OVERWYLD WHITEPAPER
Version 0.1 · October 2026 · Living document: it changes as the game does.
1. INTRODUCTION
Overwyld is a pixel-art MMO you play in your browser. No download, no install: make an account and play. It mixes turn-based fights, gathering and crafting, dungeons and bosses, and a player-driven economy.
The core hook is simple: big loot. You fight, you gather, you craft, and you chase rare gear. The best gear in the game is crafted from boss trophies and rare resources, so it always comes from someone playing.
Our guiding rule: the game has to be fun with gold only. The token layer comes later, on top of a game that already stands on its own. Overwyld is play-to-earn as a mechanic (what you earn by playing can be traded), never as a promise of income.
2. THE GAME LIVE
FIGHTS
- Turn-based. Walk into a monster and the fight starts. Monsters never chase you.
- Every turn you get AP (action points). Each spell costs AP; you carry up to 5 spells.
- Damage comes from four elements: fire, water, dark and light. Every fighter has resistances and weaknesses.
- Buffs, debuffs, shields, stuns and damage over time, all shown on the fighter and in the fight log.
- Groups of up to 4 players. Every player rolls their own loot.
CLASSES
| CLASS | PASSIVE | PLAYSTYLE |
|---|---|---|
| Assassin | +25% direct damage | Fast cuts, poison, crits |
| Knight | Bulwark: +5% all resistances, +25% healing received, extra health | The tank |
| Mage | Spellweaver: +25% direct and +25% damage over time | Fragile, burns everything |
| Healer | Grace: +50% healing done | Keeps the group standing |
THE WORLD
| ZONE | LEVELS | DUNGEON / BOSSES |
|---|---|---|
| Sunmeadow | 1 - 10 | The Slime King's Den, the Slime Queen |
| Thistle Town & the Thistle Pine Woods | 11 - 15 | The Crypt (the Hollow Knight) |
| The Inkwood | 16 - 20 | The Hollow Pine, the Dullahan |
The world is one big map with no loading screens between areas. Waystones link the towns for a little gold.
JOBS & CRAFTING
- Lumberjack, Miner, Alchemist gather wood, stone and herbs. Every node has a 1% chance to come back as its rare version.
- The Handyman crafts dungeon keys and the legendary sets.
- Every recipe needs dust, which you get by destroying equipment. Dust keeps gear supply in check: the more common an item becomes, the more of it gets turned into dust.
- Legendary sets are crafted, never dropped: a boss trophy, monster parts and rare resources. Dropped sets have no set bonus.
SOCIAL
World and guild chat, whispers, parties of 4, a party finder, a friends list and daily missions for every level bracket.
3. PROGRESSION LIVE
- Character level 1 to 20 today, with the cap rising as new zones open.
- Each level gives stat points (health and elements) and a spell point to rank up spells up to rank 5.
- Spell scrolls drop from bosses: a duplicate scroll gives a free rank.
- Jobs have their own levels: Sunmeadow job XP stops at level 10, Thistle at level 20.
- Energy: fights, gathering and crafting cost energy, which comes back over time.
- Gear rolls a rarity (normal, rare, legendary) with random stats. Dungeons sync your level down, so over-levelled gear does nothing inside.
4. THE ECONOMY
Overwyld has two currencies:
| CURRENCY | WHAT IT IS | HOW YOU GET IT |
|---|---|---|
| Gold LIVE | The in-game currency. Not tradeable outside the game. | Fights, daily missions, selling to other players |
| The token COMING | A real, tradeable token on a public blockchain. | Converting gold through the daily pool, selling items on the marketplace |
The economy is built around one principle: tokens created must never outgrow tokens destroyed, no matter how many players (or bots) there are.
5. THE TOKEN DRAFT
- Chain: Solana or Ronin. The choice will be announced before the token launches.
- Launch: the token is switched on after the game is proven fun with gold only. Until then, everything runs on gold.
- No new tokens from trading. Tokens enter the game only through the daily conversion pool; everything else moves existing tokens between players or burns them.
- Every token sink is 100% burned.
- Wallet: you deposit tokens from your wallet into your in-game balance once, then spend instantly in the game (no wallet transaction per trade). Withdrawals back to your wallet are possible once a day.
Total supply, distribution and launch details will be published here before the token goes live.
6. GOLD TO TOKEN: THE DAILY POOL DRAFT
Players turn gold into tokens through a shared daily pool:
- In the first days, before burns exist, a small base pool starts the cycle.
- The 150-token daily cap per player stops whales from taking the pool.
- More players or more bots don't create more tokens: they only split the same pool more ways.
7. BURNS & SINKS DRAFT
TOKEN SINKS (100% BURNED)
- Guild treasury buffs: permanent, very expensive per level, PvE only.
- Guild wars: 1,000 tokens entry per guild. 10% of the pot is burned, the rest goes to the top three (50% / 35% / 15%).
- Rerolls of legendary gear stats (lower rarities reroll for gold).
- Marketplace fee on every sale.
- Cosmetics and pets (focused on looks and comfort, not power).
GOLD SINKS
- Gold converted through the daily pool is destroyed.
- Marketplace listing fees, waystones, crafting, repairs and the NPC shop.
8. THE MARKETPLACE LIVE (GOLD)
- Players buy and sell gear, resources and crafted items. Today it runs on gold; once the token is live, items are bought and sold in tokens.
- The market keeps 5% of every sale (burned once the token is live).
- No direct player-to-player trading. Everything goes through the marketplace: logged, controlled, harder to abuse.
- Price limits follow the median of recent real sales between unrelated accounts, with a floor at the item's dust value.
- New accounts need a minimum level or account age before selling. High-end dungeon rewards can be bound to the player.
9. ACCESS
- Overwyld is free to play during the beta.
- How access works after launch will be announced later, here and on our Discord.
- No paid random rewards: we never sell loot boxes or anything random for money or tokens.
10. FAIR PLAY
- The server decides. Loot rolls, damage, inventory, gold, energy, crafting and the marketplace all live on the server, never on your computer.
- Energy limits how much any single account can farm in a day.
- Active play: in fights, a player who misses two turns in a row is out, and a player who never acts gets no XP or loot.
- Cash-out checks: verification and delays before tokens leave the game, to catch cheaters first.
- Linked accounts (same device, IP or wallet) don't count toward market prices.
11. TECHNOLOGY
- Built with the Godot engine, exported for the web: it runs in any modern browser.
- Accounts with email and password. Your progress will be saved on our servers so you can play from any computer.
- Worlds: several copies of the world (around 100 players each) that share one account, one market and one token supply. You pick a world when you log in and can switch any time.
12. WHAT'S COMING
13. DISCLAIMER
This document describes a game in development. Everything in it, especially the token, the economy and the numbers, can change at any time.
Nothing here is financial advice or an offer to buy or sell anything. Playing Overwyld does not guarantee any income, and any token can lose all of its value. Only spend what you can afford to lose.
Token features will only launch where they are legally allowed, after legal review.