Sunflower Land


The crypto gaming ecosystem is plagued with projects that focus on pre-sales, exclusive mints, staking and much more without even building a game. At Sunflower Land we do things differently. There is no pre-mine of the token. We are paid directly with the fees generated by the player driven economy. We succeed when people play and our goal is to design tokenomics that engage users for the long term.
Our aim is to build the MetaVerse iteratively by releasing early, gathering feedback and iterating on the game. The tokenomics design is currently in the stage 1 of our roadmap.

Halvening Event

Read more here

1. Natural Supply & Demand

When crops are harvested in game they can be exchanged for the Sunflower Land Token. As more people farm and the overall supply increases, the rewards also lessen. This means someone playing in the early days will receive a significantly higher amount of rewards for harvesting a sunflower compared to someone in the future.
You can think of this similar to Bitcoin Halving and how Bitcoin have become harder to mine after each halving event. During Stage 1, our farmers are the 'miners' who are trying to earn SFL
SFL rewards are based on the total supply of the token. When the supply is less than 100, 000 farmers receive $0.02 when they sell a sunflower. On the other hand, when supply is between 100, 000 and 500, 000 farmers will only receive $0.01 when they harvest a sunflower.
Tokens in supply
SFL per Sunflower Harvested
Less than 100,000
Less than 500, 000
Less than 1, 000, 000
Less than 5, 000, 000
Less than 10, 000, 000
Less than 20, 000, 000
Less than 30, 000, 000
Les than 40, 000, 000
Less than 50, 000, 000
Every 10 million tokens half again.

2. Utility of the token (burn)

The game supports 150+ rare collectibles and NFTs that can be crafted using SFL and other in-game resources. While the token becomes scarcer, all NFTs, tools and other craft-able items retain the same price. This ensures that these items become harder to attain over time and also ensures the demand for the token stays high.
A Golden Egg requires Gold, Egg and SFL. By the time a user has gathered the necessary ingredients, they will of burnt close to 300 SFL.
When you craft an item, the SFL is sent to the burn address. While the total supply increases and the rewards lessen, the amount of circulating supply also decreases as SFL is burnt.

3. Secondary Markets

Everything in the game is backed by the ERC20 or ERC1155 standard. This gives players the freedom to explore secondary markets such as QuickSwap, Rarible or OpenSea.
The demand on these secondary markets indirectly influences the strategy of players.
If the price of Gold sharply increases, a natural side effect is that NFTs that require Gold also increase on Open Sea. This open nature provides a natural supporting economy for the game and adds an extra level of strategy for players who enjoy the real world economy aspect of gaming.

4. Wishing Well

The wishing well is a gamified feature where liquidity providers are rewarded for supporting the game with in-game items. You can read more about it here: Wishing Well

5. Syncing & Withdrawal Taxes

There was no pre-sale/pre-mine of the SFL token. Instead the game is supported by an ongoing revenue of gameplay fees and NFT sales.
Roughly every 2-3 days a player needs to 'sync' their off-chain progress on-chain in order to replenish the stock of seeds and tools for purchase. Currently the fee to sync is 0.1 MATIC. Naturally this creates a bottom floor for resources in the game. For instance, if a sync provides 40 radish seeds then the outputted radish has a minimum paired value of 0.1 MATIC. You can find more extensive player charts and formulas on Discord to explore the ROI on certain crops.
When withdrawing SFL from your farm, players are taxed a percentage based on their farm level and SFL gathered. This SFL goes towards the game's development and is also redistributed back into the game. You can read more about it here Withdrawing