Soland · Season 1 · Whitepaper v0.5 · 2026-06-18
Playable Characters as Liquid Memecoins
A persistent island where every walkable
character is a real Solana SPL token launched on Meteora, with an off-chain game economy
and a tier-based Booster Pack program that
earns $SOLAND points, claimable as SOL from real fee revenue. Domain:
escoland.fun.
Season 1 · The Pitch (Welcome Screen)
SOLAND is a Launchpad and Play-to-Earn game. Every character you create in game is free, and each character is a token launched on Solana that earns you extra money from the fees it generates. Play the game, earn from daily tasks, buy Booster Packs to climb the leaderboard. The higher your ranking, the more your character/token is promoted across Soland, and the higher your earnings.
Earn $SOLAND while you play. Soland fees flow into buybacks and then back to players. The system keeps 5%. The most advanced Launchpad / Play-2-Earn is born. Welcome to Season One.
0. How it works in 60 seconds (in-game copy)
- Create a character — free. The character is also a real Solana token. Soland pays all on-chain launch fees from the system wallet; you never spend SOL to launch.
- Walk the island, do daily tasks. Eight hotspots (Camp, Lab, Drying Racks, Airstrip, Dock, Pool, Watchtower, Villa) each pay in-game cash, kilos or leaves. Recurring missions stack extra cash on top.
- Buy a Booster Pack to climb. 1 / 5 / 10 / 50 SOL tiers (Recruit → Soldier → Sicario → Capo) accrue $SOLAND points hourly for 7 days at 0.5× / 3× / 5× / 10×. Top up to upgrade a tier in place; packs cannot be exited early.
- Claim points as SOL. Points are converted at the live $SOLAND market price and paid from real protocol fee revenue every 12 hours. If the treasury batch cap is hit, claims settle partial and the remainder rolls into the next batch (§11).
- Earn forever from your character. 20% of every swap fee on your token routes to your creator wallet automatically, even after the bonding curve graduates to a permanently-locked Meteora DAMM v2 pool.
- Invite friends. Your
/r/<code>link pays 5 levels deep (7% / 5% / 3% / 2% / 1%) in SOL from every downline pack purchase. - System fee = 5%. Soland keeps 5% of fee inflows for operations; the rest funds player claims and $SOLAND buybacks.
1. What Soland is
2. Thesis
3. Launch mechanics
createConfig— sets fee schedule (2% total), creator share (20%), and the migration market cap (69 SOL).createPool— mints the SPL with an AI-generated avatar as metadata and initialises the bonding curve.
| Dev / creator buy at launch | 0% — no initial purchase, ever |
| Player cost to launch | 0 SOL (system wallet pays all tx fees) |
| Bonding swap fee | 2.00% (200 bps), flat fee scheduler |
| System share of fee | 80% → system wallet |
| Creator share of fee | 20% → creator's wallet, paid in SOL |
| Initial market cap | 30 SOL |
| Migration market cap | 69 SOL |
| Migration target | Meteora DAMM v2, 100% permanent-locked LP |
| LP position NFTs | Both partner + creator positions held by the system wallet |
| Post-migration swap fee | 2.00% (FixedBps200) — claimable forever by the system wallet |
| Mint & freeze authority | Immutable from launch |
| Token supply | 1,000,000,000 (6 decimals) |
| Ignition fee | Free for first 1,000 launches, then 0.01 SOL |
4. On-chain score & map tier
score = w1·log(market_cap_sol)
+ w2·log(holders)
+ w3·log(24h_volume_sol)
+ w4·creator_online_secondsTiers map to map treatment: Lv 1 sprites are tiny and unlabeled; Lv 4 Patróns
get a glowing nameplate on every player's HUD; graduated coins (Lv 5) become
permanent landmark statues that own a hotspot.5. Creator revenue
claimCreatorTradingFee instruction. On
top of that, Soland routes bounties and hotspot royalties through the same wallet that
launched the character, recorded permanently in the rewards ledger. Selling your character
does not sell its tail; the original creator keeps collecting forever.6. In-game economy (off-chain)
| Cash | Earned from every POI. Stored as BIGINT. |
| Kilos | Earned cooking at the Jungle Lab (1–3 per batch). |
| Leaves | Earned harvesting at the Workers Camp (8–19 per harvest). |
Stats are persisted via a signed server function; unauthenticated guests accrue locally only and lose progress on refresh.
7. Points of interest & mini-games
| POI | Mini-game | Base reward |
|---|---|---|
| Workers Camp | Hold bar · 3s | 8–19 leaves + $40–95 |
| Jungle Lab | Tap sequence | 1–3 kilos + $800–2,400 |
| Drying Racks | Tap count · 5s | $150–349 |
| Airstrip | Hold bar · 2.5s | $1,500–3,999 |
| Loading Dock | Crate loading | $3,000–4,499 |
| Boss Villa · Pool | Instant | $50–129 |
| Watchtower | Drag targets · 10s | $200–599 |
| Boss Villa | Scene · plan ops · boost · broadcast | Variable |
Mini-game kinds in the engine:
hold_bar,
tap_sequence, tap_count,
drag_targets, instant,
count_money, pour_drink,
broadcast, plan_op,
fast_travel, deposit.
8. Missions
Recurring session missions
| Mission | Target / window | Bonus |
|---|---|---|
| Load Up the Coke | Dock · 2 trips / 3h | $4,000 |
| Cook Batches | Lab · 3 batches / 4h | $5,000 |
| Run Shipments | Airstrip · 5 flights / 6h | $9,000 |
| Harvest | Camp · 4 runs / 4h | $2,500 |
| Sentry Sweeps | Tower · 3 sweeps / 4h | $1,500 |
One-time server missions
Welcome Home, First Harvest, Cook A Kilo, First
Flight, Boat Run, Sentry Duty — tracked in the missions /
mission_completions tables with their own cash, kilo and leaf
payouts.
