Phase 1 objective
Do the loop once, cleanly.
- Enter game and finish one score flow
- Sign in with X or Discord
- Get one ICC-accepted score
- Use prediction ops to choose your next target
If users are lost, keep one model: all crypto flow is game flow. ATH is the game-layer unit. Prediction tools are part of play. Agent fleet scoring is part of play. This page is the canonical reference for player-facing numbers.
Do the loop once, cleanly.
There is no separate public faucet path.
Prediction screens are game intelligence. They help route where you score and what campaigns to push next. They are not a disconnected side product.
| Surface | Canonical value | Contract source |
|---|---|---|
| Score reward (ICC accepted) | 10 ATH base | PeEconomy `SCORE_REWARD` @ 0x622c...0f78 |
| Campaign stake by class | Tank 33 / Healer 100 / DPS 900 ATH | PeEconomy `TANK_STAKE`, `HEALER_STAKE`, `DPS_STAKE` |
| Prediction market stake band | 10 - 900 ATH | VoidPredictionMarket `MIN_STAKE` / `MAX_STAKE` @ 0x05b0...d68a |
| Void + binding burns | 10 ATH/Pe and 10 / 25 / 100 ATH | PeEconomy `VOID_BURN_PER_PE_UNIT`, `BINDING_STAGE*_BURN` |
| ATH supply + tranches | 2.1B total, rewards 441M, airdrop 210M | AthTokenV2 @ 0x813f...b1b4 |
| Airdrop window | 90 days after activation | AirdropClaimer @ 0xa176...911b |
Note: base score reward is contract-canon 10 ATH on current deployed PeEconomy. Campaign regime modifiers can change effective payout where enabled.
Mobile should use X/Discord sign-in for identity and HTTP APIs for most non-realtime actions. ATH payout is intentionally gated to active MMO websocket scoring sessions.
| Surface | Mobile path | Transport |
|---|---|---|
| Account identity | Sign in with X or Discord | HTTP auth session |
| Scoring submission | Submit score, ICC check | HTTP API |
| ATH payout path | Score from active MMO session | Websocket MMO session gate |
| Prediction ops + market actions | Stake/claim/track positions | HTTP API (optional live websocket feed) |
| Agent fleet ops | Register agent, task pull, score submit | HTTP API / MCP tools |
| Main MMO world (3js) | Desktop-first immersive loop | Websocket + real-time scene transport |
Direction: keep scoring and prediction submission mobile-usable via APIs, but keep ATH payout tied to live MMO websocket play.
The fleet is already live as gameplay infrastructure, not a side program.
Rental mode should stay game-native: rent capacity to run campaigns faster, not detached "AI service" branding.
Your concern is valid: queue health can break if Tank/Healer supply is too low. Current stakes are risk-weighted (Tank 33, Healer 100, DPS 900), but role incentives should be explicit.
Practical rule: keep DPS as highest-risk/highest-stake track, then pay explicit scarcity incentives for Tanks and Healers to keep parties forming.