Token white paper

$SNAP — the currency inside SnapDragon

A plain-language guide to the token that lives inside the game. $SNAP is the game's in-world currency — something you spend to play, not something you're promised money for holding.

A game first

SnapDragon is a warm, hand-drawn survival adventure you play with cards. You gather and build by day; at night something attacks, and the cards you packed decide the roll. $SNAP is the game's in-world currency. That's all it is — and that's the whole point.

Most crypto games are built the other way around: a token first, a game bolted on to give it something to do. SnapDragon inverts that. The game came first; the economics exist to serve players.

The game funds itself through card sales, not token sales. The creator's revenue comes from players buying cards, packs, and rentals — priced in SOL and dollars. Nobody's livelihood depends on the token's price, which is exactly why the game can't be pressured into the choices that wreck these projects.

$SNAP at a glance

Property 
Total supply1,000,000,000 $SNAP — fixed, forever
New tokens ever mintedNone. Mint authority revoked at genesis.
Can supply be frozen or changed?No. Freeze authority revoked; metadata immutable.
Emissions / inflationZero. Supply never grows.
Yield / staking rewards / APYNone. No yield of any kind.
LiquiditySeeded by the creator and permanently locked on day one.
StandardClassic SPL token on Solana, 9 decimals, no transfer tax.

What $SNAP is for — an optional utility layer inside the game:

Supply & allocation

The entire 1B supply is mapped, publicly, before liquidity is ever created — every address, its purpose, and its lock link.

BucketShareTokensLock / vesting
Liquidity (LP)15%150MSeeded into the pool; position permanently locked or burned day one
Community / ecosystem45%450MProgram-owned escrow — events & player airdrops, ≤10%/quarter. Never paid as yield.
Treasury / ops30%300M12-month linear unlock (Streamflow); no sales without 7 days' notice
Team (founder)10%100M6-month cliff, then 24-month linear vest; publicly labeled "Team"
The anti-stealth promise. The 10% team bucket is the founder's entire position — no hidden wallets, no anonymous launch-day buys. It's a locked, community-contingent set-aside: realized slowly over years, and only if the game and its community are still here. At launch, the only tokens the market can touch are the 15% in the pool; every other bucket is behind a third-party-verifiable lock before the pool is even created.

How value flows

The real economy is priced in SOL and dollars; $SNAP is the optional rail alongside it.

Players buy cards · packs · rentals
Priced in SOL / USD → this is the creator's revenue, and it funds the game.
$SNAP — the optional utility layer
Farm cards · shop discount · rent-to-try · (later) accelerate. Always a choice, never required.
Activity burns $SNAP
Fees, discounts, and rentals remove tokens from a fixed supply — so more play means more scarcity.
Game prices are never wired to the token's market price. Every card, pack, and rental is priced in SOL or dollars. No mechanic is priced off the $SNAP market — so a thin or volatile token can't distort what things cost in the game. It's a deliberate guardrail. And because the creator's income comes from card sales, the token pool doesn't need to be big to keep the game healthy — it starts small and grows with the community.

The fee schedule

Every fee, stated plainly. Most money moves in SOL; $SNAP fees are mostly burned — a fixed-supply token gets healthier as activity destroys tokens.

FeeWhat it isCurrencyWhere it goes
NFT mint feeCost to mint a card NFT to your walletSOLNetwork gas + a small ~$0.10 protocol fee → treasury
Vault claim feeSmall fee to claim a finished card from a vault$SNAP100% burned
Card rentalTry the week's featured card for one run~$1 SOL or ~$0.90 $SNAPSOL → 100% treasury; $SNAP → 100% burned (~30% platform margin on SOL)
Shop — SOL pathBuy a card/pack outright (Common $15, Rare $45)SOL100% treasury
Shop — $SNAP pathSame purchase, 15% discount vs SOL$SNAP50% burned / 50% treasury
$1 First PackA new wallet's first pack — 12 playable cards~$1Welcome cost, not profit — priced to cover mint
$25 Core Starter BundleAlways-available, tradable 12-card starter deck$25100% treasury
Acceleration (roadmap)Optionally finish a farming cycle early (~1.6× reference; always dearer than patience)$SNAP50% burned / 50% treasury
Crafting / repair / re-rollIn-game crafting & upkeep$SNAP75% burned / 25% treasury
Bounty-injection (roadmap)Inject a Bounty Monster for tougher fights & better card lootSOL or $SNAP-burnSink + treasury
Trophy / monster royalty (roadmap)Secondary-sale royalty on tradable trophiesSOL5% creator royalty (Metaplex)
The pattern: SOL fees are the creator's cash and fund the game; $SNAP fees are mostly burned, and burns scale with how much the game is played. And the fees enforce a ladder — farming is always the cheapest way to get a card, then the shop, then (later) acceleration. Spending money never beats patience; it only buys speed.

Liquidity & the market

The pool starts small and symbolic, and grows with the community. The creator seeds the launch pool with a small amount and then permanently locks that position. From there, liquidity deepens over time as the community and card-buyers participate. We're explicit about this: the token lists small and low-key, on purpose.

This is explicitly not a place to speculate. We don't publish price targets, we don't talk about "the token going up," and we'd rather you spend $SNAP in the game than trade it. Buying stays "coming soon" until the pool is live and the locks are posted — then the link points to the canonical, verified pool.
🔑 You'll need a Solana wallet to hold or buy $SNAP. It's also how you own your cards and use the vaults. New to Solana? Here's how to get a wallet →

The receipts

Trust isn't a slogan here — it's a set of on-chain facts anyone can check, all published on a public transparency page.

The standard: locked, revoked, and posted in the open.

Roadmap for the token

Some utility features are intentionally not live at launch — they wait until card-sale revenue funds an independent security review and legal counsel signs off, and every one rewards players with cards, trophies, or items, never tokens. Two lines we hold firmly: no new tokens will ever be emitted (supply stays fixed at 1B), and no feature will ever be framed as "earning" or yield.

The full token roadmap — alongside the game roadmap — now lives on its own page. See the roadmap →

What $SNAP is NOT

We'd rather be clear than clever, so here it is straight:

What it is: an optional in-game currency you spend on cards, packs, power-ups, discounts, and entry — inside a game that's fun first and funded by card sales. Beat the level. Claim its card. Some cards can only be won — never bought.