to control the core step banking mechanic. Going forward, Energy (E) will serve as action points within the game; the base “currency” from which all in-game actions must ultimately be funded. It is important to note, however, that Energy is *not* a token, nor is it tracked on-chain.

E is necessary in order for the player to:

* Perform Nurture actions (e.g., Feeding, Grooming, Playing)&#x20;
* Level up (by converting E into XP)&#x20;
* Harvest KI (by converting E into KI with a Habitat)&#x20;
* Alchemize (Craft) items and augments (in the form of KI)
* \[In the future] Perform battle actions
* \[In the future] Participate in PvE quests and challenges

By serving as the central in-game strategic resource, E will allow for greater strategic creativity among players. Each player will decide for themselves how best to allocate their hard-won E, the fuel necessary for the player to enjoy the rich gameplay Genopets has to offer. As movement needed a bridge in order to be connected to play ("Move to Play"), Energy will serve as the bridge between the player's physical activity and the representation of its value within the game.

E is converted from steps (S) taken by the player, via the act of Banking. The primary function of Banking is for the player to convert their tracked Steps into Energy.


# Calculating Steps to Energy Conversion

Steps banked on a daily basis will have diminishing marginal utility in terms of Energy converted, meaning that the potential energy converted per step will decline with each incremental set of steps taken. This disincentivizes abuse and reduces the likelihood of players injuring themselves (due to overexertion). Genopets is not meant to be a game where marathon runners or power-walkers are automatically the best players; success in the game requires consistent, balanced self-care and strategic in-game choices. As a guiding principle, the app seeks to reward consistency, creativity, and targeted goal setting above raw volume of activity.

As such, though the baseline Steps to Energy conversion begins at 1:1, exponential decay is applied to the baseline conversion rate of Steps to Energy in the form of the **Step Efficiency Factor**.  This decay decreases the Energy returned for each marginal Step Banked throughout the day. At the end of each day, unbanked steps are lost and the decay to conversion rate is reset.

> **Rationale:** Discourage abuse and potentially harmful levels of physical activity. Reinforces the premise that Genopets is designed for with the average person in mind.

The Step Efficiency Factor, together with a soon-to-be-released Nurture-based modifier, influences how much Energy a player can convert from their Banked Steps at any given time.&#x20;

The baseline conversion rate for the first Step Banked to Energy is 1. However, each successive step is subject to the Step Efficiency Factor, resulting in a geometric series. As such, the formula for calculating Energy converted from incremental Steps Banked is as follows:

![](/files/CJ4JmOyNDg0MuPoIGSlf)

Because the Step Efficiency Factor is a value between 1 and 0 (more on this below), the Energy to be gained with every incremental step declines (approaches), but never intersects with the value zero. Players should consider the implications.

* Steps have exponentially diminishing returns.
* It is up to the player to determine how many steps are worth walking to maximize their style of play.
* Consistency and regularity of step activity is key to maximizing long-term conversion rates.

Converted Energy is automatically stored for use (as opposed to Steps, which are lost if not Banked within the day). Currently, there is no plan to limit the amount of Energy that can be stored per game account.

## Step Efficiency

The Step Efficiency Factor determines the rate at which Steps to Energy conversion decays. It can be calculated as follows:

<figure><img src="/files/UZ8fXl1CY5BO3uSdTRkK" alt=""><figcaption></figcaption></figure>

The **Step Efficiency Rating (SER)** is a value associated with your Genopet, which improves as the pet evolves. With every level of evolution obtained, the Genopet's Step Efficiency Rating will decrease, thereby improving the efficiency with which they can convert Steps to Energy each day.

| Level | Step Efficiency Rating |
| ----- | ---------------------- |
| 1     | 1                      |
| 2     | 2.5                    |
| 3     | 4                      |
| 4     | 5.5                    |
| 5     | 7                      |
| 6     | 8.5                    |
| 7     | 10                     |
| 8     | 11                     |
| 9     | 12.5                   |
| 10    | 14                     |
| 11    | 15.5                   |
| 12    | 17                     |
| 13    | 18.5                   |
| 14    | 20                     |
| 15    | 21                     |
| 16    | 22.5                   |
| 17    | 24                     |
| 18    | 25.5                   |
| 19    | 27                     |
| 20    | 28.5                   |
| 21    | 30                     |
| 22    | 31                     |
| 23    | 32.5                   |
| 24    | 34                     |
| 25    | 35.5                   |
| 26    | 37                     |
| 27    | 38.5                   |
| 28    | 40                     |
| 29    | 41                     |
| 30    | 42.5                   |
| 31    | 44                     |
| 32    | 45.5                   |
| 33    | 47                     |
| 34    | 48.5                   |
| 35    | 50                     |
| 36    | 51                     |
| 37    | 51                     |
| 38    | 51                     |
| 39    | 51                     |
| 40    | 51                     |
| 41    | 51                     |
| 42    | 51                     |
| 43    | 52                     |
| 44    | 52                     |
| 45    | 52                     |
| 46    | 52                     |
| 47    | 52                     |
| 48    | 52                     |
| 49    | 52                     |
| 50    | 53                     |
| 51    | 53                     |
| 52    | 53                     |
| 53    | 53                     |
| 54    | 53                     |
| 55    | 53                     |
| 56    | 53                     |
| 57    | 54                     |
| 58    | 54                     |
| 59    | 54                     |
| 60    | 54                     |
| 61    | 54                     |
| 62    | 54                     |
| 63    | 54                     |
| 64    | 55                     |
| 65    | 55                     |
| 66    | 55                     |
| 67    | 55                     |
| 68    | 55                     |
| 69    | 55                     |
| 70    | 55                     |
| 71    | 56                     |
| 72    | 56                     |
| 73    | 56                     |
| 74    | 56                     |
| 75    | 56                     |
| 76    | 56                     |
| 77    | 56                     |

As an example, here's how Genopets of differing levels would compare in terms of Energy converted based on the same number of Steps Banked.

<table><thead><tr><th width="150" align="center">Genopet Level</th><th width="203.71060011217054" align="center">Step Efficiency Rating</th><th align="center">Energy Converted from 10,000 Steps</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">1</td><td align="center">1,429</td></tr><tr><td align="center">10</td><td align="center">14</td><td align="center">1,754</td></tr><tr><td align="center">15</td><td align="center">21</td><td align="center">1,998</td></tr><tr><td align="center">22</td><td align="center">31</td><td align="center">2,485</td></tr><tr><td align="center">30</td><td align="center">42.5</td><td align="center">3,386</td></tr></tbody></table>

## Practical Energy Gain

Due to the exponential nature of Step Efficiency Decay, baby Genopets at lower levels may find that, practically speaking, they are not able to generate meaningful Energy per incremental step past a certain threshold of Banked Steps per day. For example, with a Step Efficiency Rating of 63, a Level 1 Genopet's marginal Energy gained per Step decays drastically with every 1,000 steps taken, such that it is effectively impossible to gain another full point of Energy that day beyond 1,429 Energy. This is by design, as the game seeks to reward leveling up and realistic, consistent play over time (i.e., Banking a smaller amount over many days).

## **Genesis Genopet Boost**

Genesis Genopets will receive a 10% Energy conversion boost applied to the final result of their steps banked and converted to Energy. For example, if your resulting Energy from banking is 8,000, a Genesis Genopet would receive 8,800 Energy.


# Why Implement Energy?

The original concept for Genopets was that banked steps would be converted automatically into experience points (XP), which would in turn power Genopet level progression. While this mechanic was simple to design and understand from a player perspective, it also limited the range of strategic choice available to the player; in short, too simplistic to support a rich and nuanced RPG-style Move-to-Earn game.

In traditional RPGs, XP gain and level progression also tend to occur automatically. However, the gaining of another level typically presents the player with a new set of strategic choices (e.g., unlocking a number of skill points to be spent, or allowing the player to choose a new trait/feat from a selection). The pairing of automatic leveling with this kind of tiered customization framework is what makes leveling feel dynamic and active within this context.

Time, resource, and platform constraints make this approach less feasible for Genopets. Furthermore, this system limits the player’s agency (the ability to decide and act within the confines of the game) within the game, which in turn caps the amount of investment and fun a player will feel from playing.

Enter Energy - a digital representation of physical activity (steps) and its value in-game.

The Energy framework reduces the passivity of the original mechanic and introduces strategic depth, by forcing the player to decide how they want to allocate the “fruits” of their walking. Once converted to Energy, steps become a tangible, stored, in-game resource, which the player can choose to spend as they see fit. This mechanic imbues each in-game action with increased significance, due to the opportunity costs introduced by the mechanic. The storage of Energy allows players to take multiple approaches to gameplay, since their steps are no longer automatically spent for them. From a game economics standpoint, this framework creates multiple compelling "sinks" for players' steps, giving those same players optionality and agency, which we believe will lead to a more enjoyable game and sustainable economy.

The Banking action also takes on added importance: banking is no longer just about claiming XP for leveling; instead it’s about securing one’s daily supply of a fundamental resource.

By converting Energy into XP, players still utilize steps for level growth. However, under the Energy framework, leveling becomes one possible option among several others, including pet maintenance (Nurture), questing, earning Ki, and battle - all of which will require some amount of Energy. While the increased complexity may feel challenging for some players, committing to a system that increases strategic depth and allows for a variety of different approaches to the game should lead to a richer game experience overall.


# Stage-based Energy Multipliers

Genopets will receive a multiplier on Energy earned from Challenges and Streaks. The multiplier is tied to the Genopet's stage, as follows:

| Stage | Stage-based Multiplier |
| ----- | ---------------------- |
| 1     | 1                      |
| 2     | 1.2                    |
| 3     | 1.4                    |
| 4     | 1.6                    |
| 5     | 1.8                    |
| 6     | 2                      |
| 7     | 2.2                    |
| 8     | 2.4                    |
| 9     | 2.6                    |
| 10    | 2.8                    |
| 11    | 3                      |


# Daily Banking Rewards

Players will receive game items as rewards for Banking their steps once a day.

* Minimum of 1,000 steps must be Banked.
* Receivable items include Food and Toys, which will be usable for Feeding or Playing with one's Genopet when those features are released.

Items will be automatically deposited into your in-game inventory. Reward items are not on-chain assets to start, but may be mint-able in the future.


# Challenges

Players will regularly receive Challenges to complete, which will allow them to earn additional Energy and other rewards. Promotional challenges may also be available during special seasons.


# Banking Streaks

Players will receive Energy rewards for banking steps on consecutive days. This mechanic takes the form of "Streaks," which are repeatable achievements based on the daily banking of steps.

Here are the current achievable Banking Streaks:

<table><thead><tr><th>Achievement</th><th>Description</th><th width="80">Days</th><th>Base Energy Rewarded*</th></tr></thead><tbody><tr><td>Consistency is King</td><td>Bank Steps 3 days in a row.</td><td>3</td><td>1,500</td></tr><tr><td>Persistence is a Virtue</td><td>Bank Steps 7 days in a row.</td><td>7</td><td>2,000</td></tr><tr><td>You're a Machine!</td><td>Bank Steps 14 days in a row.</td><td>14</td><td>3,500</td></tr><tr><td>Habit Builder</td><td>Bank Steps 21 days in a row.</td><td>21</td><td>3,500</td></tr><tr><td>Perseverance Pays Off</td><td>Bank Steps 30 days in a row.</td><td>30</td><td>4,500</td></tr><tr><td>Relentless Determination</td><td>Bank Steps 45 days in a row.</td><td>45</td><td>7,500</td></tr><tr><td>No Quit Inside</td><td>Bank Steps 60 days in a row.</td><td>60</td><td>7,500</td></tr><tr><td>Officially a Lifestyle</td><td>Bank Steps 90 days in a row.</td><td>90</td><td>15,000</td></tr><tr><td>Grit and Grind</td><td>Bank Steps 120 days in a row.</td><td>120</td><td>15,000</td></tr><tr><td>Steadfast Strider</td><td>Bank Steps 150 days in a row.</td><td>150</td><td>15,000</td></tr><tr><td>Discipline Defines You</td><td>Bank Steps 180 days in a row.</td><td>180</td><td>15,000</td></tr><tr><td>Walking Phenom</td><td>Bank Steps 210 days in a row.</td><td>210</td><td>15,000</td></tr><tr><td>Routine Excellence</td><td>Bank Steps 240 days in a row.</td><td>240</td><td>15,000</td></tr><tr><td>The Tenacious Triumph</td><td>Bank Steps 270 days in a row.</td><td>270</td><td>15,000</td></tr><tr><td>Dedication Embodied</td><td>Bank Steps 300 days in a row.</td><td>300</td><td>15,000</td></tr><tr><td>Architect of Destiny</td><td>Bank Steps 330 days in a row.</td><td>330</td><td>15,000</td></tr><tr><td>Mastery in Motion</td><td>Bank Steps 345 days in a row.</td><td>345</td><td>10,000</td></tr><tr><td>Resilience Rewarded</td><td>Bank Steps 365 days in a row.</td><td>365</td><td>20,000</td></tr></tbody></table>

\*The actual Energy awarded is increased based on the Genopet's stage.


# Mood & Nurture

**Mood** is a factor in determining how efficiently a player can convert Steps into Energy. It is a reflection of how well a Genopet's needs (e.g., Nutrition, Joy, and Love) are being met.  Mood is applied at the end of the Steps to Energy conversion formula at the time of Banking.

