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.

FREE
Create
→ Players
Buybacks
5%
System fee

0. How it works in 60 seconds (in-game copy)

Plain-language summary shown across the game UI, gathered here so the whitepaper and the in-game popups stay in sync:
  • 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

Soland is a persistent multiplayer browser game in which every playable character is a Solana SPL token launched on Meteora's Dynamic Bonding Curve (DBC). The map, the in-game economy and the on-chain token economy are different layers of the same object: characters you can see on the island are coins anyone can buy, and a character's on-chain performance changes how it appears in the world.

2. Thesis

Memecoins live and die on attention; games are the cleanest attention machine humans have built. Soland fuses the two. The character you watch on the map and the token you can trade on Meteora are the same object — trade the bag and you change the silhouette of the skyline.

3. Launch mechanics

Every launch is fully managed by Soland's system wallet, which is both the payer for on-chain fees and the partner-fee claimer. Players never spend SOL to launch — only to buy or sell. Each launch runs through two Meteora DBC transactions:
  • 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.
Mint and freeze authorities are revoked at launch. Once the bonding curve hits the migration market cap, the coin graduates to a Meteora DAMM v2 pool with permanently-locked LP.
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

The map is the leaderboard. A live score is computed from each character's on-chain stats and creator activity:
score = w1·log(market_cap_sol)
      + w2·log(holders)
      + w3·log(24h_volume_sol)
      + w4·creator_online_seconds
Tiers 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

The 20% creator share is automatic and on-chain — claimed via Meteora's 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)

Three soft currencies live in Postgres, separate from the on-chain token economy:
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

Eight hotspots on the island, each with a mini-game and a base reward. A Map Room boost can double any POI's cash payout for a 5 minute window.
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

Two parallel tracks:

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

Crates spawn on the map under server control with a global 30-second cooldown enforced in Postgres. Claim is atomic and server-authoritative — only one player can grab any given crate. Each crate carries in-game cash (not SOL). A fly-by plane animation signals incoming drops.

10. Booster Packs (earn $SOLAND, claim as SOL)

Booster Packs replace the old fixed-% deposit model. A player buys a pack with SOL; the pack accrues $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

Claims are batch-settled. Pressing Claim records a row in 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)

Five-level commission, paid in SOL from the pack principal at purchase time (not from ongoing points accrual):
Level 1 (direct) 7% of every downline Booster Pack
Level 2 5%
Level 3 3%
Level 4 2%
Level 5 1%
Each player gets a permanent /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

Global chat via Supabase Realtime. Requires a connected wallet and at least one launched character to post. Messages capped at 280 characters.

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.fun for every state-changing action; admin gated by SIWS + user_roles table with has_role() security-definer function.
  • Airdrop claims and stake creations are atomic at the database layer to prevent double-spend.

15. Roadmap status

  1. Phase 1 — Foundation. Live: AI avatar, system-deployed launches, map render.
  2. Phase 2 — Trading & visibility. Live: live score, tier visualisation, holder webhook.
  3. Phase 3 — Creator economy. Live: creator share, rewards ledger, mint-safety, admin dashboard.
  4. Phase 4 — Custodial wallets & referrals. Live: 5-level referrals, custodial SOL wallets, on-chain withdrawals.
  5. 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.
  6. Phase 6 — Claims & treasury safety. Live: Dexscreener price oracle, 12-hour batched claims, treasury-gated payouts with partial-fill queue, admin pause/tune controls.
  7. 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).

16. Risk disclosures

Soland is a game. Character tokens, Booster Packs, $SOLAND points and SOL claims are highly volatile, may be worth zero, and are not investments. No fixed return is promised: SOL claims are gated by the live $SOLAND market price and the real fee treasury, and may settle as partial or zero. Smart-contract bugs, RPC outages, price-feed outages, key-custody failures, and regulatory changes can cause partial or total loss. Players are responsible for the tax and legal treatment of any on-chain activity in their jurisdiction.