The economy
Paid by the season, not by the clock
1B $SAKURA, minted once — and nothing on this page unlocks because a month went by. Every stroke below moves per season of cards actually shipped.
A season is one set of cards, 6 weeks long — the release clock, and the unit every number on this page is measured in. It is not the reward track inside the game, which runs on a shorter cycle of its own and unlocks nothing — it is one more way to earn, not the clock you are paid on.
- Minted once
- 1B $SAKURA
- To players
- 65%
- To the team
- 10%
- Seed round
- None
The claim · TGE
Target window for the $SAKURA claim — not a fixed date.
Until then, earned $SAKURA is off-chain points in a double-entry ledger. When a season closes, its points settle against that season’s harvest and the split seals — a player who arrives four sets later farms a later, smaller harvest and cannot reach back into yours.
Told apart on purpose
One is fuel, the other is a receipt
Petals
Soft, operational currency
- Earn
- Endlessly — the farm, duels, the Yokai Road, the daily seal, quests and invites
- Spend
- Scrolls, card levels and the stars that ascend a card
- Cash out
- Never — it is the in-game economy, and it stays inside
- Supply
- Operational: meant to be earned and spent, not held
$SAKURA
Hard, value-bearing — claimable at TGE
- Earn
- The farm, running whether you are at the table or not — and no cap of any kind
- Spend
- Never spent in-game — it only accumulates
- Cash out
- Nothing before the claim; then by snapshot at TGE
- Supply
- Capped on-chain at TGE, and nowhere before it
Farm as much as you can
There is no daily, per-user or global limit on $SAKURA in the game — what you farm with active play is what you get. The only “cap” is the on-chain supply at TGE.
Integrity comes from idempotent, server-authoritative accounting and Sybil filters at the seal — not from caps that punish the people who show up most. Uncapped farming cannot inflate anything: it only decides how one season’s harvest is divided.
The split
Five slices of a fixed billion
Who gets the billion: players, the team, the treasury that keeps the game running, the pool that lets anyone sell, and growth. Hung longest-first — the comparison is length, not a wedge you squint at.
- 65%民Community
- 12%蔵Treasury
- 10%匠Team
- 8%市Liquidity
- 5%幟Marketing
- Community & player rewards
- Everything a player can earn, in one line: duels, the Yokai Road, idle farming, the daily seal, quests, invites and every prize pool. Released season by season, never dropped at once.
- Treasury & operations
- Servers, art, audits and the live-ops budget that puts a new set out every six weeks. Unlocked per season shipped, so the budget for a season exists once that season does.
- Team & contributors
- Everyone who makes the game. Nothing moves for the first four seasons, then one twenty-fourth per season shipped — a team that stops shipping stops unlocking.
- Liquidity & listing
- DEX depth on the EVM L2, unlocked in full on listing day. Liquidity you release slowly is liquidity that isn’t there when someone wants to sell.
- Marketing & partnerships
- Acquisition, creators, integrations and listings. Spent to bring players to the table, and unlocked on the same season clock as everything else.
How the 65% reaches players
The largest release is the first one
The 650M allocated to players is not dropped in one airdrop. Season one releases 39M, and every season after it releases 6% less than the one before — play early, and the same effort is simply worth more.
39Mseason one
The running total — how much of the 650M is out
Season twelve is about 17 months in; season twenty-six is 3 years. The tail never reaches the ceiling — each season releases 6% of whatever still remains.
A closed season cannot be reopened
Your cut of the season’s release is settled against the people who played your season, and sealed when it ends. Ten thousand players arriving in season nine change season three by nothing — they are competing for a harvest that is already 31% smaller.
This is the part a single lifetime pool gets wrong: there, every future player quietly takes a slice of what you already earned, and you find out at the snapshot.
When it unlocks
Who can sell, and how soon
The whole schedule on one measure — and the measure is seasons. A calendar vest pays a team that stopped shipping; this one cannot. The team’s stroke starts four seasons to the right of everyone else’s, and liquidity is the only stamp on launch day.
民Community & player rewards65%
Every season, each release 6% smaller than the last
市Liquidity & listing8%
All of it on listing day, for depth
蔵Treasury & operations12%
One twenty-fourth per season shipped
幟Marketing & partnerships5%
Per season shipped, alongside the treasury
匠Team & contributors10%
Four seasons of nothing, then per season shipped
The measure is seasons from listing. One season is 6 weeks and one set of cards — and a season that never ships never unlocks anything.
What that adds up to
The tradable share of supply, season by season, stacked by who holds it.
On listing day only the market slice is live — 8% of supply, there so anyone can sell. Everything else enters season by shipped season: about 90% is out after 30 seasons, and the rest is still tied to seasons that have not shipped yet.
Indicative model — exact allocations and the season calendar are finalized before TGE.
Read the gaps too
Four things this page does not have
A token page is as much what it leaves out. These four lines are the ones usually printed in small type, so they are printed here in full instead.
- Seed or private round
- None — no allocation was sold before the game existed.
- Unlock by calendar
- None — every stroke above moves per season shipped.
- Market-maker loan
- None — the Liquidity slice is the whole of the depth.
- Unallocated reserve
- None — each slice names the thing it pays for.
Petals keep moving
Sources & sinks
Sources
- Idle farming
- Duels & the Honor ladder
- The Yokai Road
- Daily seal & streaks
- Quests and achievements
- The Pass
- Referral share of every guest's mine
- Leaderboard prizes
Sinks
- Field scrolls · 20,000
- Clan scrolls · 30,000
- Levelling a card’s income
- Ascending a card’s stars
A level costs more than the one before it, so income never outruns the next thing worth saving for.
From play to on-chain
Points → claim
- 01
Earn
Every action writes an off-chain $SAKURA point into a double-entry ledger. No cap, no daily limit.
- 02
Seal
The season closes. Points are frozen against that season’s harvest, the Sybil filters run, and the split stops moving — for good.
- 03
Deploy
ERC-20 $SAKURA goes live on an EVM L2 with the allocation tree published alongside it.
- 04
Claim
Sign once with the wallet you played on and take your share through a gas-efficient Merkle claim.
Integrity without caps
We don’t limit farming — we make every point honest.
- An idempotent, double-entry ledger — no reward is ever written twice
- Server-authoritative amounts: a client cannot invent a balance
- Cooldowns, velocity checks and fraud signals running continuously
- Referral maturation — every share sits five days before it lands
- Sybil filters applied again at the snapshot itself
Start farming $SAKURA
No caps and no rush. Take a seat, hold two lanes out of three, and let the same twelve cards earn while the tab is closed.
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