![Steps to Energy conversion with Mood revealed](/files/CJ4JmOyNDg0MuPoIGSlf)


# Calculating Mood

Mood score is calculated as the sum of [Nutrition](/game-mechanics/mood-and-nurture/nutrition), [Joy](/game-mechanics/mood-and-nurture/joy), and [Love](/game-mechanics/mood-and-nurture/love). Nutrition, Joy, and Love are scored out of a maximum of 200 points each. This results in a 600-point collective score that is the Mood Score.&#x20;

$$
M = N + J + L
$$

Ranges within the Mood Score will represent the different tiers for Mood Factor as follows:

| Pet Mood | Mood Score Range        | Effect on Energy Conversion                                    |
| -------- | ----------------------- | -------------------------------------------------------------- |
| Happy    | Mood Score >= 450       | +5% boost (1.05x multiplier on all Energy banked at this time) |
| Fine     | 450 > Mood Score >= 270 | +0% boost (1x multiplier)                                      |
| Sad      | 270 > Mood Score        | -50% malus (0.5x multiplier)                                   |


# Nutrition

Nutrition is scored out of a maximum possible 200 points. It accounts for 1/3 of overall Mood. Players can increase their Genopet's Nutrition score up to its maximum of 200 by Feeding their pets Food items.

**Feeding** is the player action which can increase Nutrition. Nutrition decays an equal amount every hour starting from the time of the last successful Feeding action, equivalent to 50 points every 12 hours. When Nutrition is 0, a Genopet's Mood is effectively capped at 1/3 of its possible maximum.


# Joy

Joy is scored out of a maximum possible 200 points. It accounts for 1/3 of overall Mood. Players can increase their Genopet's Joy score up to its maximum of 200 by playing Fetch with their pets using Toy items.

**Playing Fetch** is the player action which can increase Joy. Joy decays an equal amount every hour starting from the time of the last successful Playing action, equivalent to 30 points every 24 hours. When Joy is 0, a Genopet's Mood is effectively capped at 1/3 of its possible maximum.


# Love

Love accounts for 1/3 of Mood with a maximum score of 200. Players can increase their Genopet's Love score up to its maximum of 200 by Petting their Genopet.

**Petting** is the player action which can increase Love. Love decays 100 points every 24 hours starting from the time of the last successful Petting action. When Love is 0, a Genopet's Mood is effectively capped at 1/3 of its possible maximum.


# Nurture Actions

**Nurture** refers to the actions by which players can improve a Genopet's Mood (by improving its levels of Nutrition, Joy, and Love). There are currently three types of Nurture actions, each corresponding to the Genopet need (Nutrition, Joy, or Love) it can influence:

* [Feeding](/game-mechanics/mood-and-nurture/nurture-actions/feeding) - increases Nutrition
* [Playing](/game-mechanics/mood-and-nurture/nurture-actions/playing) - increases Joy
* [Petting](/game-mechanics/mood-and-nurture/nurture-actions/petting) - increases Love

Feeding and Playing are in-app mini-games, which require Nurture items such as Food or Toys in order to play. All Nurture actions can be performed as many times in succession as the player desires, but each requires Energy to perform. A successful Nurture action causes the associated need value (and therefore overall Mood) to increase. However, neither Mood nor need can exceed its maximum possible value.


# Feeding

The Feeding mini-game involves  throwing food accurately to one’s Genopet on the mobile app screen. A Food item is required to play the mini-game. Successfully completing the mini-game will result in an immediate boost to Genopet Nutrition; the amount of boost is determined by the Food item used. Failure will result in no change to the Nutrition score.

Each player has access to a "universal" food item within the game app, which allows them to always access the mini-game for Feeding their Genopet. Players will be able to purchase (on the open marketplace) or craft (with a Habitat) special food items with superior effects and benefits.


# Playing

A Toy item is required to Play with one's Genopet. The type of mini-game the player must play will be determined by the Toy item. Similar to Feeding, every player has access to a universal toy item within their game app; in this instance, the universal toy will allow players to Play the Fetch mini-game with their Genopet, which involves throwing the toy accurately for one’s Genopet to retrieve.. Successful completion will boost Genopet Joy, to a degree determined by the Toy item used. Failure will result in no change to the Joy score.

Players will be able to purchase (on the open marketplace) or craft (with a Habitat) special toy items with superior effects and benefits.


# Petting

Unlike the other two Nurture actions, Petting is not a mini-game. It does not require any Energy or item in order to perform. Petting one's Genopet will directly boost Love. Once maximum Love has been reached, players can continue to pet their Genopet, but will receive no incremental benefits to Mood.

Petting can be accomplished by swiping on one's Genopet with 2 fingers.


# Nurture Items

Food and Toy items are necessary to perform Feed and Play Fetch, respectively. Both are subsets of the “Nurture” Item Type. Nurture items will be accessible via daily challenges and quests and some through crafting. They will also be mintable on-chain; and freely tradable between players on marketplaces.


# Leveling Up

A Genopet's maturity, degree of evolution, and (in the future) combat strength are tracked via a system of Stages and Levels. The Stage will inform characteristics such as pet size, aesthetics, and attributes such as its Step Efficiency Rating. A level is a specific measurement of a Genopet's development between Stages.&#x20;

Genopet evolution spans 12 Stages and 78 Levels of growth.

## How To Level Up

Players can level up their Genopet by converting Energy to XP. The base conversion rate is 1:1. Once converted, XP is immediately applied towards Level progression. XP is not a token; it cannot be traded, bought, or sold.

A certain number of levels must be achieved before the next Stage is unlocked. For example, a Stage 1 baby Genopet will evolve to Stage 2 only after achieving Level 8. Each Stage represents a key milestone in the Genopet's evolutionary journey, one that is accompanied by a noticeable change in appearance and size.

### Level Progression Chart

| Stage | Level | XP Required to Level (Modified) | Cumulative XP |
| ----- | ----- | ------------------------------- | ------------- |
| 1     | 1     | 1,020                           |               |
| 1     | 2     | 1,504                           | 1,020         |
| 1     | 3     | 1,774                           | 2,524         |
| 1     | 4     | 2,094                           | 4,298         |
| 1     | 5     | 2,471                           | 6,392         |
| 1     | 6     | 3,307                           | 8,863         |
| 1     | 7     | 4,394                           | 12,170        |
| 2     | 8     | 5,896                           | 16,565        |
| 2     | 9     | 7,797                           | 22,460        |
| 2     | 10    | 10,312                          | 30,258        |
| 2     | 11    | 11,859                          | 40,569        |
| 2     | 12    | 13,637                          | 52,428        |
| 2     | 13    | 15,683                          | 66,065        |
| 2     | 14    | 18,035                          | 81,748        |
| 3     | 15    | 22,879                          | 99,783        |
| 3     | 16    | 25,396                          | 122,662       |
| 3     | 17    | 28,189                          | 148,058       |
| 3     | 18    | 31,290                          | 176,247       |
| 3     | 19    | 34,732                          | 207,537       |
| 3     | 20    | 42,793                          | 242,269       |
| 3     | 21    | 53,491                          | 285,062       |
| 4     | 22    | 66,233                          | 338,554       |
| 4     | 23    | 74,002                          | 404,787       |
| 4     | 24    | 89,543                          | 478,789       |
| 4     | 25    | 98,497                          | 568,332       |
| 4     | 26    | 108,347                         | 666,829       |
| 4     | 27    | 119,182                         | 775,176       |
| 4     | 28    | 131,100                         | 894,358       |
| 5     | 29    | 111,671                         | 1,025,458     |
| 5     | 30    | 121,722                         | 1,137,129     |
| 5     | 31    | 132,677                         | 1,258,851     |
| 5     | 32    | 144,618                         | 1,391,528     |
| 5     | 33    | 157,633                         | 1,536,146     |
| 5     | 34    | 171,820                         | 1,693,779     |
| 5     | 35    | 187,284                         | 1,865,599     |
| 6     | 36    | 147,853                         | 2,052,883     |
| 6     | 37    | 159,682                         | 2,200,736     |
| 6     | 38    | 172,456                         | 2,360,418     |
| 6     | 39    | 186,253                         | 2,532,874     |
| 6     | 40    | 201,153                         | 2,719,127     |
| 6     | 41    | 217,245                         | 2,920,280     |
| 6     | 42    | 234,625                         | 3,137,525     |
| 7     | 43    | 171,443                         | 3,372,150     |
| 7     | 44    | 183,444                         | 3,543,593     |
| 7     | 45    | 196,285                         | 3,727,037     |
| 7     | 46    | 210,025                         | 3,923,322     |
| 7     | 47    | 224,726                         | 4,133,347     |
| 7     | 48    | 240,457                         | 4,358,073     |
| 7     | 49    | 257,289                         | 4,598,530     |
| 8     | 50    | 275,299                         | 4,855,819     |
| 8     | 51    | 294,570                         | 5,131,118     |
| 8     | 52    | 315,190                         | 5,425,688     |
| 8     | 53    | 337,253                         | 5,740,878     |
| 8     | 54    | 360,861                         | 6,078,131     |
| 8     | 55    | 386,122                         | 6,438,992     |
| 8     | 56    | 413,150                         | 6,825,114     |
| 9     | 57    | 442,071                         | 7,238,264     |
| 9     | 58    | 473,015                         | 7,680,335     |
| 9     | 59    | 506,127                         | 8,153,350     |
| 9     | 60    | 541,555                         | 8,659,477     |
| 9     | 61    | 579,464                         | 9,201,032     |
| 9     | 62    | 620,027                         | 9,780,496     |
| 9     | 63    | 663,429                         | 10,400,523    |
| 10    | 64    | 709,869                         | 11,063,952    |
| 10    | 65    | 759,559                         | 11,773,821    |
| 10    | 66    | 812,729                         | 12,533,380    |
| 10    | 67    | 869,620                         | 13,346,109    |
| 10    | 68    | 930,493                         | 14,215,729    |
| 10    | 69    | 995,627                         | 15,146,222    |
| 10    | 70    | 1,065,321                       | 16,141,849    |
| 11    | 71    | 1,139,894                       | 17,207,170    |
| 11    | 72    | 1,219,686                       | 18,347,064    |
| 11    | 73    | 1,305,065                       | 19,566,750    |
| 11    | 74    | 1,396,419                       | 20,871,815    |
| 11    | 75    | 1,494,168                       | 22,268,234    |
| 11    | 76    | 1,598,760                       | 23,762,402    |
| 11    | 77    | ?                               | ?             |
| 12    | 78    | -                               |               |

Once the 12th Stage has been reached, Genopets can continue accruing Energy, but will no longer be able to convert to XP.


# Stats

## Overview

A Stat is any of certain numerical values pertaining to each Genopet. Stats will be used in Step Battles and Pet Battles. Stats can be modified through the equipping of certain Augments with stat-modifying effects.

The core stats that every Genopet has:

* Health Points (HP) - Maximum possible health of Genopet in Battle. Determines how much damage a Genopet can sustain before losing the Battle.&#x20;
* Attack (ATK) - Used to calculate the Stat Bonus for Fitness Challenges. In Battle, this stat modifies things like probability of dealing damage in addition to the move’s stats.
* Defense (DEF) - Used to calculate the Stat Bonus for Fitness Challenges. In Battle, this stat modifies things like how resistant a Genopet is to attacks.
* Speed (SPD) - Used to calculate the Stat Bonus for Fitness Challenges. In Battle, modifies whether or not a pet avoids an attack, and eventually could impact movement-based features, such as the gyroscopic "Block" microgame.

In addition to the core stats above, every Genopet will be able to increase the following stats:

* Bond - Measure of how well a player has been nurturing and caring for their Genopet. This stat will bring benefits and unlock certain options in Battle.
* Karma - Will be acquirable through a number of ways. Influences the player's likelihood of receiving better outcomes in randomized drops.

## Base Stats & Stat Growth

| Stat | Base Starting Value @ Level 1 | Growth Per Level Up (non-Genesis) | Base Starting Value @ Level 22 (Genesis Only) | Growth Per Level Up (Genesis Only) |
| ---- | ----------------------------- | --------------------------------- | --------------------------------------------- | ---------------------------------- |
| HP   | 50                            | 2                                 | 98                                            | 2                                  |
| ATK  | 20                            | 1                                 | 44                                            | 1                                  |
| DEF  | 20                            | 1                                 | 44                                            | 1                                  |
| SPD  | 20                            | 1                                 | 44                                            | 1                                  |

Stat Value is the sum of Attack, Defense, and Speed. It is a measurement of the Genopet’s strength in Battle and other competitive activities.

## Stat Modification through Augmentation

Some Augments will provide a modifier to stat values when equipped. An Augment must be equipped in order for its modifier to be in effect.<br>

The modifier can be in the form of a percentage-based or absolute-based multiplier to the base stat, rounded up to the 1st decimal. Each Augment’s modifier is applied individually, even if multiple Augments have modifiers affecting the same stat.

**Example:** What is the attack value of a Level 25 Genopet equipped with a Horn Augment that provides a +5% Attack boost?

At Level 25, a Genopet has a base Attack of 44. The Horn Augment would provide an incremental boost of 2.2. This particular Genopet’s Attack Stat would be 46.2.

**Example:** What if in the case above the Genopet has an additional Antennae Augment, which provides a +15% Attack boost?

The Genopet would have an Attack Stat of 52.8. It would receive an incremental 2.2 boost from the Horn’s +5%, as well as an additional 6.6 boost from the Antennae’s +15% modifier, both which are incrementally added to the base stat of 44.


