RIPMASTER · 3030 · STUDIOS
◂ Ripmaster 3030 $3030 · NFA
$3030 · supply · burns · pricing · liquidity

Tokenomics

Supply, the bonding curve, pack allotments, the burn schedule, and pre-mainnet verification — every number reproducible.

📄 Whitepaper 🛡 Audit notes

01At a glance

3.3Msupply cap (mint-once)
~1 RAREopening price / token
M ≈ 10demand multiple*
~$606kfull-curve FDV

*medium-demand preset, verified on-chain with --preview before mainnet. RARE≈$0.02 assumed for USD columns; re-peg on deploy day. Everything below is reproduced by scripts/token-model.mjs — run it to re-derive.

02What a Liquid Edition is

Not a single-formula bond. Each edition is a Uniswap-v4 pool whose liquidity is placed by Doppler Multicurve — concentrated positions approximating a log-normal shape, so it "sells a constant number of tokens per price bucket." That gives a clean law: price is exponential in supply, which is exactly linear in RARE reserve:

P(f) = P0 · M^f  ·  P = P0 + a·R,  a = ln(M)/cap   (f = tokens sold ÷ cap). A buy of ΔR RARE raises price by exactly a·ΔR.

03Price schedule

The opening price is measured, not modelled: SuperRare ran the live mainnet previews against the full 3,300,000 supply on the low-demand preset, with no initial RARE liquidity and no creator allocation. It opens at about $0.08 per $3030, with 30% of supply in the gentlest $0.08–$0.16 band. Everything below is priced off that.

⚑ The pack column runs the other way to the old one, and that is the important part: the pack is a fixed $10, so a rising token buys fewer tokens per pack — and burns fewer.

f (sold)spot ($)$3030 in a $10 packburned per packFDV ($)
0.00 (launch)$0.080012562.5$264,000
0.10$0.10079949.5$332,349
0.25$0.14237035.0$469,472
0.50$0.25304020.0$834,835
0.75$0.44992211.0$1,484,584
1.00 (full)$0.8000136.3$2,640,000

⚠ Only the launch row is measured. The rest assume a demand multiple of 10 over the whole curve, which the preview did not give us — treat every row below the first as illustration, not forecast. FDV is the token line and is unchanged by the pack size.

04Demand-multiple sensitivity

The pack price does not appear here, because it does not move: it is a dollar target. What moves is how many tokens a pack takes off the curve, and therefore how much it burns.

Mspot@100%tokens in a $10 pack @0@50%@100%FDV@100%
3 (flat)$0.24001257242$792,000
10 (assumed)$0.80001254013$2,640,000
30 (steep)$2.4000125234$7,920,000

05Slippage & steady growth

Price-impact at launch is exact: impact = a·ΔR / P0.

buyimpact @ launch
$200.08%
$2000.76%
$2,0007.60%
$20,00076%

Small plays barely move price; the reserve is un-pullable (it lives in the pool), there is no team pre-mint, and packs are a buy-and-burn that ratchets a shrinking float against a deepening reserve. Add liquidity by seeding real RARE at deploy and letting every buy deepen the pool organically — the curve itself is the standing liquidity.

06The pack allotment (dwindling + escalating)

There are no seasons. ripmaster3030studios is a game studio, not a drop calendar — the schedule is tiered. Each tier opens a fixed allotment of packs; within a tier the price walks a line from base → ceil as it sells, then that tier closes and the next opens (secondary market in between). A tier opens when the one before it sells out, not on a date. The allotment shrinks and the floor rises each tier. Allotments are sized so a full four-tier sellout burns the whole budget (§7) and no more. The schedule is site-enforced (packs are guided buy+burns of the one token — there is no pack contract) and fully auditable from the burn txs.

TierPack allotmentprice$3030 per pack*burnedto the studio
Tier I1,600 packs$1012562.562.5
Tier II1,100 packs$12set at openhalfhalf
Tier III600 packs$15set at openhalfhalf
Tier IV260 packs$20set at openhalfhalf

*The pack is priced in dollars. The token amount is worked out from the live $3030 price on the day a tier opens and then locked for that tier — so it is a fixed, knowable number while you are buying, and only tier I's is knowable today. At the opening price of about $0.08 a token, a $10 pack is 125 $3030. ≈3,560 packs across the four tiers.

07The burn schedule

The only on-chain spend is the one token. A pack and a game rake split 50/50 — half 🔥 burns permanently, half funds the studio, in a single atomic call that cannot half-execute. The studio's cut is stated on the tin; there is no hidden fee and no house pool players can win back. Hero-lens mints are wallet-signed 721 mints, not token payouts.

ActionCost
rip a pack (field cards + rare gacha claim)$10 → $20 by tier (§6)🔥 half · half studio
conviction burn (voluntary)any amount🔥
compression (own every copy of a field card → 1/1)compression cost🔥
game rake (10% of the pot)10% of the wagered pot🔥 5% · 5% studio
rarity votes · trades · binder · field-card pullssite-side signalno burn

08Lifetime burn — what it does and does not do

Because the token is minted once and burns are permanent, lifetime burn is bounded by the cap. Packs burn the token down over the deck's four-tier life toward a permanent floor. Cards do not retire or ash — this is token deflation only.

metricvaluenote
Burned so farread livemaxTotalSupply() − totalSupply(), from the chain
To the studio, so farread livethe other half of every pack — revenue, not destroyed
Cap (mint-once)3,300,000minted once; burns never re-mint
InvariantΣ 🔥 ≤ cap ✓supply only ever falls

We do not publish a target burn percentage, and that is deliberate. A pack is priced in dollars, so the number of tokens it burns depends on what a token costs that day — and it moves in the direction people do not expect: if the token gets more expensive, a $12 pack buys fewer tokens and burns less. Any percentage printed here would be a promise about a price nobody controls, and it would go stale on its own. So the site reports what has actually been burned, read from the chain, instead of what we hope will be.

The burn is real and permanent — it raises reserve-backing per surviving token — but it is not a scarcity engine and we do not present it as one. Reaching a 3× contraction would need packs of roughly $99. The studio chose playable pack prices over a deflation headline.

A partial life (fewer rips) simply settles the token at a higher float. The deck reaches its fully-deflated float only if the community truly burns across the tiers. No burn ever re-mints.

Net supply change = buys − burns (sign indeterminate in the short run). Over the deck's life the burns dominate: ⅔ of the mint is retired permanently. Read the real trajectory from totalSupply() — burn progress is maxTotalSupply − totalSupply.

09Before mainnet — what we verify

NFA · all memes are memes. $3030 is an experimental, volatile collectible game token — not an investment, not a security, no promise of value, and it can go to zero. The cards are art, parody, and commentary. Nothing here is financial, legal, or tax advice. Do your own research. Full terms on the whitepaper.