> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nyxeron.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# Real-money economy (on BNB Chain)

> How NYXERON turns USDC/USDT on BNB Chain into Credits, sells real tokenized stock at parties and shops, and keeps every Credit and unit backed on-chain.

<div className="nyx-hero nyx-banner">
  <img src="https://mintcdn.com/nyxeron/i74M9jNT1Ky6CAS9/images/sections/onchain.webp?fit=max&auto=format&n=i74M9jNT1Ky6CAS9&q=85&s=7ca31574501d3bc1a77e8576097271de" alt="" noZoom width="1200" height="400" data-path="images/sections/onchain.webp" />

  <div className="nyx-hero-text">
    <div className="nyx-hero-kicker">On-chain · BNB Chain</div>
    <div className="nyx-hero-title">Every Credit and every share is backed on-chain.</div>
  </div>
</div>

NYXERON runs two economies side by side. The classic game is play money and can never touch real value. The city
runs on **Credits**, which exist only because a stablecoin really arrived in the platform's wallet on BNB Chain, and
sells **real tokenized stock** (bStock) that the same wallet really holds. Every rule below exists to keep one promise:
nothing in the game is worth more than what is on-chain.

## The four currencies

| Currency | Where it comes from | What it buys | Backing |
| - | - | - | - |
| **NYX Points** (play money) | 20,000 starter wallet, refilled when below 2,000, DJ gigs, grants | Classic and practice nights | None. It cannot be converted into Credits |
| **Credits** | Created only by a verified USDC or USDT top-up on BNB Chain; after that they also move between players as a host's sale margin, and back to a guest when a party sale is cancelled | Venue rent, real stock at city parties and shops | USDC + USDT in the platform's wallet, 100 Credits = 1 USD |
| **Play portfolio** | Stock "bought" during a night as a guest | Score and PnL | None |
| **Real units** | A settled purchase in the city | Held by the player | bStock in the platform's wallet, 1 unit = 0.001 share |

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.

<Note>
  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`.
</Note>

## 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

| | Value |
| - | - |
| Exchange rate | 100 Credits = 1 USD |
| Minimum top-up | 3 USD |
| Daily cap | 20 USD per rolling 24 hours |
| Lifetime cap | 100 USD |

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.

<Accordion title="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.
</Accordion>

If BNB Chain has not confirmed the transfer yet, the game says the top-up is pending and simply checks again later.

## 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.

<Note>
  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.
</Note>


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