# Items

In the game, there are many Items related to pet care, customization, Energy conversion, and Battle. Most items can be crafted using Habitats; or received as rewards for completing special challenges, or participating in community promotions. In the future, some items will be acquirable within the game for Banking steps and exploring the in-game universe.

## Attributes

Game items can be organized by Type & Family. An item can also have additional attributes associated with its specific Type or Family. For example, Augments typically have Class, Style, and Part attributes; while Cosmetics will have attributes that display their color or aesthetic effect.

### Type

Type denotes the item's general purpose within the game. Here are all of the known item Types thus far:

<table><thead><tr><th width="144" align="center">Type</th><th width="593" align="center">Description</th></tr></thead><tbody><tr><td align="center">Base</td><td align="center">Basic items primarily used to craft other items.</td></tr><tr><td align="center">Augment</td><td align="center">Swappable Genopet bodyparts. Essential for customization and Battle.</td></tr><tr><td align="center">Cosmetic</td><td align="center">Used to modify Genopet aesthetic attributes, such as color and light lines.</td></tr><tr><td align="center">Food</td><td align="center">Required to Feed one's Genopet. </td></tr><tr><td align="center">Reagent</td><td align="center">Advanced ingredient essential for crafting Augments.</td></tr><tr><td align="center">Toy</td><td align="center">Used to Play with one's Genopet.</td></tr><tr><td align="center">Boost</td><td align="center">Consumable items which can improve Genopet performance in areas such as Steps to Energy conversion.</td></tr><tr><td align="center">Battle</td><td align="center">Usable in Battle.</td></tr></tbody></table>

### Family

Within each Type, items can be further classified into Families. Items from the same Family are identical in usage, but may vary in quality or effect.&#x20;

For example, all Cosmetics share the general purpose of modifying Genopet appearance. Adsynth Crystals, a family of items within Cosmetics, can be used to specifically alter a Genopet's primary shell color. Lume Crystals, another family within Cosmetics, are for changing the color of a Genopet's light seams.

Augment families are defined Part (the part of the Genopet's body where the Augment is meant to be equipped) and Style (the distinctive aesthetic look of the Augment). For example, the Ferro Ear family of Augments sport the Ferro aesthetic style and can only be used to replace a Genopet's ears.

## Additional Attributes by Item Type

### Augments

In addition to Type & Family, Augments have three key attributes:

* Style
* Class
* Variant

**Style** defines an Augment's aesthetic look. Augments that share the same Style have the same visual appearance, even if they may be of differing quality or power.

**Class** denotes hierarchy, based on the Augment's quality (power) and the [probability of crafting](/game-mechanics/crafting/alchemy-items/augments) it when using a recipe (scarcity). Higher Class items are more powerful in Battle and provide greater degrees of benefits. For example, a Rare Cirrus Wing augment will have the same general specifications as a Common Cirrus Wing, but its power levels and Battle stats will be higher. The term *Class* replaces the previously used *Rarity.*

**Variant** is an affix-based attribute, which identifies unique or unusual versions of Augments. A Variant of an existing Augment might have completely different abilities or modifiers. Sometimes, Variants can also be used to specify relative power levels within a Class (e.g., Enhanced or Superior Variants).

Certain Variants can only be acquired via successful completion of a community challenge or promotion.

### Cosmetics

Attributes to note when assessing a Cosmetic item relate to its effect and usage. Examples include **Palette** and **Color**. A Royal Purple Adsynth Crystal with the Royal **Palette** and Purple **Color** attributes will, when used, turn one's pet's Adsynth shell into Royal Purple.&#x20;

This is not a temporary effect. Currently, the only way to change one's pet color back would be to use another Cosmetic Crystal of the same type, but with attributes associated with the previous palette and color.


# Step Battles

## Overview

Step Battles are a social competitive feature within Genopets, which allows players to compete with one another using their step activity and customized pets. Any player can create a Step Battle. The length of the battle, as well as other criteria, can be set at creation.&#x20;

Step Battle outcomes will be determined by each participant's Step Battle Score. The Battle Score is calculated as follows:

$$
Steps BankedDuringChallenge Period + Stat Bonus
$$

Any steps banked by the player throughout the duration of the Step Battle period will contribute towards their Battle Score in all active Battles. The amount of *Energy* banked is irrelevant.

## Stat Bonus Calculation

The Genopet Stat Bonus for Step Battles will be calculated as follows:

$$
10 \* (2S + 0.5A + 0.5D)
$$

where *S (Speed)*, *A (Attack)*, and *D (Defense)* represent the Genopet's Speed, Attack, and Defense Stats, respectively. [Augmentation](/game-mechanics/crafting/alchemy-items/augments) modifiers are included. More can be read about Genopet Stats [here](/game-mechanics/stats).

This value will be added to the # of Steps Banked during the step battle period to calculate a player's total Step Battle Score. This Score will determine a player's Genopet's performance in the Step Battle.

The Stats used for a Step Battle are locked in for the associated Step Battle when the invitation is accepted.<br>

## Step Battle Rating System

The below ratings are being tracked in the database for a future release of step battles that will allow for a ranking system to gage the strength of the opponents in the battle. These ratings do not currently show up in version 0.8.0 of the mobile app.

### Step Battle Ratings (SBR)

Every player will have a **Step Battle Rating**, which is calculated as the average daily steps banked by the player on a 30-day trailing basis. Ratings will allow players to assess the relative strength of a potential opponent.

### Average Battle Rating (ABR)

Every player-created Step Battle will have an **Average Battle Rating** to display the collective strength/difficulty of its entrants. ABR is calculated as the average of the respective Step Battle Ratings of every participant already entered in the step battle.


# Player Created Economy

Articles in this section:

{% content-ref url="/pages/2SSYE8ZSghJJhG5wILJA" %}
[Virtual Economies in Context](/game-mechanics/player-created-economy/virtual-economies-in-context)
{% endcontent-ref %}

{% content-ref url="/pages/qqnpkfAVw4ZYyLHKcaPW" %}
[Players as Economic Agents](/game-mechanics/player-created-economy/players-as-economic-agents)
{% endcontent-ref %}


# Virtual Economies in Context

Virtual economies have been a core feature of multiplayer digital spaces almost from the beginning. Even before computers, games based on the economy have long been popular (e.g. Monopoly).

Game design theory argues “fun” derived from games comes from being put in challenging states that have a metaphorical relationship to survival, yet are completely safe. If so, economy games are fun because they allow players to practice survival-relevant heuristics (such as calculating opportunity cost, preference, risk assessment, and resource management) in the face of complex, realistic problems provided within the game context.

In other words, economy games not only satisfy the requirements for fun; they also meet the requirements for intrinsic motivation very well. Based on these thoughts, but also the near universal presence of economies in games, that economic simulation is second only to combat simulation in its ability to produce fun and other pleasurable game experiences.


# Players as Economic Agents

Economy games are considered fun, but economics as a subject is rarely described as such. One explanation is that economics is focused on the science of optimizing outcomes and predictions of behavior; while economy games are centered on being in an economy and acting within it.

Similar to how the thrill of a sport is often found in the playing of it, rather than studying theory, the thrill of the economy comes from being an economic actor.

The game economy of Genopets will expand on this concept by tokenizing in-game assets and doubling down on player agency. Within the Genoverse, players will be more than actors transacting within a closed system; they will have unprecedented levels of economic agency within the game. The tokenized nature of in-game assets will allow players to exercise greater levels of autonomy over everything from pets and habitats, to the very items that can be created, bought, and sold within the game.

First and foremost, all Habitats (the fundamental “means of production” within the Genoverse) will be in the hands of the players. In traditional gaming, the developers typically retain full control over the means of production: all in-game assets flow from this centralized source. This allows developers to set prices and generate predictable revenue. All resulting economic activity involving these assets (player trading, renting, gifting, etc.) usually takes place within a closed system, where assets are exchanged for other assets with no net change in financial value (in fiat terms).

With Genopets, the developers will intentionally release this capability in a controlled manner into the hands of player-creators, who will have invested in the growth of the Genopets economy via the purchase or Terraforming (crafting) of Habitats. Among other uses, Habitats allow players to unlock premium gameplay features–such as crafting and Ki harvesting–and spawn crafting recipe components (unrefined Crystals). Only an existing Habitat can produce a new Habitat.

The crafting of a Genesis Habitat (first generation of Habitats ever) required extensive engagement via a multi-week treasure hunt promotion in order to procure some of the components; plus possession of another NFT asset (Terraform Seed), contribution to the GENE Treasury, and a marginal amount of SOL for transaction fees. In addition to these, a number of Habitats will be sold to organizational partners (e.g., guilds), who can use them to immediately create value for themselves and the economy. Possessing a Habitat is necessary to produce new Habitats. Ultimately, even the decision to increase the supply of the means of production will be in the hands of (Habitat-holding) players.

This is the foundation of the Genopets player created economy.

By refining crystals and crafting items, Habitat holders will serve as the decentralized supply side of the Genopets virtual economy. On the other side of this virtuous cycle will be the non-Habitat-holding playerbase, consisting of those who prefer to play largely for free, but will want to improve, customize, or otherwise expedite aspects of their gamified fitness experience via paid content. This play-enhancing, paid content will be in the form of tokenized items or augments within the game, including assets like crystals, which have already been released. This demand for craftable, in-game goods will set prices and establish equilibrium within the marketplace.


# Crafting

For Habitat-holders, Genopets can be enjoyed as a crafting game. A player must hold a Habitat (or be rented one by another holder) in order to access the crafting system. Crafting is one of the primary utilities for KI, Crystals, and GENE in the game to create items players can use (or sell) to upgrade, customize, and enhance their gameplay experience.\
\
Through this system, players can:

* Refine Genotype Crystals into tokenized, usable ingredients
* Terraform new Habitats from existing ones
* Create and trade powerful in-game cosmetics, augments, and other utility items
* And much more!

Read more about crafting in the [Crafting Recipe Book](/game-elements/crafting-recipe-book) in the [Resources](/game-elements/resources) section below.

{% content-ref url="/pages/YDjxju8mnFEdTaPG5MFj" %}
[Refinement (Crystals)](/game-mechanics/crafting/refinement-crystals)
{% endcontent-ref %}

{% content-ref url="/pages/CZUrIW6vku1pC1FGRhqO" %}
[Alchemy (Items)](/game-mechanics/crafting/alchemy-items)
{% endcontent-ref %}

{% content-ref url="/pages/GIAADdJ8JK5Rqp9WlkBC" %}
[Terraformation (Habitats)](/game-mechanics/crafting/terraformation-habitats)
{% endcontent-ref %}


# Terraformation (Habitats)

Terraformation is the crafting process by which owners (not renters) of Habitats can mint new Habitats. Genesis Habitats (the first Habitats ever created) were Terraformed by players through the game's mainframe on the Genopets website. Going forward, an existing Habitat is required in order to Terraform a brand-new Habitat. Any Habitat can be used to Terraform a new L1 Habitat, provided all component requirements are met.

Players must utilize the Laboratory aspect of their Habitat to Terraform. In addition, players must assemble the proper components for a successful terraforming. The components necessary in order to Terraform a single Habitat:

* Terraform seed (x1)
* Refined Crystal of desired Elemental type (x3)
* Habitat Laboratory
* GENE (5)
* KI

The amount of KI required will depend on the Grade of the Terraform Seed being used.

Each Habitat Terraformed in this way will embody a particular Elemental essence (Wood, Fire, Earth, Water, Metal). The element of the Refined Crystals utilized will determine the element of the produced Habitat.&#x20;

Terraforming components can be generated via existing Habitats or purchased on marketplaces.


# Refinement (Crystals)

Only Refined Genotype Crystals can be used as ingredients for Alchemy (crystal-based crafting). Unrefined crystals cannot. Unrefined crystals must first be refined via a Habitat's Laboratory, transforming them into tokenized game assets with direct utility in the form of Refined Crystals; only then can they be used by the player for gameplay.

Requirements for crystal refinement:

* Unrefined crystal
* KI (10 required per crystal)
* Habitat Laboratory

An unrefined crystal is not a tokenized asset until it is minted and refined. Refined Genotype Crystals can be traded between players on the marketplace.


# Alchemy (Items)

Alchemy is the process by which players can combine Refined Crystals with various ingredients to craft in-game [Items](/game-mechanics/items), ranging from body part augments to tools. These items can be used on one's own Genopet, or traded via the marketplace.

Each Alchemizable item will have its own specific set of required ingredients. These Recipes will be revealed to players in a variety of ways. Some basic recipes may be released to the general public for immediate utilization; other, more advanced recipes will have to be won via in-game challenges or as part of seasonal launches.&#x20;

This mechanic is intended to bridge the gap between players as producers and consumers of the Genoverse economy. As the Alchemy crafting tree expands, player-consumers will be able to dictate demand for items of their choice; based on individual preference or what is popular or effective in the metagame at the time. Player-creators who excel at collecting recipes and meeting the market demand can amplify their earning potential far beyond simple token conversion.

Refer to the [Items](/game-mechanics/items) section to learn more about how in-game items are classified.


# How It Works

**Requirements**

In Genopets, crafting requires the player to own (or have Alchemist rights) to a non-Dormant Habitat. Habitats of all levels may be used to craft and their crafting capacity (represented by Laboratory slots) increases as they rise in level.

