> For the complete documentation index, see [llms.txt](https://doc.pixotchi.tech/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://doc.pixotchi.tech/tokens/economy-overview.md).

# 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 <a href="#live-supply-picture-august-2026" id="live-supply-picture-august-2026"></a>

| 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](/links.md).

## 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.

{% hint style="warning" %}
**Adjustable fees and game settings:** SEED’s owner can change buy and sell fee components, capped at 5% total per side, as well as fee exemptions and recognized pairs. Game prices and reward settings can also change. This page is a dated snapshot, not a live feed.
{% endhint %}

{% hint style="info" %}
Snapshot: Base mainnet block [51,230,503](https://basescan.org/block/51230503), 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.
{% endhint %}
