Supply, the bonding curve, pack allotments, the burn schedule, and pre-mainnet verification — every number reproducible.
*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.
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.
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 $10 pack | burned per pack | FDV ($) |
|---|---|---|---|---|
| 0.00 (launch) | $0.0800 | 125 | 62.5 | $264,000 |
| 0.10 | $0.1007 | 99 | 49.5 | $332,349 |
| 0.25 | $0.1423 | 70 | 35.0 | $469,472 |
| 0.50 | $0.2530 | 40 | 20.0 | $834,835 |
| 0.75 | $0.4499 | 22 | 11.0 | $1,484,584 |
| 1.00 (full) | $0.8000 | 13 | 6.3 | $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.
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.
| M | spot@100% | tokens in a $10 pack @0 | @50% | @100% | FDV@100% |
|---|---|---|---|---|---|
| 3 (flat) | $0.2400 | 125 | 72 | 42 | $792,000 |
| 10 (assumed) | $0.8000 | 125 | 40 | 13 | $2,640,000 |
| 30 (steep) | $2.4000 | 125 | 23 | 4 | $7,920,000 |
Price-impact at launch is exact: impact = a·ΔR / P0.
| buy | impact @ launch |
|---|---|
| $20 | 0.08% |
| $200 | 0.76% |
| $2,000 | 7.60% |
| $20,000 | 76% |
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.
⛔ 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.
| Tier | Pack allotment | price | $3030 per pack* | burned | to the studio |
|---|---|---|---|---|---|
| Tier I | 1,600 packs | $10 | 125 | 62.5 | 62.5 |
| Tier II | 1,100 packs | $12 | set at open | half | half |
| Tier III | 600 packs | $15 | set at open | half | half |
| Tier IV | 260 packs | $20 | set at open | half | half |
*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.
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.
| Action | Cost | → |
|---|---|---|
| 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 pulls | site-side signal | no burn |
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.
| metric | value | note |
|---|---|---|
| Burned so far | read live | maxTotalSupply() − totalSupply(), from the chain |
| To the studio, so far | read live | the other half of every pack — revenue, not destroyed |
| Cap (mint-once) | 3,300,000 | minted once; burns never re-mint |
| Invariant | Σ 🔥 ≤ 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.
--preview. Pick the steadiest slope.minRareLiquidityWei(); confirm the seed with the cohort.