Every craftable item in the game has a **Recipe** - a list of ingredients necessary in order to craft that particular item. Possible ingredients include:

* Refined Genotype Crystals of various elements
* KI token
* GENE token
* Terraform Seeds

Players can learn Recipes through a variety of ways.&#x20;

**Token Requirements**

All Recipes will require some quantity of GENE and/or KI token. Token requirements will be subject to regular review and updated periodically to move in sync with the broader game economy.

#### Time to Craft

Time is a soft requirement for crafting certain items within the game. While some items can be crafted and claimed instantly, others will require the player to wait a preset amount of time before they can access or use the item. In general, rarer or higher quality items tend to take longer times to craft.&#x20;

### Mechanics

Players can craft by combining ingredients (S/NFTs and tokens) within their Habitat Laboratory, according to preset Recipes.&#x20;

* All required ingredients must be present in player inventory.&#x20;
* Order of ingredient placement doesn't matter.&#x20;

Once the Recipe is successfully fulfilled, the mint for the output item is verified & confirmed. However, that does not guarantee it is ready to be "Claimed." Claiming is a player action that transfers the item from the Habitat to the player's inventory.&#x20;

The item's "Time to Complete" determines how soon after crafting it is ready to be Claimed. If TTC is instant, item will be instantly available. Otherwise, player must wait the duration of the listed TTC before item is ready and Claim-able in Laboratory.

### Crafting Capacity & Limitations

The number of items a Habitat user can Alchemize simultaneously is determined by the Habitat's crafting capacity. A Habitat starts with one (1) slot in their Laboratory at Level 1, with an additional slot being added each time the Habitat is upgraded. A Level 3 Habitat will be able to craft up to three (3) items simultaneously.


# Cosmetics

Cosmetic items can be used to change the aesthetics of your Genopet (apart from bodyparts, which require [Augments](/game-mechanics/crafting/alchemy-items/augments)). Examples of Cosmetic items include Adsynth and Subsynth Crystals, which can be used to change a Genopet's primary or secondary shell colors.

### Crafting Probabilities

Some Cosmetic items have deterministic recipes, while others do not. A deterministic recipe is one where the correct list of ingredients results in the same exact item each and every time. Some Cosmetics, such as Subsynth Crystals, have deterministic recipes. Others, such as Adsynth and Lume Crystals, involve an element of chance in the crafting. For example, when crafting an Adsynth Crystal, the player will have varying probabilities of receiving different effect colors.&#x20;


# Augments

Augments are swappable Genopet body-parts, which can be equipped to customize a pet's visual appearance and in-game attributes. The attributes which can be modified via Augments are:

* Tail&#x20;
* Wing&#x20;
* Horn&#x20;
* Antenna
* Mane
* Ear
* Eye

All Augment recipes require a Reagent, which establishes which attribute-part the crafted augment will be for. For example, crafting with a Tail Reagent will produce a Tail Augment. Any time the player crafts an Augment, they have a chance to produce one of Common, Uncommon, or Rare class. These probabilities apply to crafting Augments only and do not apply to the classes of other item Types or outputs.

| Crafted Augment Class | Approximate Crafting Probability |
| :-------------------: | :------------------------------: |
|         Common        |                70%               |
|        Uncommon       |                25%               |
|          Rare         |                5%                |

Legendary and Mythic Augments will have additional requirements and cannot be randomly produced through the standard augment-crafting mechanic.

See below for an illustrative diagram on crafting augments:

<figure><img src="/files/R5JK3LFM1fk6IgjseLRa" alt=""><figcaption></figcaption></figure>

### **Usage**

Genopets can be equipped or unequipped with Augments. In order to equip one's Genopet, the Augment must be held in the player's inventory. Upon usage (equip), the Augment replaces the currently equipped Augment in the corresponding body part (attribute). The previous Augment is transferred to the player's inventory.

All Augments are compatible with any Stage of Genopet evolution. Once equipped, the Augment will match its appearance to the Genopet's Stage appearance.

Augments, like other tokenized in-game assets, will be tradable on the marketplace. On marketplaces, the Augment will be visually depicted in its Stage 1 form. However, as clarified above, it will sync to visually match the Stage of the Genopet when equipped.


# Reroll

Players have the option to "reroll" the outcome of their Alchemy by utilizing the Reroll feature on Mainframe. Players may reroll up to a maximum of 3 times.

The token cost for each Reroll will be a single universal cost (applies to all currently craftable items currently) and is tiered as follows:

|       Recipe       | Reroll Cost |
| :----------------: | :---------: |
| 1st Reroll Attempt |    1 GENE   |
| 2nd Reroll Attempt |    2 GENE   |
| 3rd Reroll Attempt |    3 GENE   |

Rerolls are independent of the initial outcome. The same result CAN be rerolled. Players can reroll while the item is pending, before it is claimed.


# Expedite

Players have the option of expediting the remaining Time to Craft by utilizing the Expedite feature on Mainframe. Expediting a crafting item will cost GENE token.

| Time Expedited | GENE Cost |
| :------------: | :-------: |
|   30 minutes   |    0.33   |
|     1 hour     |    0.65   |
|     2 hours    |    1.2    |
|     6 hours    |    3.49   |
|    12 hours    |    6.85   |
|    18 hours    |    9.46   |
|    24 hours    |     11    |

These token costs are subject to change. Players can expedite at any time while the item is pending, before it is completed.


# Augment Upgrading & Recycling

Players are able to perform the following actions with Augments:

* Upgrading - in-app feature which allows players to upgrade an Augment’s Class & Variant to a higher quality. Does not apply to summoned or Genesis Augments.
* Recycling - in-app feature which will allow players to exchange Augments for Energy as a form of salvage. Does not apply to summoned or Genesis Augments.


# Upgrading

Each Class-Variant combination (e.g., Common-(null)) can only be upgraded to the next level up (e.g., Common-Enhanced). Superior variants can only be upgraded to the (null) variant of the next Class up. The ordered progression of upgrades, starting with the (null) Common is as follows:

* Common (null)
* Common Enhanced
* Common Superior
* Uncommon (null)
* Uncommon Enhanced
* Uncommon Superior
* Rare (null)
* Rare Enhanced
* Rare Superior

Players must combine quantities of the same Class-Variant Augment, along with a base amount of 500 Energy, in order to produce 1 same Family Augment of the next Class-Variant tier up. The necessary quantities for each level of upgrade is as follows:

<table data-full-width="true"><thead><tr><th width="188" align="center">Class</th><th align="center">Variant</th><th align="center">Quantity Required to Upgrade to next Variant-Class</th><th align="center">Energy Required to Upgrade</th></tr></thead><tbody><tr><td align="center">Common</td><td align="center">(null)</td><td align="center">2</td><td align="center">500</td></tr><tr><td align="center">Common</td><td align="center">Enhanced</td><td align="center">2</td><td align="center">500</td></tr><tr><td align="center">Common</td><td align="center">Superior</td><td align="center">3</td><td align="center">500</td></tr><tr><td align="center">Uncommon</td><td align="center">(null)</td><td align="center">2</td><td align="center">500</td></tr><tr><td align="center">Uncommon</td><td align="center">Enhanced</td><td align="center">2</td><td align="center">500</td></tr><tr><td align="center">Uncommon</td><td align="center">Superior</td><td align="center">4</td><td align="center">500</td></tr><tr><td align="center">Rare</td><td align="center">(null)</td><td align="center">2</td><td align="center">500</td></tr><tr><td align="center">Rare</td><td align="center">Enhanced</td><td align="center">2</td><td align="center">500</td></tr><tr><td align="center">Rare</td><td align="center">Superior</td><td align="center"><br></td><td align="center"><br></td></tr></tbody></table>

Genesis and summoned Augments cannot be upgraded.<br>


# Recycling

Recycling is the feature that allows players to turn Augments into Energy. This is distinct from Upgrading in that the latter provides a path for improving Augment quality at a cost, while recycling is the ability to salvage one’s Augment for Energy.

Recycling an Augment returns 2,000 Energy to the player, regardless of Augment Family, Class, or Variant. Genesis and summoned Augments cannot be recycled.


# Habitat Management

In a narrative sense, a Habitat represents a Genopet's terrarium home. From a mechanics perspective, Habitats unlock the premium features of the game for players seeking expanded ways to enjoy the game.

Unlike many other NFTs, Habitats are not pre-designed; they are procedurally generated on the fly, at the time of minting (Terraforming). As a result, no two Habitats look exactly alike; each and every Habitat is a unique piece of art and function.

Habitat Management will be located on the [Inventory page of the Genopets Mainframe](https://mainframe.genopets.me/inventory). From there, Habitat owners are able to perform all the actions listed below with their Habitat.

The sections below will cover Habitat anatomy and all the ways a player can make use of their Habitat.

{% content-ref url="/pages/aV72klUgV8TmTTmRkcgu" %}
[General Parameters](/game-mechanics/habitat-management/general-parameters)
{% endcontent-ref %}

{% content-ref url="/pages/FwDBPE1wnH31Z47KQQpQ" %}
[Components](/game-mechanics/habitat-management/components)
{% endcontent-ref %}

{% content-ref url="/pages/D08dI0Y4rmgbGK3dILqF" %}
[Unrefined Crystal Spawning](/game-mechanics/habitat-management/unrefined-crystal-spawning)
{% endcontent-ref %}

{% content-ref url="/pages/W8GDCAmLj5UCZosmAqMN" %}
[Harvesting KI](/game-mechanics/habitat-management/harvesting-ki)
{% endcontent-ref %}

{% content-ref url="/pages/zzHwDv3LdmERWxpC6Sga" %}
[Terraform Seeds](/game-mechanics/habitat-management/terraform-seeds)
{% endcontent-ref %}

{% content-ref url="/pages/Pw0TZKTsdbE1NfXlp5Gd" %}
[Maintenance & Decay](/game-mechanics/habitat-management/maintenance-and-decay)
{% endcontent-ref %}

{% content-ref url="/pages/r66RRIatWE5DEMSVAiR3" %}
[Upgrading Habitats](/game-mechanics/habitat-management/upgrading-habitats)
{% endcontent-ref %}

{% content-ref url="/pages/1ev4hpgda6nhBeCFHyF5" %}
[Delegation (Alchemists & Harvesters)](/game-mechanics/habitat-management/delegation-alchemists-and-harvesters)
{% endcontent-ref %}


# General Parameters

## Role & Function

From a game mechanics perspective, Habitats are extremely powerful in-game assets. They can influence or directly impact the player-driven economy in many ways: crafting items; commodities trading; Alchemical component generation. Holders of Habitats are tantamount to land-holders within the Genoverse; through the purchase of their Habitat, they have affirmed their stake in the Genopets virtual economy. By becoming a Habitat-holder, a player's interests become aligned with those of the governance-rights holders: to see continued and sustainable growth from the Genopets player-creator economy game.

## Types

There are currently 3 types of [Habitats](/game-elements/glossary#habitats) in existence:

* Genesis Habitat - the first class of Habitats ever created. These possess special advantages, such as the ability to Refine Genotype Crystals of *any* element and higher KI Harvesting caps.
* Regular Habitat - standard Habitat type that is [Terraformed](/game-mechanics/crafting/terraformation-habitats) by other Habitats.
* Guild Habitat - distinct class of Habitats in their own collection designed specifically for player-guild use. These Habitats can not be traded in marketplaces and were sold specifically to Guild partners at the start of the project to support the growth of the Economy.

## Levels

Habitats come in three, progressive levels. Level 1 represents the entry-level, junior most Habitat. This can be upgraded to Level 2, then to Level 3, so long as the player pays the associated upgrade costs.&#x20;

As mentioned above, Habitat-holders have immense power over the in-game economy and their long-term interests should be aligned with those of governance-rights holders. The GENE requirement recognizes this important transfer of in-game power.

## Properties

Habitats have four defining properties:

1. Level: 1, 2, or 3
2. Elemental Domain: Earth, Fire, Metal, Wood, or Water&#x20;
3. Type (see above)
4. Delegation status of Alchemist & Harvester roles

Genesis Habitats can be identified by a special Genesis identifying walking area.&#x20;

## Functions

From a game mechanics perspective, Habitats have the following functions:&#x20;

1. Generate unrefined crystals
   * Element of crystal determined by Habitat domain&#x20;
2. Crystal Refinement Capacity&#x20;
   * Determined by Habitat level
3. Item Crafting / Terraforming Capacity&#x20;
   * Determined by Habitat level&#x20;
4. Generate up to 6 Terraform seeds (only L3 Habitats)
5. Convert Energy to KI via Harvesting
   * Determined by Habitat quantity

## States

Habitats can occupy one of three possible states:&#x20;

1. Occupied - Has delegated Alchemist or Harvester using it&#x20;
2. Vacant - Does not have tenant or delegate using it&#x20;
3. Dormant - Past decay period; cannot generate unrefined crystals

Alchemists and Harvesters are roles that can be delegated to other players. Please refer to the Renting section for more information.

## Usage Limits

Players can hold multiple Habitats in their inventory. Furthermore, up to 3 Habitats can be **connected** by assigning [2 Habitats as "sub-Habitats"](/game-mechanics/habitat-management/primary-and-sub-habitats) to a designated Primary habitat. Connecting Habitats in this manner increases the KI Harvesting and crystal refining capabilities of the Primary Habitat. For Harvesting and refining purposes, the connected Habitats are treated as a single unit.

Players can only Harvest KI from a single Habitat (or single set of connected Habitats) every 24 hours. There is no such player limitation on crystal refinement, so long as the player has the required amount of KI and the Habitats being used to refine are active.


