A plain-language guide to the token that lives inside the game. $SNAP is the game's in-world currency — something you spend to play, not something you're promised money for holding.
SnapDragon is a warm, hand-drawn survival adventure you play with cards. You gather and build by day; at night something attacks, and the cards you packed decide the roll. $SNAP is the game's in-world currency. That's all it is — and that's the whole point.
Most crypto games are built the other way around: a token first, a game bolted on to give it something to do. SnapDragon inverts that. The game came first; the economics exist to serve players.
| Property | |
|---|---|
| Total supply | 1,000,000,000 $SNAP — fixed, forever |
| New tokens ever minted | None. Mint authority revoked at genesis. |
| Can supply be frozen or changed? | No. Freeze authority revoked; metadata immutable. |
| Emissions / inflation | Zero. Supply never grows. |
| Yield / staking rewards / APY | None. No yield of any kind. |
| Liquidity | Seeded by the creator and permanently locked on day one. |
| Standard | Classic SPL token on Solana, 9 decimals, no transfer tax. |
What $SNAP is for — an optional utility layer inside the game:
The entire 1B supply is mapped, publicly, before liquidity is ever created — every address, its purpose, and its lock link.
| Bucket | Share | Tokens | Lock / vesting |
|---|---|---|---|
| Liquidity (LP) | 15% | 150M | Seeded into the pool; position permanently locked or burned day one |
| Community / ecosystem | 45% | 450M | Program-owned escrow — events & player airdrops, ≤10%/quarter. Never paid as yield. |
| Treasury / ops | 30% | 300M | 12-month linear unlock (Streamflow); no sales without 7 days' notice |
| Team (founder) | 10% | 100M | 6-month cliff, then 24-month linear vest; publicly labeled "Team" |
The real economy is priced in SOL and dollars; $SNAP is the optional rail alongside it.
Every fee, stated plainly. Most money moves in SOL; $SNAP fees are mostly burned — a fixed-supply token gets healthier as activity destroys tokens.
| Fee | What it is | Currency | Where it goes |
|---|---|---|---|
| NFT mint fee | Cost to mint a card NFT to your wallet | SOL | Network gas + a small ~$0.10 protocol fee → treasury |
| Vault claim fee | Small fee to claim a finished card from a vault | $SNAP | 100% burned |
| Card rental | Try the week's featured card for one run | ~$1 SOL or ~$0.90 $SNAP | SOL → 100% treasury; $SNAP → 100% burned (~30% platform margin on SOL) |
| Shop — SOL path | Buy a card/pack outright (Common $15, Rare $45) | SOL | 100% treasury |
| Shop — $SNAP path | Same purchase, 15% discount vs SOL | $SNAP | 50% burned / 50% treasury |
| $1 First Pack | A new wallet's first pack — 12 playable cards | ~$1 | Welcome cost, not profit — priced to cover mint |
| $25 Core Starter Bundle | Always-available, tradable 12-card starter deck | $25 | 100% treasury |
| Acceleration (roadmap) | Optionally finish a farming cycle early (~1.6× reference; always dearer than patience) | $SNAP | 50% burned / 50% treasury |
| Crafting / repair / re-roll | In-game crafting & upkeep | $SNAP | 75% burned / 25% treasury |
| Bounty-injection (roadmap) | Inject a Bounty Monster for tougher fights & better card loot | SOL or $SNAP-burn | Sink + treasury |
| Trophy / monster royalty (roadmap) | Secondary-sale royalty on tradable trophies | SOL | 5% creator royalty (Metaplex) |
The pool starts small and symbolic, and grows with the community. The creator seeds the launch pool with a small amount and then permanently locks that position. From there, liquidity deepens over time as the community and card-buyers participate. We're explicit about this: the token lists small and low-key, on purpose.
Trust isn't a slogan here — it's a set of on-chain facts anyone can check, all published on a public transparency page.
The standard: locked, revoked, and posted in the open.
Some utility features are intentionally not live at launch — they wait until card-sale revenue funds an independent security review and legal counsel signs off, and every one rewards players with cards, trophies, or items, never tokens. Two lines we hold firmly: no new tokens will ever be emitted (supply stays fixed at 1B), and no feature will ever be framed as "earning" or yield.
We'd rather be clear than clever, so here it is straight: