✦ 🌍 MetricBase World β€” Economy ✦

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🏠

Overview

πŸ‘₯ Players

85
0 online Β· avg Lv β€” Β· top Lv β€”

πŸͺ™ Circulating gold

166,825g
held by all players

🌍 Player Worlds

3
β€” published

πŸ›οΈ Treasury (burned)

1,448,810g
gold removed from circulation
πŸ†

Season

πŸ† Season β€” Β· β€”

PlayerPointsEst. $BASE
Earn points by playing β€” gather, craft, trade, win PvP, refer friends, and top the Richest board. At season end the prize pool is split pro-rata by points. Season 1 is a fixed 1,000,000 $BASE funded from the dev wallet; later seasons' prizes are set by DAO vote. Points never mint $BASE β€” the pool is a pre-committed allocation.
πŸ‘‘

Richest Players

πŸ‘‘ Net-worth leaderboard Β· β€”

PlayerNet worthToday
Net worth = gold on hand + inventory items + build assets + player Worlds, houses & shops, all at their gold value. Today = change since the previous daily snapshot. The board resets every 90-day season; days count from game launch.
🌱

Player Retention

πŸ”₯ Active players

β€”
last 24h Β· β€” in 7 days Β· β€” in 30 days

πŸšͺ One and done

β€”
played a single session and never returned

πŸ“Ά Where players are

🧭 Did the objective tracker help?

Until v0.178.0 every quest was gated behind finding Aria, so new players spawned with an empty log β€” 71% never passed level 3. New players now start with an objective on screen. These are the same measurements either side of that change; the "since" cohort needs time (and players) before it means much.

πŸ“ˆ New players per week

🀝

Invite Leaderboard

🀝 Players invited

β€”
codes redeemed all time Β· by β€” different players

βœ… Actually got going

β€”
invitees who reached Lv β€”

πŸ“ˆ Invite conversion

β€”
share of invitees who stuck around

πŸ… Top inviters

PlayerInvitedGot going
Ranked by how many invitees actually started playing, not by how many codes were handed out β€” that is also how season points are paid. A referral only credits the inviter once the invited player reaches Lv β€”, which is what stops throwaway wallets from farming the prize pool now that entry is free. Invited counts every redeemed code; got going counts the ones who made it past the first few minutes.
πŸͺ™

$BASE Token

πŸ”₯ $BASE burned

2,240,000 $BASE
tokens burned via in-game sinks

πŸ’Ž $BASE held by players

22,293,224 $BASE
β€” bonded player wallets holding $BASE

πŸ•³οΈ Burn sinks

βš–οΈ Treasury flow β€” in vs out

$BASE paid into the treasury by players (gold desk, expansions, passes) against the fixed Season prize pool paid out. Entry is free, so inflow now depends entirely on optional purchases.

πŸ“₯ Paid in (all time)

β€”
β€” in the last 30 days Β· β€” distinct wallets ever

πŸ“€ Season pool (out)

β€”
fixed, pre-funded Β· β€” paid out so far

⏳ Last purchase

β€”
days since any $BASE reached the treasury

πŸ”₯ $BASE burned per day (last 14 days)

$BASE burned by in-game sinks (passes, World & bag expansions)
πŸ’°

Gold Economy

βš–οΈ Mint pressure (7d)

β€”
minted Γ· burned, last 7 days β€” fees adapt Β±20% (now Γ—β€”)

🌩️ Economic events

β€”
live world events perturbing yields & prices

🌱 Gold minted (7d)

β€”
entered circulation this week

πŸ”₯ Gold burned (7d)

β€”
left circulation this week

πŸ’° Gold flow β€” minted vs burned (last 14 days)

Minted (gathered→sold, mobs, quests) Burned (shop, forge, Worlds, treasury)

πŸͺ™ Circulating gold supply (last 14 days)

Total gold held by players (reconstructed from daily mint/burn flow)

πŸ’Ή $BASE gold-market volume (last 14 days)

Gold traded for $BASE per day
🏷️

Item Prices β€” Supply & Demand

πŸ“ˆ Biggest gainers

πŸ“‰ Biggest drops

πŸ”₯ Most produced (7d)

🏷️ Live vendor prices β€” every tracked item

ItemVendor paysvs baseShop price7d produced7d used
Prices drift with the 7-day demand Γ· produced ratio (0.5×–2Γ— of base). Demand = items used (eaten, planted, crafted with, repairs) plus shop purchases; produced = gathered, crafted & dropped. Oversupplied items get cheaper, in-demand items get more valuable; dumping a stack on a vendor also softens its price for a few minutes.
πŸ› οΈ

Player Activity

πŸ“… Daily quests

0
β€” tasks claimed Β· β€” login bonuses Β· β€”g paid out

πŸ‘£ World visits

194
β€” Worlds expanded Β· β€” bags expanded

πŸ§‘β€πŸŒΎ Player jobs

β€”
open on the board Β· β€” completed Β· β€”g paid to workers

πŸ› οΈ Activity β€” per day (last 14 days)

Gathered Crafted Sold to shop Bought

🎣 Fish catches by rarity β€” per day (last 14 days)

Common Uncommon Rare Epic Legendary

πŸ“¦ Lifetime activity totals

βš–οΈ

Markets & Treasury

πŸ›οΈ Treasury by source

🧱 Asset market

🌍 Worlds economy

πŸ‘‘ Top gold holders

πŸ“£

Ads Marketplace

πŸ’΅ Ad revenue

445,232 $BASE
brand $BASE spent on impressions

🀝 Paid to players

β€”
β€”% revenue share

πŸ‘οΈ Ad impressions

47,310
creatives served

🎯 Active campaigns

β€”
β€” brands Β· β€” pending Β· advertise β†’

πŸ“£ Ad revenue vs player payouts (last 14 days)

Brand ad spend Paid to players

πŸ“¦ Ad marketplace totals