# Components

Habitats have 2 functional components:&#x20;

1. **Laboratory**: This is the research building which can be used for various crafting functions, such as refining Genotype Crystals or Alchemizing items.
2. **Portal**: Activates world map. (Coming Soon!)

In addition, each Habitat possesses a unique blend of aesthetic foliage, element-specific formations, and a lamp!&#x20;


# Primary & Sub-Habitats

All Habitats, by default, are Primary Habitats. Sub-Habitats are created when a player connects additional Habitats to their Primary Habitat.

Connecting sub-Habitats increases the Primary Habitat's daily [KI Harvesting capacity](/game-mechanics/habitat-management/harvesting-ki). Sub-Habitats will also [produce unrefined crystals](/game-mechanics/habitat-management/unrefined-crystal-spawning) at the rate expected of their upgraded Level (assuming they are active and not Dormant), which the holder can refine. However, the spawned crystals will be of the same elemental type as the Primary Habitat, irrespective of the sub-Habitat's own elemental type. The Primary Habitat's crystal refinement capacity is increased cumulatively with each sub-Habitat that is added. If the Primary Habitat is Genesis, then the holder will be able to specify the elemental type of all crystals refined.

If a holder refines a crystal on a Habitat prior to making it a sub-Habitat (to a different Primary), its increased refinement capacity is not stacked with the Primary's until the sub-Habitat's refinement window has reset (at the end of its 24-hour day/night cycle).&#x20;

**Disconnecting Sub-Habitats**

Sub-Habitats that are disconnected from their Primary Habitat enter a cooldown where they cannot refine for the remainder of the game day. This is to prevent "double refinement." Users should utilize the full refinement capacity of a connected set of Habitats before disconnecting any sub-Habitats.


# Unrefined Crystal Spawning

Each Habitat spawns unrefined crystals of the same elemental type as its domain (excluding Genesis Habitats, which are capable of spawning crystals of every type). These unrefined crystals must be Refined via the Laboratory before they can be used in Alchemy. The act of Refinement converts unrefined crystals into tokenized Genotype Crystals, which can then be transferred to the player's inventory through the act of Claiming.

Unrefined crystals that are not Refined remain within the Habitat Laboratory as an un-tokenized item. They can be Refined and Claimed at any time. However, until Refined, they cannot be otherwise interacted with and will impact how many crystals the same Habitat spawns the next day. For every pre-existing unrefined crystal already occupying its Laboratory, the Habitat will spawn one less crystal than its maximum spawn rate.

<table><thead><tr><th align="center">Habitat Level</th><th width="249.33333333333331" align="center">Daily Unrefined Crystal Spawn Rate</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">Up to 1 per day</td></tr><tr><td align="center">2</td><td align="center">Up to 2 per day</td></tr><tr><td align="center">3</td><td align="center">Up to 3 per day</td></tr></tbody></table>

Existing unrefined crystals can be cleared from the Laboratory through Refinement, clearing the way for more unrefined crystals.

Note: Genesis Habitats will spawn unrefined crystal(s) without a native elemental type. The element of the crystal must be selected by the player during refinement.


# Harvesting KI

Habitats can be used by players to Harvest KI each day, using their stored Energy. The act of Harvesting KI begins with the player selecting:

1. Quantity - How much KI they want to Harvest (requires Energy)
2. Waiting Period - How long they want to wait before receiving the KI in their wallets

How much Energy is required for Harvesting varies according to how long the player is willing to wait before receiving the KI. How much KI a player can Harvest depends on how much Energy the player chooses to spend *and* how long they choose to wait before receiving their KI.

### **Harvesting Windows & Cooldowns**

When a Habitat is Harvested for the first time, it is activated and its Lifespan begins to expire. This time also marks the start of the Habitat's initial (first ever) Harvesting window. The holder has 24 hours from that moment to complete all desired Harvesting actions for that day of the Habitat's Lifespan (the daily KI Harvesting window). It is over this window of time that the daily Harvesting cap will be enforced. After each 24-hour period, the Harvesting cap will be reset.

Players can only Harvest from one Primary Habitat (with or without sub-Habitats connected) every 24 hours.&#x20;

### **Waiting Periods & Variable Exchange Rates**

The minimum waiting period is 7 days. This waiting period can be extended up to 14 days in exchange for a more favorable Energy to KI exchange rate. Total KI Harvested cannot exceed the player's daily limit, which is determined by the number of sub-habitats a player has connected to their primary habitat.

Refer to the table below for Energy to KI exchange rates, broken out by Waiting Period.

<table><thead><tr><th width="289.6666666666667" align="center">Waiting Period</th><th align="center">KI Harvested per E</th><th align="center">Energy Required per KI</th></tr></thead><tbody><tr><td align="center">7 days (minimum)</td><td align="center">0.0095</td><td align="center">105</td></tr><tr><td align="center">10 days</td><td align="center">0.0143</td><td align="center">70</td></tr><tr><td align="center">14 days</td><td align="center">0.02</td><td align="center">50</td></tr></tbody></table>

Players who select a longer Waiting Period will effectively receive the same amount of KI for less Energy.&#x20;

E.g., a player who wishes to convert 5,000 Energy into KI will receive 47.5 KI if they select the 7-day Waiting Period; or they can receive 100 KI using the same 5,000 Energy if they choose to wait 14 days (assuming they have enough connected Habitats to Harvest the full 100 KI without exceeding their daily cap - see below for more context).

Once Quantity and Waiting Period have been selected, the player will be presented with how much Energy will be required for the current Harvesting action. If confirmed, this is the amount of Energy that will be deducted from the player's balance. The Harvested KI will be transferred into the delegated wallet at the end of the waiting period.

### Harvesting Limits

Habitats have limits on how much KI can be Harvested from them each game day. Furthermore, a player can only Harvest from one primary Habitat per game day. How much players can Harvest from a Habitat is a function of its Level *and* how many (if any) sub-Habitats are connected. If a player holds a single Habitat in their possession, this is considered their primary Habitat and its level determines its daily Harvesting cap.&#x20;

![Note: Genesis Habitats have higher daily harvesting caps compared to their non-Genesis brethren.](/files/A8ZNj3opl51HFyD2juK3)

#### Connecting Multiple Habitats

Players can connect up to 2 additional "sub-Habitats" to their Primary Habitat. Connecting sub-Habitats not only allows the player to increase their daily Harvesting limit by the limit of each individual, connected Habitat--but also applies a bonus ("Connected Habitat Bonus") for holding multiple Habitats. The Connected Habitat Bonus is a fixed value boost (currently set at 1.1x, or 10%) that is applied when calculating the daily harvesting cap for a player with at least 1 sub-Habitat connected to their Primary Habitat.

Refer to the formula for calculating the total daily Harvesting limit for a player with multiple Habitats below:

![](/files/DyEzjfuOsxgGfdvh7jCy) ![](/files/XB7sy7apanQ9qa0tMnv0)

As seen above, the total daily KI Harvesting limit for a player with multiple connected Habitats is the sum of each Habitat's individual Harvesting limit, combined with the Connected Habitat Bonus (+10%). Individual Habitat Harvesting limits are based on Habitat level.

Consider this example: Player A has a L3 Habitat and two L2 Habitats in their possession. If they connect all three Habitats, what is their total daily Harvesting cap?

By combining the individual harvesting caps of the three connected Habitats (70, 50, and 50, respectively) and applying the 10% bonus (1.1x multiplier), we can calculate that Player A's total daily Harvesting limit is 187 KI.

**Note:** There is a 24 hour cooldown for connecting sub-Habitats. Once a Habitat has been disconnected, it cannot be added to another Habitat for 24 hours.

#### **Absolute Limits**

Daily harvesting limits are absolute, meaning they are always enforced. These daily caps work in tandem with the player's selected Waiting Period, such that Energy costs can vary for ultimately Harvesting the same amount of KI.

To illustrate an example, imagine a player who wants to Harvest the daily maximum of 70 KI with their single L3 Habitat. If they wish to receive their KI after 7 days, the Harvesting will require 7,369 Energy.&#x20;

However, what if the player selects the 14-day Waiting Period? The player still cannot Harvest more than the daily cap. Instead, due to the more favorable exchange rate at 14 days, the player can Harvest the same amount of 70 KI for only 3,500 Energy.&#x20;

#### **Guild Habitats & Harvesting Efficiency**

Harvesting Efficiency represents how much of a Habitat's baseline Harvesting capacity is accessible by the player. For example, a Level 1 Habitat (with no sub-Habitats) has a daily Harvesting cap of 30 KI. A Harvesting Efficiency of 100% would mean that a player Harvesting from this Habitat could Harvest the full 30 KI per day, assuming they have the required amount of Energy. All Genesis and Regular type Habitats have a default Harvesting Efficiency of 100%.

Guild Habitats are subject to Harvesting Efficiency decay, based on the frequency of Repairs. Harvesting Efficiency will fall by 25% for each 24-hour cycle (game day) that goes by without the Guild Habitat being Repaired. Thus, a Guild Habitat that has not been Repaired for two game days in succession will have a Harvesting Efficiency of 50% on the third day.&#x20;

Repairing a Guild Habitat forestalls the onset of Harvesting decay by 24 hours. In other words, Repairing a single time on Day 1 will mean Harvesting decay is not applied to the Habitat until start of Day 3. This feature can be stacked; for each Repair, the Habitat will be granted another day of exemption from the Harvesting cap. E.g., if a player Repairs their Habitat 10 times on a given day, followed by another 2 Repairs the following day, the Habitat will be exempt from Harvesting Efficiency Decay for a total of 12 consecutive 24-hour cycles.

Conversely, every 24-hour cycle that passes without Repair causes the Habitat's Harvesting Efficiency to tick down by 25% until it reaches 0%. At this point, no KI can be Harvested from the Habitat, even if it is not yet Dormant; the Habitat must be Repaired a number of times equal to the number of days (24-hour cycles) it has been left to decay in order to regain 100% Harvesting Efficiency.

When the Guild Habitat's Durability = 0, Harvesting Efficiency is locked at 100% until the Habitat expires into Dormancy or is Upgraded. At Level 3, the player has the option to remove Harvesting Efficiency altogether by spending 2,000 KI.

### KI to Energy

Players will be able to convert KI back to Energy for in-game use. The current exchange rate for KI back to Energy is 0.03 to 1.


# Terraform Seeds

Only L3 Habitats are capable of generating Terraform Seeds. Each L3 Habitat will spawn 6 Terraform Seeds in its possession, one of each Grade listed in the table below. These seeds are ungenerated assets until the Habitat-holder claims them, using the corresponding "Claim" action. The Claim action will cause all 6 seeds to be minted and transferred into the player's possession.

Habitat-holder will only need to Claim once to acquire all 6 Terraform Seeds in their inventory. Whether a Habitat has claimed or unclaimed seeds will be marked by a binary flag in its metadata.

### Use in Habitat minting ("Terraforming")

Terraform Seeds are essential components to creating new Habitats. In addition, Habitat minting also requires 3 Refined Crystals of the same elemental type, 5 GENE, and a variable amount of KI. The amount of KI required for a given mint is dictated by the Grade of the Terraform Seed being used.&#x20;

<table><thead><tr><th width="150" align="center">Terraform Seed Grade</th><th align="center">GENE Required</th><th align="center">KI Required</th><th align="center">Additional Required Components</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">5</td><td align="center">1,800</td><td align="center">3 Refined Crystals of same type</td></tr><tr><td align="center">2</td><td align="center">5</td><td align="center">2,500</td><td align="center">3 Refined Crystals of same type</td></tr><tr><td align="center">3</td><td align="center">5</td><td align="center">3,600</td><td align="center">3 Refined Crystals of same type</td></tr><tr><td align="center">4</td><td align="center">5</td><td align="center">4,900</td><td align="center">3 Refined Crystals of same type</td></tr><tr><td align="center">5</td><td align="center">5</td><td align="center">7,100</td><td align="center">3 Refined Crystals of same type</td></tr><tr><td align="center">6</td><td align="center">5</td><td align="center">10,000</td><td align="center">3 Refined Crystals of same type</td></tr></tbody></table>

As tokenized assets, Terraform seeds can be traded between players on marketplaces.&#x20;

Existing Terraform seeds on marketplaces minted from the Genesis Genopet Fair Launch are Grade 3. Future Terraform seeds spawned by Habitats will have their grade displayed in their meta data.


# Maintenance & Decay

Without player intervention, all Habitats decay over time, starting from the moment the Habitat is activated. When a Habitat fully decays, it enters into a state called Dormancy, rendering it useless and unable to perform .&#x20;

As such, a Habitat's lifespan is measured in days remaining until Dormancy. The starting lifespan of a starting L1 Habitat is 90 days. Lifespan will tick down on a daily basis, assuming no player intervention. When lifespan reaches 0, the Habitat will become Dormant and unusable--unless Restored.

Lifespan can be extended via the act of Repairing the Habitat. The maximum # of times a player can Repair their Habitat is dictated by a Habitat's Durability. Refer to the "Extending Habitat Lifespan & Durability" section below for more details.

Once activated, Habitat decay will continue even if it is removed from the player's inventory (e.g., sold or transferred). A Habitat's lifespan and durability will be viewable in its metadata.

