ZORPZORPLaunch app
Tokenomics

$ZORP1B FIXED

The only currency of the ZORP galaxy. A fixed supply token (1 billion), launched on pump.fun. Earned by playing, spent on everything in game, and steadily burned by the Reactor, so the supply only shrinks.

Total supply0$ZORP
Currency$ZORPthe only one in game
Launchpadpump.funfair launch
Trading tax0%buy & sell
Fee routing

Where every fee goes

The full 1 billion supply enters the market through the pump.fun bonding curve. No presale, no team allocation. The chart that matters is where fees route once the game is live: every $ZORP fee flows through one mechanism called the Reactor.

Standard Reactor split

hull upgrades · refining · Wormhole spins · season pass · all standard fees

40/40/20every fee
  • Burned40%Removed from supply forever.
  • Rewards Pool40%Funds the reward stream.
  • Treasury20%Development, events and operations.

Exceptions

a few fees carry their own split

  • Marketplace sales4%2% burned · 2% Rewards Pool. The seller keeps 96%.
  • Claim (anytime)10%10% burned, 90% arrives in your wallet instantly.
  • Billboard outbids100% burnThe difference over the previous bid is burned · previous holder refunded in full.
  • Arena entries70/15/1570% prize pool · 15% burned · 15% Rewards Pool.

Creator fees earned by the project on pump.fun are recycled into the Rewards Pool through scheduled buybacks. Burns, the Rewards Pool, and the treasury operate from public labeled wallets, so every Reactor flow is verifiable on chain.

Streaming rewards

How players get paid

Rewards come from the pool the Reactor fills, never from minting new tokens.

Streaming rate
1%of the pool balance · per day

The Rewards Pool is an on chain wallet holding $ZORP. The pool streams 1% of its current balance per day to players, credited second by second, pro rata to production. Your in game balance is a live counter that never stops. There is no distribution event: nothing is paid on a schedule, so there is no moment where all players receive tokens at once. Each player claims on their own clock.

  • The pool never emptiesThe stream is a percentage of the balance, so streaming alone can never drain it. Fee inflows compound it.
  • Never paid from inflationSupply is fixed. Every $ZORP a player earns was spent by another player or bought back from the market.
  • Yield scales with activityAccrual rates grow with total game activity, not with a fixed emission schedule.
Claim anytime · 10% burn

One button, no minimum, no cooldown

Claim whenever you want. 10% of every claim is burned and the remaining 90% arrives in your wallet instantly, so every claim shrinks supply.

The game is tuned so that reinvesting earned $ZORP into hulls, systems, charters, and holder tiers compounds production and beats cashing out early.

The growth loop

Six steps that compound

Every $ZORP a player earns was bought on the market or spent by another player.

  1. 01

    Players play

    Every in game action that costs anything costs $ZORP.

  2. 02

    The Reactor processes

    It burns a share of every fee and routes a share into the Rewards Pool.

  3. 03

    The pool grows

    The streaming rate, 1% of the pool per day, rises in absolute terms.

  4. 04

    Yields attract players

    New players must acquire $ZORP on the market to hold tiers and to spend in game.

  5. 05

    Supply falls, demand rises

    Burns cut supply while tiers and spending raise demand. The pool compounds.

  6. 06

    The loop repeats

    Back to step one with more players in the galaxy.

Charter planets

5,000,000 $ZORP to charter a planet

Any player can buy a Charter, become that planet's Governor, and have the dev team build a custom planet from a template catalog. The fee routes across the ecosystem.

5,000,000$ZORP per charter
30%
30%
20%
20%
Burned 30%Removed from supply forever
Rewards Pool 30%Funds the reward stream
Treasury 20%Funds building the planet and running the game
Prize pool seed 20%Seeds the new planet's prize pool

Ongoing activity fees

Charter planets charge small $ZORP fees on entry tickets and wager rake. Each fee splits four ways.

50%
20%
15%
15%
Prize pool 50%Grows the planet's prize pool
Governor 20%Ongoing revenue for the planet's owner
Burn 15%Removed from supply forever
Rewards Pool 15%Funds the reward stream

Governors also get planet naming and a statue in Haven. Charters are transferable assets.

Holder tiers

Hold more, produce more

Playing requires at least 10,000 $ZORP in the connected wallet, so every player is a holder. Tiers use a 7 day time weighted average of hourly balance snapshots, which blocks flash gaming.

TierHeld $ZORPProduction multiplierPerks
T0 Drifter10,000 (entry minimum)x1.00Game access
T1 Citizen250,000x1.10+1 daily contract slot
T2 Officer1,000,000x1.25Marketplace fee 3%
T3 Commander5,000,000x1.50+1 contract slot, fee 2.5%, seasonal cosmetic
T4 Admiral20,000,000x2.00Fee 2%, Admiral hangar, charter auction priority
Skin creator share

Influencer skins share the upside

Skins are modeled on real influencers. Wearing one routes 5% of your gross $ZORP earnings to that skin's influencer, an automatic revenue share for the creators who bring players into the galaxy.

Deflationary by design

Supply only goes down

Multiple mechanics pull $ZORP out of circulation. The more the galaxy is played, the more scarce the token becomes.

  • Standard fee burns40% of every standard Reactor fee is burned by default.
  • Billboard outbidsEvery outbid burns the full difference between the two bids.
  • Charter purchases30% of every 5,000,000 $ZORP charter is burned.
  • ClaimsThe 10% claim fee is fully burned.

All values on this page are launch defaults for a game that is still pre launch. Numbers may be tuned as the economy is balanced, and nothing here is financial advice.