9. Airdrops
10. Booster Packs (earn $SOLAND, claim as SOL)
$SOLAND points for a fixed window. Points are an off-chain balance
— they have no fixed SOL value. To cash out, the player claims: points
are converted to SOL at the live
$SOLAND market price and paid from the protocol's fee
treasury, capped by a circuit breaker (§11). Every player gets a custodial SOL wallet
generated server-side; the secret key is AES-256-GCM encrypted under a master key in
platform secrets and never leaves the backend.| Tier | SOL range | Multiplier |
|---|---|---|
| T1 · Recruit | 1.0 – 5.0 SOL · 0.5× | |
| T2 · Soldier | 5.1 – 10.0 SOL · 3× | |
| T3 · Sicario | 10.1 – 50.0 SOL · 5× | |
| T4 · Capo | 50.1 – 100 SOL · 10× | |
Accrual formula (continuous, hourly cron):
points_per_hour = principal_sol
* BASE_RATE // base $SOLAND/SOL/hr
* tier_multiplier
Rules: 7-day pack duration for every tier. One active pack per player — to move up a tier, the player tops up with the SOL difference and the pack is upgraded in place (multiplier and remaining time recomputed). Packs cannot be exited early: once active, the multiplier is locked for the full window. Multiple top-ups within an active pack stack into the same tier-bucket.
Why points, not direct yield: no fixed % return is promised; payouts track the real fee treasury, so the protocol cannot overpay on a token-price spike or a deposit spike. See §11.
11. Claims, treasury & circuit breaker
claim_requests with status pending. A 12-hour cron
sweeps all pending claims, computes payouts and broadcasts SOL from the system wallet.
Token price is read from the Dexscreener API (with a Jupiter / Birdeye fallback) and
cached server-side; the price used for a given claim is locked at request time.
sol_owed = points_claimed * token_price_in_sol
treasury = system_fees_collected - already_paid
batch_cap = treasury_inflow_last_12h * MAX_PAYOUT_FRACTION
payout_sol = min(sol_owed,
treasury * SAFETY_FRACTION,
batch_cap)
If payout_sol < sol_owed, the claim settles as
partial: the paid portion debits points at the locked
price; the unpaid remainder is returned to the player's points balance and
rolls into the next batch. This makes the system self-balancing — payout capacity
scales with real fee inflows from every launched token, never with new deposits.
| Treasury source | 80% protocol share of the 2% swap fee on every bonding-curve and DAMM v2 pool launched on Soland |
| Price oracle | Dexscreener (primary) → Jupiter / Birdeye (fallback), 60s cache |
| Settlement cadence | Every 12 hours via pg_cron |
| Safety fraction | Reserves a portion of treasury per batch for queued claimers |
| Per-batch cap | Bounded by last-12h treasury inflow × MAX_PAYOUT_FRACTION |
| Auto-pause | Claims pause if the system hot-wallet falls below the safety floor or if the price feed is stale |
| Admin controls | Pause / resume, tune safety fraction, manually approve oversized claims |
v1 never transfers $SOLAND token to users — the token is used only as a price oracle for converting points to SOL. On-chain $SOLAND distribution is a v2 candidate once daily fee volume justifies it.
12. Referrals (5 levels)
| Level 1 (direct) | 7% of every downline Booster Pack |
| Level 2 | 5% |
| Level 3 | 3% |
| Level 4 | 2% |
| Level 5 | 1% |
/r/<code> link. A click drops a
cookie; the first sign-in within the cookie window binds the referral graph permanently.
Click counts, country, IP and per-level commissions are tracked in the Referrals
dashboard. Commissions credit instantly to upline claimable_sol balances and
follow the same 12-hour batch payout cadence as claims (§11) when withdrawn.13. World chat
14. Security & trust
- Mint and freeze authority null at launch.
- Permanently-locked migration LP.
- Row-Level Security on every Postgres table; service-role only for privileged server functions.
- Patrón wallet private keys encrypted with AES-256-GCM; master key in platform secrets, never logged or returned to the client.
- System hot-wallet balance monitored; auto-pause below safety floor.
- Sign-In-With-Solana scoped to
escoland.funfor every state-changing action; admin gated by SIWS +user_rolestable withhas_role()security-definer function. - Airdrop claims and stake creations are atomic at the database layer to prevent double-spend.
15. Roadmap status
- Phase 1 — Foundation. Live: AI avatar, system-deployed launches, map render.
- Phase 2 — Trading & visibility. Live: live score, tier visualisation, holder webhook.
- Phase 3 — Creator economy. Live: creator share, rewards ledger, mint-safety, admin dashboard.
- Phase 4 — Custodial wallets & referrals. Live: 5-level referrals, custodial SOL wallets, on-chain withdrawals.
- Phase 5 — Booster Packs v1. Live: tier-based packs (0.5× / 3× / 5× / 10×), 7-day window, top-up upgrades, hourly $SOLAND points accrual, top-up-to-upgrade flow.
- Phase 6 — Claims & treasury safety. Live: Dexscreener price oracle, 12-hour batched claims, treasury-gated payouts with partial-fill queue, admin pause/tune controls.
- Phase 7 — World loop. Partially live: hotspot ownership, airdrops, missions, roaming ambient cast (Leo, Rico + crew). Pending: PvP bounty escrow, territory capture, graduation cinematic events, on-chain $SOLAND distribution (v2 candidate).