{% hint style="info" %}
**Important Terms & Definitions**

* **Lifespan** = the amount of life remaining to a Habitat (measured in # of days until Dormancy); can be refilled to a limited extent through Crystal burn.
* **Repair** = the act of burning a Crystal in order to increase current Lifespan. Lifespan can be increased beyond the initial starting value of 90.
* **Durability** = maximum # of times a Habitat can be repaired
  {% endhint %}

### Extending Habitat Lifespan - Durability & Repair

Players can Repair their Habitats to stave off decay. The act of repairing a Habitat extends its current lifespan by 1 day. Repairing a Habitat requires the use of a Refined Genotype Crystal. The Crystal is consumed in the process of repairing the Habitat. The number of times a Habitat can be Repaired at any given time is equal to its remaining Durability.&#x20;

L1 Habitats start with a Durability value of 90, meaning a player can repair their Habitat up to 90 times. Durability can be increased by upgrading the Habitat's Level. Each upgrade adds another 90 to Durability, thereby allowing the player to repair the Habitat an additional 90 times.

### Dormancy & Restoration

Once the Habitat fully decays, it enters the Dormant state. A Dormant Habitat cannot be used to perform economic actions, such as crystal refinement or KI Harvesting. If Habitat becomes dormant, it can only be Restored using KI. Once it's Restored, it will regain 90 days worth of lifespan and the durability of its level.

| Level | Revival Cost (KI) | Durability Regained |
| :---: | :---------------: | ------------------- |
|   1   |       1,800       | 90                  |
|   2   |       4,200       | 180                 |
|   3   |       7,200       | 270                 |


# Upgrading Habitats

Habitats have 3 levels and can be upgraded to increase utility. By leveling up, Habitats are able to spawn more unrefined crystals, increase their crafting capacity, and Harvest more KI per day. Upgrading one's Habitat comes with costs, and so must be treated as a strategic decision for the player.

<table><thead><tr><th width="99">Level</th><th width="99">Crystals</th><th width="97" align="center">Lifespan</th><th width="110">Durability</th><th width="94">Daily KI</th><th width="95">Crafting Capacity</th><th width="198">Upgrade Cost</th></tr></thead><tbody><tr><td>1</td><td>Up to 1 per day</td><td align="center">90</td><td>90</td><td>30</td><td>1</td><td><ul><li>2,400 KI</li><li>5 GENE</li><li>1 Genotype Crystal (same element as Habitat)</li></ul></td></tr><tr><td>2</td><td>Up to 2 per day</td><td align="center">90</td><td>180</td><td>50</td><td>2</td><td><p></p><ul><li>3,600 KI</li><li>10 GENE</li><li>5 Genotype Crystals (same element as Habitat)</li></ul></td></tr><tr><td>3</td><td>Up to 3 per day</td><td align="center">90</td><td>270</td><td>70</td><td>3</td><td>-</td></tr></tbody></table>

{% hint style="info" %}
*Displayed KI Harvesting Cap values are for single Habitats. Connecting more Habitats will increase daily cap.*
{% endhint %}

### Effect on Durability

Upgrading a Habitat increases its present Durability by 90. This allows the player to Repair their Habitat an additional 90 times before Dormancy. This benefit takes effect once per upgrade (from Level 1 to Level 2, and Level 2 to Level 3).&#x20;

Note: The Habitat's Lifespan is not affected; only its Durability is increased.&#x20;

When the Habitat is revived, it will regain its full Durability


# How to Acquire Habitats

Having a Habitat is required to participate in the Web3 side of the game - earning KI and crafting items. There are three ways to acquire a Habitat:

1. **Marketplace purchase** - Buy Habitats on [Magic Eden](https://magiceden.io/creators/genopets)
2. **In-app Marketplace purchase (Coming Soon!)** - Players can purchase Habitats and other game items in-app
3. **Terraform** - As a Habitat owner, you can mint a new Habitat with a Terraform seed, refined crystals, GENE, and KI. Terraformed Habitats start at Level 1.
4. **Rent** - You can rent a habitat from another player who has a Habitat to be able Harvest KI and Craft.


# Delegation (Alchemists & Harvesters)

Habitat owners can choose to delegate use of their Habitats to other players.&#x20;

This feature can currently be accessed via the habitat management interface on the Mainframe web app. This interface allows Habitat owners and delegates to establish delegation terms, set P2P payment terms, and perform Habitat actions.&#x20;

## Player roles

Habitats are operated across three player roles, each defined by their relationship with different Habitat functions.&#x20;

* Landlord - Habitat owner; defined by the player wallet address that owns the Habitat via the blockchain ownership space (SPL-Token Authority in Solana)
* Alchemist - Delegate type; player who has been assigned Alchemy (Item Crafting) usage rights; defined by a nullable player address listed in the Habitat metadata
* Harvester - Delegate type; player who has been assigned KI harvesting rights; defined by a nullable player address listed in the Habitat metadata

Alchemist and Harvester can be associated with the same player wallet address.

## Setting Delegation Terms

### Types of Contracts

There are two types of rental contracts are available to the Landlord and potential renters, each distinguished by the usage rights that are delegated:

* Harvesting authority - the Habitat's KI harvesting capability is assigned, in exchange for a % of the KI Harvested (royalty). The % represents how much of the KI Harvested the Habitat owner will receive each time KI is Harvested.
* Alchemy authority - the Habitat's item crafting and refining capabilities are assigned, in exchange for fixed token payments (rent).

Each of these usage rights is synonymous with its respective player role. A renter who receives Alchemy authority is the Alchemist; one who receives KI Harvesting authority is the Harvester.&#x20;

The contracts are not mutually exclusive in terms of tenant eligibility. Landlords may enter into both types of contracts with the same delegate player simultaneously if they wish. Landlords may also choose to reserve one or both of these rights for themselves.

### Alchemy (Item Refining & Crafting) Delegation Contracts

Landlords can delegate Alchemy usage rights to a Delegate in exchange for rent payments. The Delegate would receive the right to:

* Access the Alchemy section of the Habitat management portal
* Refine any unrefined crystals that spawn during the rent period
* Use the Habitat's Laboratory to craft and claim items

The terms of an Alchemy delegation contract are set by the Landlord, using the Habitat management interface. Landlords can confirm how long the Delegate can rent, how much they should pay in exchange, and what token the rent payment should be in.

* **Rent** - fixed token amount that the Delegate must pay as a lump sum at the start of each rental period, in order to secure their Alchemist rights for that period.&#x20;
* **Rental period** - the contracted period of time during which the Delegate can use the Habitat for Alchemy) is measured in 24-hour cycles, with the minimum rental period being one 24-hour cycle.
* **Rental token** - the specified SPL token in which rent must be paid

The **first rent payment is due immediately** upon creation of the Alchemy delegation smart contract by the Landlord (using the Habitat interface). Once the rent is paid, the rental period begins and the Delegate can perform Alchemy with the Habitat until the rental period ends. Rent is always due prior to the start of the next rental period thereafter. Delegates can pay rent for the next rental cycle up to 48 hours prior to the end of the current rental period. This automatically re-establishes the rental contract for the following period.

#### Grace Periods

For Alchemy rentals exclusively, Landlords can set an **optional Grace Period** as a term within the contract. The Grace Period is the period of time after the rent is due, where the Delegate can still pay the rent without any penalty. The grace period cannot exceed the length of the rental period within the same contract. If the Grace Period passes without the requisite rent being paid, the Landlord can unilaterally end the contract and remove the Delegate.

### **Harvesting Delegation Contracts**

All Harvesting delegation contracts operate on a royalty payment basis. **Royalty** is defined as a preset percentage of Harvested KI that will go to the Landlord as payment. Unlike Alchemy rental terms, the royalty payment is distributed at the time of KI withdrawal, which in turn occurs at the end of the selected [Waiting Period](/game-mechanics/habitat-management/harvesting-ki).

Landlords may only delegate a new Harvester once per 24-hour cycle.

### Processing Fee

A portion of each successful rental or royalty payment will go to the Genopets community treasury, to support continued service and development of these features. The breakdown of fees are as follows:

* For Alchemy rentals: 2% of rent at time of payment
* For Harvester royalties: 1% of each Harvest (Landlord and assigned Harvester split the remaining 99%)

## Habitat Management Features

Using the Habitat Management interface, Landlords can perform a variety of administrative and monitoring actions. These include the ability to:

1. Adjust KI harvesting royalty&#x20;
2. Onboard tenants and/or delegates (either individually or batched)
3. Adjust rent amount or pay period
4. Evict delegates
5. Monitor key metrics, such as total KI harvested, crystals refined, and items crafted


# Habitat Hibernation

Habitats can be put into "Hibernation," whereby all functions and capabilities are frozen for a pre-determined amount of time.&#x20;

When a player hibernates a habitat, they must select the number of days they would like to freeze it for ("Days Frozen"), then prepay an amount of GENE and KI, calculated as follows:

**Hibernation GENE Cost + (Days Frozen \* Daily Hibernation KI Cost)**

The habitat will automatically awaken after the predetermined hibernation period is over, but can be awakened prematurely. No refunds are given for premature awakenings.

Any connected sub-habitats are automatically removed when a Habitat is Hibernated. If sub-habitats cannot be removed for game rules reasons, such as being tied to an active alchemist rental contract, then hibernation will not be possible.

### Hibernation GENE Costs & Max Hibernations

Each Habitat type has a flat GENE cost for Hibernating. There is also a fixed number of Hibernations allowed per Habitat type per lifecycle.

|   Habitat Type  | Hibernation GENE Cost | Max Hibernations per Lifecycle |
| :-------------: | :-------------------: | :----------------------------: |
| Regular & Guild |         5 GENE        |                1               |
|     Genesis     |          Free         |            Unlimited           |

Level 1 2 3 Daily Hibernation Ki Cost 10 16 23

### Daily Hibernation KI Cost

The daily Hibernation KI Cost varies by Habitat Level. It is multiplied by the number of days the Habitat is to be frozen for (selected by the player) in order to determine the total KI cost.

| Habitat Level | Daily Hibernation KI Cost |
| :-----------: | :-----------------------: |
|       1       |             10            |
|       2       |             16            |
|       3       |             23            |


# Dual Token System

Genopets operates on a dual-token system that comprises KI and GENE Token, each with its own function and in-game utility. See [Game Mechanics](/game-mechanics/developers-note)for more details on the game economy.

### GENE TOKEN <img src="/files/Aw2VcGAV14Kc7OEC27Ub" alt="" data-size="line">

GENE Token is the governance and staking token used for Genesis NFT sales, seasonal drops, and in-game for crafting valuable items. Stake GENE for rewards and in-game perks.

Contract Address: <https://explorer.solana.com/address/GENEtH5amGSi8kHAtQoezp1XEXwZJ8vcuePYnXdKrMYz>

* **Stake GENE for Rewards** - Earn in-game benefits and rewards like reward pool GENE, private beta access, seasonal NFT drops, and future Energy boosts in-game.
* **Exclusive Genesis Drops** - Participate in seasonal NFT sales, future treasure hunts, and Genesis NFT campaigns, and partnership drops using GENE Token.
* **Governance Voting** - In the future, staking will be the mechanism through which the community will vote on decisions such as future token emissions and game mechanics.

### KI TOKEN<img src="/files/w2JhRiVzAnZRBOcxpidB" alt="" data-size="line">&#x20;

KI Token is an in-game utility token. Habitat owners are able to harvest KI by converting Energy from steps each day. KI is burned when used and has a max daily earning cap.

Contract Address: <https://explorer.solana.com/address/kiGenopAScF8VF31Zbtx2Hg8qA5ArGqvnVtXb83sotc>

* **Crystal Refinement** - Refine crystals each day using KI Tokens to extend the lifespan of your Habitat while producing the ingredients used to craft items.
* **Alchemy & Crafting** - Combine refined crystals with KI Tokens in your habitat’s lab to start crafting. Combine crystals of all types to create in-game items & power ups.
* **Terraforming** - Create (mint) additional Habitats using KI Tokens, GENE Tokens, Refined Crystals, and a Terraform Seed to use or sell to other players or rent in the market.

### sGENE (In-Game only Token)  <img src="/files/tMt8fUtKDI0HEgyR1n1L" alt="" data-size="line">

A key component of our staking architecture is the ability to withdraw locked GENE Token rewards as sGENE to use in-game. Synthetic GENE, or sGENE, is for the sole purpose of in-game use, and cannot be swapped for GENE or listed on exchanges. After sGENE is used, it is burned. It doesn’t affect the total supply of GENE and cannot be swapped back for GENE after a staker chooses to withdraw it as a reward for staking. More on [GENE Staking](/tokenomics/gene-staking).

Contract Address: <https://solscan.io/token/GkpbHQu2zYmJxyp93p9wTX3uHjsFt8ZGeomVwZkGwXLH>


# GENE Tokenomics

UPDATE: 12/9/2022 Due to market conditions, a majority of SAFT holders, lead investors, and the Founders agreed to extend the vesting period an additional year to receive tokens from the private sale. As an act of solidarity, Founders will also be extending their token vesting an additional year to a 4 year vest.

### Allocations & Release Schedule

<figure><img src="/files/RVhHbfkzmHZgS6PBBNuv" alt=""><figcaption></figcaption></figure>

### Token Emission Chart

GENE will be unlocked in the below defined schedule which lasts for 60 months from the initial Token Generation Event (TGE):

<figure><img src="/files/LtYMZSsnq3rvTVVccVZj" alt=""><figcaption></figcaption></figure>


# GENE Staking

The following notes details of the Genopets Staking program

GENE is the governing token of the Genoverse and staking is what allows you to realize its value. Governance, in-game utility and liquidity rewards are all enabled through the staking program.

