The four currencies
A Credit balance can never go below zero, and every change to it is written to a ledger together with its cause.
The play-money side never touches Credits.
The city is not open yet. It runs on Credits only, so until top-ups are live every city action (renting a venue,
opening a shop, hosting a city party, buying stock there) is answered with
city_closed.Top-up: stablecoin in, Credits out
A player sends USDC or USDT (BEP-20) from their embedded wallet to the platform’s wallet. The game never trusts the browser for the amount: it reads the transfer from BNB Chain itself and waits for BNB Chain to confirm it before crediting anything. Transfers nobody reported (a closed tab, a lost connection) are picked up too, so a top-up is never lost, and each transfer is credited at most once.Limits
A small fee is kept to pay for the gas the platform sponsors. A top-up is credited only up to the room left under
both caps; anything over a cap, or a transfer below the minimum, earns no Credits and is recorded so it can be
refunded by hand. Two top-ups arriving at the same moment can’t both use the same room under the cap.
Example
Example
A new player sends 10 USDC and receives about 1,000 Credits, less the small gas fee. Later that day they send
15 USDC: only 10 USD of daily room is left, so 10 USD is credited and the other 5 USD is recorded for a refund.
A third transfer the same day finds no room left and is recorded as rejected.
Selling real stock
In the city, a venue tenant (the “CEO”) is a reseller: they hold no stock and need no capital. The platform keeps a warehouse of real bStock; the CEO sets a sale price, and when a guest buys, the platform keeps its wholesale cost and the CEO keeps the difference as margin. The only stock sold for Credits today is Tesla, as the bStock TSLAB. What a player can rely on:- Prices follow the real market. Wholesale comes from a live market quote, and a CEO can only price within a band above it. If the quote is stale or missing, nothing is sold.
- No surprise prices. The buyer agrees to a price; if it changed under them, or the market has moved above the CEO’s price, the sale is refused rather than completed.
- A shop sale settles at once. The buyer pays and receives the units immediately.
- A party sale is held, then settled. The buyer’s Credits and the units are set aside during the party and settle after it ends. If the party is cancelled, the sale is voided: Credits go back to the guest and the units go back on the shelf. Each sale settles or is voided exactly once.
- No overselling. Units are only sold from stock the warehouse really holds.
Renting a venue
Hosting a city party or running a shop needs a venue, rented by the week in Credits. Bigger venues (higher levels) cost more. Rent is platform income, and like every other Credit movement it is written to the ledger.Backed on-chain
The platform’s wallet and stock are reconciled against the game’s books: every Credit players hold (including Credits set aside in party sales) must be covered by USDC and USDT in the wallet, and every real unit by bStock in the wallet.Restocking the warehouse
Warehouse units exist only for bStock the platform’s wallet really bought on BNB Chain. The game reads each purchase from the chain before adding a single unit, rounds down to whole units (any fraction stays in the wallet as surplus), and pays for restocks from platform income (fees, rent and wholesale), never from players’ Credits.There is no withdrawal yet: Credits and real units stay in the game, and each player’s lifetime top-up is capped at
100 USD.
