For the complete documentation index, see llms.txt. This page is also available as Markdown.

Economy Overview

How SEED trading fees, gameplay burns, LEAF emissions, and PIXOTCHI utility interact, with a dated supply snapshot.

Pixotchi uses several different flows: taxable SEED trading can fund ETH rewards, plant purchases burn part of their payment, and staking emits LEAF that building upgrades consume. These are game-economy mechanisms, not guarantees of stability or returns.

The two engines

Engine 1: trading funds rewards

At the 12 September 2026 snapshot, taxable SEED buys and sells on recognized market-maker pairs charged 5%. Fee-exempt addresses and unrecognized pairs are exceptions. The split was:

Share
Destination

2%

The ETH rewards pool, distributed continuously to plants by PTS

2%

Development and operations

1%

Automated liquidity strengthening

Plant rewards are paid in ETH rather than newly minted SEED. The amount available still depends on collected fees, contract processing, and trading activity.

Engine 2: gameplay burns supply

When you spend SEED inside the game (minting, items, fences, revives, renames), the contract splits the payment onchain: 70% burned forever, 30% recycled into rewards and operations.

At the 12 September 2026 snapshot, SEED’s totalSupply was about 18,987,157, compared with 20,000,000 initially minted: about 1,012,843 SEED had been removed from totalSupply. Another roughly 49,502 SEED sat at the dead address and remains included in totalSupply. These are distinct measures; neither is a complete circulating-supply calculation.

Every sink in the game

You spend
Where it goes

SEED on mints, items, fences, revives, names

70% burned, 30% rewards and ops

SEED on land mints and barracks builds

Rewards and ops

LEAF on building upgrades

100% burned

PIXOTCHI on troop training

100% burned

PIXOTCHI on batch-action fees

100% burned

PIXOTCHI on instant building upgrades

100% burned

Casino bets (any token)

Circulate through the onchain reward pools

Marketplace SEED and LEAF trades

Player to player, zero fee

Supply snapshot — 12 September 2026

Metric
Value

SEED total supply

20,000,000 initial; ~18,987,157 totalSupply after supply-reducing burns

SEED burned to date

~1,012,843 removed from totalSupply; ~49,502 additionally held at the dead address

SEED staked

~3,318,589 SEED, about 17.5% of totalSupply

LEAF emission

~3.33 per staked SEED per day, burned by land upgrades

PIXOTCHI supply

1,000,000,000 totalSupply; ~20,136,125 held at the dead address

Plants minted

22,460 across five strains

Lands minted

1,162 of 20,000

The in-app Swap > Info screen shows the live burn percentage and daily reward flow at any moment; independent views live on Dune and DexScreener.

Why this design holds up

  • Rewards depend on activity. ETH rewards are not SEED inflation, but that does not eliminate market, liquidity, contract, or sustainability risks.

  • Playing is deflationary. The more people play, the scarcer SEED gets. Engagement tightens the economy instead of stretching it.

  • LEAF is a transferable progression token. Staking produces it and upgrades consume it. Marketplace prices depend on supply and demand; the contract does not guarantee stable development costs.

  • Configuration can change. Administrators can adjust supported parameters and upgrade game contracts. Review the current app values before transacting.

Snapshot: Base mainnet block 51,230,503, 12 September 2026 at 21:59:13 UTC. Supply and staking totals change. This snapshot does not verify historical team-allocation claims or future buyback commitments.

Last updated