The Genopets staking program was inspired by successful projects in both the GameFI and DeFi space. We have been following the industry best practices closely and along with input from our advisors, investors, and community leaders and have arrived at a model we’re proud to propose.

Staking for GameFi projects on Solana is growing, but best practices and contracts have yet to be clearly established in the community. After the launch of our GENE staking program we hope to inspire other projects in the Solana community to use similar mechanisms and contract design to align their token holders with the success of their projects.\
\
For Genovians, we hope this program will incentivize and reward the GENE token community while providing stability and liquidity to the Genopets game economy.

Stake here: <https://mainframe.genopets.me/staking>


# Inspirations

**Curve** - Curve.fi is the largest DeFi protocol by TVL - it pioneered the vote-locking mechanism with its CRV DAO token and its derivative veCRV (which stands for Vote Escrow CRV) can be acquired by locking the CRV in a staking contract for 1-4 years. The longer you lock, the more veCRV you receive, which gives you more voting power in deciding where future CRV is allocated. In addition, the veCRV can be used to boost Curve pool rewards up to 2.5x.

**Frax** - Following Curve’s model, Frax’s FXS can be locked for 1-4 years to receive veFXS. In addition to governance voting, veFXS also makes the holder eligible for FPIS airdrops.

**Illuvium** - Illuvium was the first GameFi project with an innovative staking mechanism. There are two staking pools, one for single-sided governance token staking, the other for the liquidity pool on Uniswap. There are locking mechanisms in which the longer you lock, the higher weight your rewards. The locking period can be up to 1 year. They also have a synthetic version of the token named sILV, which can be used in-game, but has minimal liquidity on the market. All staking rewards have a 365-day vesting period but can be withdrawn as sILV to be used in-game.


# Motivations

The Genopets staking program draws from the best parts of our inspirations. The main goals of the GENE staking program are:

1. &#x20;Incentivize long-term holding of GENE token
2. Encourage usage of GENE token in-game
3. Maximize liquidity for KI
4. Minimize inflationary pressure of GENE


# Benefits

With the aforementioned motivations in mind, the key benefits of staking come in 5 forms:

**Rewards**&#x20;

The first benefit of staking is, of course, providing GENE Token rewards from the allocated reward pool. GENE Staking rewards earned are locked for 1 year by default, but can be withdrawn without lock as sGENE which, though usable in-game, have no protocol-designated liquidity.

**Distributions**

NFTs, tokens, or other assets distributed to stakers from time to time. This could be from a NFT airdrop, or from a new token launch (KI tokens). It may or may not be locked as it’s case dependent.

**Initial KI Token Generation via Lockdrop**

The initial generation of KI Token will be distributed to GENE token stakers via lockdrop and sold in a fair launch on Strata. KI Token is the in-game utility token that is earned in-game and burned through various game mechanics to stabilize the game economy.

**In-game Boosts & Early Access**

GENE Token stakers are given preference and additional benefits with regards to in-game mechanics, from time to time, based on particular campaigns or in-game seasonal quests. For example, KI earnings boosts, Private Beta access, whitelisting for future NFT Sales, and early access to other new features are all GENE Token Staking benefits.

**Governance Voting**

GENE Token stakers will be entitled to vote on governance decisions like future token emissions, provide input on game mechanics, and participate in other foundation-related decisions as we work towards more community involvement in every aspect of the game. Governance voting weight is determined by the amount of time remaining in the lock period.


# Design

The basic rules of the Genopet's staking program are as follows:

* Every staking deposit must be locked for a period of time
* The staker can select the lock period
* The longer the lock period, the more bonus rewards can be earned
* GENE rewards are locked for one year by default
* GENE rewards can be withdrawn unlocked as sGENE, which can be used in-game
* When governance voting is enabled, the voting weight is determined by the amount of lock period left in the staking deposit


# sGENE In-Game

A key component of our staking architecture is the ability to withdraw locked GENE Token rewards as sGENE to use in-game. Synthetic GENE, or sGENE, is for the sole purpose of in-game use, and cannot be swapped for GENE or listed on exchanges. After sGENE is used, it is burned. It doesn’t affect the total supply of GENE and can’t be swapped back for GENE after a staker chooses to withdraw it as a reward for staking.

We believe this is critical to consider in all GameFi projects in order to simultaneously reward staking while maintaining the clear utility of governance tokens being used in the game.


# Definitions

**Total Allocated Rewards**

The total number of GENE allocated for the Staking Program.

**Staking Program Duration**

The amount of time this staking program lasts for.

**Reward Decay**

The % that the reward emission is reduced by per Reward Epoch.

**Reward Epoch**

A pre-determined duration where the reward emission is constant. After each epoch, the next epoch will reward fewer tokens by a factor of the Reward Decay.

**Lock Duration**

The amount of time until the staked tokens can be withdrawn. Minimum is `1 month`, maximum is `2 years`.

**Staking Pool**

A group of the same token earning the same reward. We will start off with just the GENE pool, but intend on having a KI/USDC LP pool shortly after launch to incentivize liquidity for KI.

**Pool Weight**

Each pool earns rewards differently, some pools earn more rewards while others earn less. This is determined by the pool weight. For example, if pool 1's weight is 40 and pool 2's weight is 60, then pool 1 will earn 40% of the rewards while pool 2 earns the remaining 60%.

**Deposit**

A single record of staked tokens with its own locking period and weights.

**Reward Weight**

The weight to which a deposit’s reward tokens from the reward pool are awarded to the staker. The idea is that the longer you stake, the more you earn, exponentially. (someone who locks for 1 year earns 5x of someone who locks for 1 month, for example.) This is called the **Reward Bonus**. The formula for determining the reward weight is below.

$$
rewardBonus = 5^{\frac{lockDuration}{1 year}}
$$

$$
reward  Weight = rewardBonus \* stakedAmount \* poolWeight
$$

**Voting Weight**

The weight to which a deposit’s voting power, distributions and in-game boosts are awarded to the staker. It’s calculated by multiplying the remaining lock duration by the staked token amount, or with this simple formula:&#x20;

$$
votingWeight = remainingLockTime \* stakedTokenAmount
$$

**Vesting Reward**

A single record of reward tokens that have started vesting. All staking reward tokens are locked for 1 year, but can be withdrawn as sGENE immediately to use in-game.


# Current Settings

| **Start Date**               | 2022/05/18          |
| ---------------------------- | ------------------- |
| **Total Allocated Rewards**  | 4,000,000           |
| **Staking Program Duration** | 208 weeks (4 years) |
| **Reward Decay**             | 3%                  |
| **Reward Epoch**             | 2 weeks             |
| **Minimum Lock Duration**    | 1 month             |
| **Maximum Lock Duration**    | 24 months           |


# Staking Program Audit

[SolShield](https://www.solshield.io/) conducted a full security audit and vulnerability analysis on the Genopets Staking Program. The audit process took approximately \~2 weeks to complete starting from April 27th and ending on May 13th. This report briefly covers the program’s workflow along with a short description of the vulnerabilities discovered by the SolShield team. \
\
**All issues identified were resolved swiftly following the audit report.**

An excerpt from the methodology section of the report providing and overview of the audit process:\
\
After the initial contact from the Genopets team, we held an online session to go through the logic and the code structure. The complexity of the implementation was assessed to be unnecessarily high, therefore and thanks to the effort of the core developers from Genopets, a code revamp was done which took \~2 weeks to complete. \
\
After that, we started to do extensive code analysis. The staking program makes extensive and spot-on use of PDAs to manage program associated data. The SolShield team also took extra care to confirm the program is resilient against classic Solana program attacks such as account re-initialization and substitution, missing authority and signer checks and token account confusions.

Instances of these primitive classes of vulnerabilities were discovered which we will explain later. In the next step, to guarantee the implementation follows the intended program specification, our lead auditor had multiple 1-on-1 sessions with the lead developer of the program, where we inspected the data flow through program logic ensuring correct behavior.

Then, as per SolShield promise, our team deployed the program on devnet and ran intense fuzzy and penetration tests, hitting the program with custom transactions with randomly generated data and different types of accounts to uncover any residual attack vector that might put the program in danger.

Lastly, we reported all the bugs and discoveries to the Genopets team with suggestions on how to resolve and mitigate the issues. The developers were swift in releasing patches to address the vulnerabilities we pointed out. The final code was scanned yet once again as a clean up review to ensure the validity of the fixes and that no new vulnerabilities were introduced in the process.

See the full report attached below:

{% file src="/files/pZLbqoyhzmv8iHCPgg0R" %}


# Airdrop Reward Weight

How Airdrop Rewards are calculated

## Protocol Airdrop Calculation Documentation

### Overview

The protocol implements an airdrop mechanism that rewards GENE stakers with new tokens. The distribution is weighted based on both the amount staked and the duration of the stake, incentivizing longer-term staking commitments.

### Airdrop Reward Weight Formula

The core of the airdrop calculation is the Airdrop Reward Weight, which is calculated for each staking position using the following formula:

$$
\text{Airdrop Reward Weight} = \text{Amount Staked} × 5^{\text{days locked remaining}/365}
$$

The global reward weight (G) is the protocol sum of all users' airdrop reward weights:

$$
G = \sum\_{i=1}^n W\_i
$$

Where n is the total number of staking positions and W is each user's airdrop reward weight.

This formula creates an exponential relationship between lock duration and rewards, significantly favoring longer-term stakers.

The formula indicates that the airdrop reward weight changes daily for everyone as the number of days remaining in the lock period decreases. As a result, the exponential benefit of a longer lock period diminishes over time. However, users have the option to relock their stake at any time, effectively resetting the "days locked remaining" and boosting their stake weight. This feature encourages ongoing long-term commitment from participants.

### Distribution Mechanism

The actual number of airdrop tokens a staker receives is determined by their proportional share of the global airdrop reward weight:

$$
\text{Individual Airdrop Amount} = \left( \frac{\text{Individual Reward Weight}}{\text{Global Reward Weight}} \right) \times \text{Total Airdrop Amount}
$$

Where:

* Individual Reward Weight: The calculated reward weight for a specific staking position
* Global Reward Weight: The sum of all stakers' reward weights
* Total Airdrop Amount: The total number of tokens being distributed in the airdrop

### Example Calculations

#### Basic Example

Consider the following scenario:

1. Total airdrop amount: 400,000,000 tokens
2. Global reward weight: 1,000,000
3. Your staking position:
   * Reward weight: 5,000 (1,000 GENE staked for a year)

Your airdrop allocation would be:

```
(5,000 ÷ 1,000,000) × 400,000,000 = 2,000,000 tokens
```

#### Complex Scenarios

Let's examine several staking positions to understand how different parameters affect rewards:

### Scenario 1: Impact of Lock Duration

Consider five stakers with the same amount but different lock periods:

Staker A:

* Amount staked: 1,000 GENE
* Lock duration: 30 days
* Reward weight: 1,000 × 5^(30/365) = 1,418.5

Staker B:

* Amount staked: 1,000 GENE
* Lock duration: 180 days
* Reward weight: 1,000 × 5^(180/365) = 3,623.6

Staker C:

* Amount staked: 1,000 GENE
* Lock duration: 365 days
* Reward weight: 1,000 × 5^(365/365) = 5,000

Staker D:

* Amount staked: 1,000 GENE
* Lock duration: 548 days (1.5 years)
* Reward weight: 1,000 × 5^(548/365) = 8,660.3

Staker E:

* Amount staked: 1,000 GENE
* Lock duration: 730 days (2 years)
* Reward weight: 1,000 × 5^(730/365) = 25,000

This demonstrates how longer lock periods exponentially increase the reward weight:

* A 1-year lock (365 days) results in a 5x multiplier
* A 1.5-year lock (548 days) results in approximately 8.66x multiplier
* A 2-year lock (730 days) results in a 25x multiplier

This demonstrates how longer lock periods exponentially increase the reward weight. A full year lock (365 days) results in a 5x multiplier. A 2-year lock (730 days) results in a 25x multiplier.

### Scenario 2: Multiple Staking Positions

Consider a user with multiple staking positions:

Position 1:

* Amount: 500 GENE
* Lock duration: 90 days
* Weight: 500 × 5^(90/365) = 871.8

Position 2:

* Amount: 1,500 GENE
* Lock duration: 180 days
* Weight: 1,500 × 5^(180/365) = 5,435.4

Total user weight = 871.8 + 5,435.4 = 6,307.2

**Scenario 3: Global Distribution Example**

Let's calculate actual token distribution with multiple participants:

Given:

* Total airdrop: 100,000 tokens
* Three participants:
  1. Weight: 5,000 (20% of global)
  2. Weight: 15,000 (60% of global)
  3. Weight: 5,000 (20% of global)
* Global weight: 25,000

Token allocation:

1. Participant 1: (5,000/25,000) × 100,000 = 20,000 tokens
2. Participant 2: (15,000/25,000) × 100,000 = 60,000 tokens
3. Participant 3: (5,000/25,000) × 100,000 = 20,000 tokens

This example shows how the proportional distribution ensures the sum of all distributions equals the total airdrop amount.

### Important Notes

* The exponential nature of the formula (base 5) means that longer lock periods have a significant impact on the reward weight
* Rewards are proportional, meaning your share of the airdrop depends not only on your staking position but also on the staking behavior of other participants
* The global reward weight is dynamic and changes as users modify their staking positions


# KI Token Launch

We are excited to finally announce details of the official launch of KI Token. Learn more about KI and its role in Genopets in our article on the [Dual Token System](https://medium.com/@genopets/game-elements-gene-ki-the-dual-token-system-3015458b3f1a).\
\
In determining the best approach to launching KI Token, our in-game utility token, the team has examined a variety of options. Launchpads favor speculators, while batch auctions result in over-inflated prices. As such, we decided on a method that would best enable price discovery and encourage utility to benefit the core Genopets community. We’re partnering with [Strata](https://strataprotocol.com/) on a Dynamic Pricing Protocol that allows the community to participate in discovering the fair market price.&#x20;

100% of the proceeds from the launch will be allocated towards bootstrapping initial liquidity for KI.

### Launch Tokenomics

* **Tokens Available in Launch**: 20,000,000 KI (⅓ of the initial KI Token supply)
* **KI Vested Airdrop to GENE Stakers**: 20,000,000 KI (⅓ of the initial KI Token supply)
* **Protocol Designated Liquidity**: 20,000,000 KI (⅓ of the initial KI Token supply)
* **Starting Price**: 0.50 USDC
* **Starting Supply**: 40,000,000 + (20,000,000 / 90) KI Token vested each day for 90 days from the airdrop to GENE stakers

### **Launch FAQ**

* **What:** KI Token will be sold in a dynamic pricing launch and airdropped to GENE stakers to bootstrap its liquidity ahead of public beta of Genopets.
* **When:** June 20th, 2022 at 15:00 UTC through June 23th, 2022 at 15:00 UTC, or whenever it sells out, whichever comes first.
* **How:** The sale is dynamically priced and powered by [Strata](https://strataprotocol.com/). Starting at $0.50, the price will gradually fall and then rise each time KI is purchased, creating a curve and allowing the community to decide the fair price.
* **Where:** The link will be <https://ki.genopets.me/>, but it will not be live until a few days before the launch.
* **Why:** KI Token is the Genopets in-game utility token that is earned by Habitat NFT owners for taking steps. It can be used for crafting NFTs, minting Habitats, converting to energy to level up, and refining crystals.
* **Vested Airdrop:** 20,000,000 KI will also be airdropped to GENE Stakers based on their staking [reward weight](https://litepaper.genopets.me/tokenomics-update/staking/definitions) over a period of 90 days starting at the end of the launch. A snapshot will be taken on June 18th, 2022 at 23:59 UTC to confirm eligibility.

Read more about the launch here: <https://medium.com/@genopets/announcing-upcoming-ki-token-launch-gene-staker-airdrop-1915edb6efa6>


# Glossary

#### Genopets

A generative non-fungible token (NFT) representing your digital pet that evolves and can be upgraded and customized. Players mint a baby Genopet for free to start the game. Over time, a Genopet increases in value as players invest time and effort leveling up and evolving their pet (by staying active) to enhance its battle performance and aesthetics. \
\
[Genesis Genopets](https://magiceden.io/marketplace/genopets) are a collection of the first 3218 Genopets ever created. They are the OG's of the community. They are pre-evolved to Stage 4 (Level 22), have rare augments only Genesis Genopets will ever have, and receive additional in-game boosts like a 10% boost in [Steps to Energy](/game-mechanics/energy/calculating-steps-to-energy-conversion) Conversion.

#### Habitats

A Habitat is an NFT home for a Genopet that unlocks advanced gameplay like a player's ability to earn KI Token for steps taken every day and to craft other in-game NFTs like Power-Ups, Augments, Nurture, and Battle Items. Habitats can be purchased in marketplaces and are created by other Habitat owners using GENE, KI, a Terraform Seed and Genotype Crystals. \
\
[Genesis Habitats](https://magiceden.io/marketplace/genesis_genopets_habitats) are a collection of the first 5,537 Habitats ever created. They are the OP Habitats of the community. They have the unique ability to be able to craft Crystals of all element types, have a higher [KI harvesting cap](/game-mechanics/habitat-management/harvesting-ki), and bare a unique Genesis walking area for their residing Genopet only ever available to Genesis Habitats.

#### Refined Crystals

Crystals are semi-fungible tokens (SFTs) that can be created by Habitat owners using KI, are used on their own for in-game boosts, and can be combined in recipes to create power-ups (other crystals) to accelerate evolution and enhance gameplay. Refined Crystals come in 5 elements: Fire, Water, Earth, Wood, and Metal.

#### Terraform Seeds

[Terraform Seeds](https://magiceden.io/marketplace/genopets_terraform_seeds) are semi-fungible tokens (SFTs) that are used in creating new Habitats. Terraform seeds have 6 classes each with a different cost to create a new Habitat. Terraform Seeds represent the option to breed (mint more Habitats) and can be used or sold by a Habitat owner. Each Level 3 Habitat will generate 6 seeds, one of each class.

#### GENE Token

GENE Token is a fungible governance and staking token that is used to participate in exclusive NFT sales and, along with KI, can be used to craft valuable in-game items. GENE Token stakers will get to have a voice in deciding on the future of gameplay as they earn rewards actively and passively.

#### KI Token

KI Token is a fungible in-game utility token earned as a Habitat owner by converting Energy earned from banking steps. KI is used to craft and refine NFTs in-game, create new Habitats, speed up crafting times, and can be converted back to Energy to level up your Genopet. The more Habitats you have, the more KI you can earn per day.

#### XP

Experience points (XP) are a state in a Genopet’s token metadata which increases by converting Energy earned from banking steps to XP. Once the required amount is attained, the Genopet will level up. XP is critical to tracking Genopet’s rarity on chain.

Read more about the various NFTs and SFTs in Genopets and their lore here: <https://medium.com/@genopets/the-abcs-of-genopets-nfts-1b6467955836>\
\
Buy and Sell Genopets NFTs and SFTs on [Magic Eden](https://magiceden.io/creators/genopets).


# Season 0 - Item Removal

<figure><img src="/files/I0qsSq2fFQsaLvHDgOoj" alt="" width="459"><figcaption></figcaption></figure>

<figure><img src="/files/YNccS6KMCCrowdtz8KpN" alt="" width="459"><figcaption></figcaption></figure>

<figure><img src="/files/TEf0pGO14BdfXidfU6VQ" alt="" width="459"><figcaption></figcaption></figure>

## **Download Here 👇**

{% file src="/files/4NWX8J0lA4tOjUBQlKwH" %}


# Crafting Recipe Book

<figure><img src="/files/1BQYlZGF5sLKVxbaPIiI" alt=""><figcaption></figcaption></figure>

## **View Here 👇**

{% file src="/files/RPCYZfEaLeyf585Dx5qd" %}


# Holiday Gift Guide

## 2024

<figure><img src="/files/WY99oMY6TxscJhmPt4Ws" alt=""><figcaption></figcaption></figure>

## **View Here 👇**

{% file src="/files/rPeYO7P2aGhPM2SEl95S" %}

## 2023

<figure><img src="/files/3yiFv7AHSD65gk7ZtKAs" alt=""><figcaption></figcaption></figure>

## **View Here 👇**

{% file src="/files/PBTENtKakCbEnca1KW4l" %}

***

## Past Issues

#### 2022

<figure><img src="/files/ml466XxztoIRwiEIBuP5" alt=""><figcaption><p>Download below</p></figcaption></figure>

## **Download 2022 Here 👇**

{% file src="/files/0LDH1eRH3dhhGxCTSMrL" %}


# Resources

Official Links in the Genoverse

**Official Websites**\
Website: <https://genopets.me/> \
Habitat Management: <https://mainframe.genopets.me/inventory>\
Public Beta Signup: [https://genopets.me/](https://www.genopets.me/)\
Staking: <https://mainframe.genopets.me/staking> \
Whitepaper: <https://whitepaper.genopets.me/>\
Job Postings: <https://jobs.lever.co/genopets> \
\
**Official Community Channels** \
Discord: <https://discord.gg/genopets>\
Twitter: <https://twitter.com/genopets>\
Sam @Genopets: <https://twitter.com/genoxsam>\
Medium: <https://medium.com/@genopets>\
Instagram: <http://instagram.com/genopets> \
Youtube: <https://www.youtube.com/channel/UCzf-MEyHky8feGRqIJoRe5A> \
Twitch: <https://m.twitch.tv/genopets_official/> \
Telegram Announcements: <https://t.me/GenopetsAnnouncements> \
Telegram Group (Not moderated): <https://t.me/Genopets> \
Reddit (Not moderated): <https://www.reddit.com/r/genopets/> \
\
Official NFT Marketplace (Verified Collections)\
Magic Eden: <https://magiceden.io/creators/genopets> \
\
**Official GENE Trading:** \
CMC: <https://coinmarketcap.com/currencies/genopets/> \
Jupiter: <https://jup.ag/swap/USDC-GENE>\
Contract Address: <https://solana.fm/address/GENEtH5amGSi8kHAtQoezp1XEXwZJ8vcuePYnXdKrMYz?cluster=mainnet-qn1>

\
**Official KI Trading:** \
CMC: <https://coinmarketcap.com/currencies/genopets-ki/>\
Jupiter: <https://jup.ag/swap/KI-USDC>\
Contract Address: <https://explorer.solana.com/address/kiGenopAScF8VF31Zbtx2Hg8qA5ArGqvnVtXb83sotc>\
\
**Request for Invite codes, partnerships or AMA sessions.** \
Partnership Collab: <https://forms.gle/LV6CM3kSBskK84W77> \
AMA Request: <https://forms.gle/9bdhtQpxLNxWdsHC7>


# Giveaways

{% content-ref url="/pages/sTZ5YNNDXJde1AqoHzQ2" %}
[Genopets Duck Game Giveaway](/game-elements/resources/giveaways/genopets-duck-game-giveaway)
{% endcontent-ref %}


# Genopets Duck Game Giveaway

Terms & Conditions

By entering the competition you agree to be bound by these terms and conditions. All entries must be received by **11:59 PM GMT** on **1/2/2023**. Three (3) winners will be selected at random by Genopets on **1/03/2023** and the winner will be notified on or after this date. Genopets is responsible for and will select the winning participant at random at their sole discretion. No purchase necessary to enter, but eligible participants must complete all steps listed to qualify for the Genopets Duck Game Giveaway Campaign. Employees of Genopets are not eligible to enter. Instagram or Twitter are not in any way affiliated or involved in the competition. Multiple entries allowed; Each entrant shall enter the competition via Twitter by following @Genopets on Twitter and being a member of the Genopets Discord as well as posting one video or photo showcasing a duck, tagging @Genopets on Twitter, and tagging another Twitter account. Each participant agrees that, by joining the Genopets Duck Game Giveaway Campaign, Genopets may use the provided information in any manner and in any medium for its promotional purposes without additional approval or compensation being required, including posting the winner on various social media platforms. Genopets reserves its right to cancel the Genopets Duck Game Giveaway Campaign at any time or change the Terms at its sole discretion and such change shall have immediate effect upon the publication thereof. You may participate in the campaign only if (a) you are 18 years or older, (b) you are not a citizen or resident of any jurisdiction designated by the United Nations, European Union, any EU country, UK Treasury, or the U.S. Secretary of State as a country supporting international terrorism, or to which U.S. nationals cannot lawfully engage in transactions as designated by the Office of Foreign Assets Control, including without limitation Cuba, Democratic People’s Republic of Korea, the Crimea region of Ukraine, Iran, or Syria, and © you are not barred from participating under applicable law.

<https://www.genopets.me/privacy-policy>

<https://www.genopets.me/terms-of-service>


# Genoverse Alphabet

![](/files/lR6HgNk95YttOfga2ajO)


# Game Rules

Genopets is a game that makes it fun and rewarding for you to live an active lifestyle. Walking around the mall? Jogging at the gym? Running between meetings in your office? That's being active.&#x20;

A Genopet's evolution and growth are earned through honest individual activity. Attempts to cheat the system devalue other players' efforts and destabilize the ecosystem.\
\
Here are the general rules of the game. Please read them carefully.\
\
1\. One account per person, per device. No multi-accounting. \
2\. Get steps by walking, running, or jogging. GPS is not required, but you need to move to play this game.\
3\. Using hardware devices or software to input step data to simulate movement is not allowed.\
4\. Swapping Genesis Genopets between accounts has a 24 Hour cooldown. Please do not try to cheat the system. \
\
Violation or attempts to violate these rules may result in being banned from the game or other repercussions. Cheaters will be banned at the sole discretion of the Genopets Team. The team reserves the right to add or change these rules as the game evolves.

Being banned means your account can't access the game, your wallet can't access Mainframe, your pet's level is reset to 0, you lose all your energy, and all of your pending harvests are revoked.\
\
See our [Terms of Use](https://www.genopets.me/terms-of-use/) and [Privacy Policy](https://www.genopets.me/privacy-policy/) for more.


# Augment Style Guide

There's so many various styles of Augments in the Genoverse. What do some of them look like? Use this as your visual guide to see new ways to modify your Genopet!

***

<figure><img src="/files/Q0lfmb7YzvQEXlsJyCsj" alt=""><figcaption></figcaption></figure>

<div><figure><img src="/files/0Uhc1JpMXoaKgFwUDzhQ" alt=""><figcaption></figcaption></figure> <figure><img src="/files/Z4pslCAQbLXNOjCylArJ" alt=""><figcaption></figcaption></figure> <figure><img src="/files/jpXW40W02KetcsW9lvKO" alt=""><figcaption></figcaption></figure> <figure><img src="/files/iwZC4fllM54eJB9phvx9" alt=""><figcaption></figcaption></figure></div>


