# Story

Story Behind Cyberpunks World

{% hint style="success" %}
Completely onchain web3 game built on smart contracts - transparent record-keeping with decentralized control and ownership of player data and assets enabling fun and transparent game experience. \
Play-to-Own!
{% endhint %}

<figure><img src="/files/BAT2dBmhSfktBC4RiINW" alt=""><figcaption></figcaption></figure>

**Cyberpunks World** is a thrilling turn-based browser MMO set in a futuristic cyberpunk universe. Players can explore locations, engage in battles and grow their heroes with future expansions evolving it into a full-scale cyberpunk world.

The game will roll out in multiple phases, starting with **V1**, a speculative initial release featuring fighting, farming lootboxes, trading, tournaments, points and fight wagering. It will then gradually expand into **V2**, adding more mechanics and activities through a build-in-public approach to maximize player involvement and form a loyal long-term community.

Create your own hero and begin a journey through neon-lit streets and towering skyscrapers of the cyberpunk metropolis. Prove your skill with smart battle strategies, assemble the best armor set, and trade your way to the top of the leaderboards.

Engage in a free in-game economy where you can trade, exchange, lend, and borrow assets to enhance your experience, with endless opportunities to earn while playing.

**Cyberpunks World** delivers a **free-to-play experience** powered by a fully tokenized game economy that allows players to monetize their activity while enjoying the game.


# Tech

Tech Behind Cyberpunks World Game

<figure><img src="/files/aP1ERWUNCn1fizWdxqa0" alt=""><figcaption></figcaption></figure>

**Cyberpunks World** is a game built fully on a web3 tech stack. Instead of relying on a traditional web2 backend, the game’s core logic runs on Ethereum Virtual Machine smart contracts, ensuring transparent and verifiable gameplay.

All in-game assets are tokenized, either as **Non-Fungible Tokens (ERC-1155 / ERC-721)** or **Fungible Tokens (ERC-20),** giving players complete control, transferability and ownership. By leveraging blockchain for secure record-keeping, every fight, action, trade, and interaction is fully transparent and trustless.

Step into **Cyberpunks World** for a fun, player-driven gaming experience, powered end-to-end by the web3 stack.

### **Chain Abstraction**

**Cyberpunks World** is built with the goal of making blockchain invisible to the player - the **game comes first, tech works in the background**.

#### **V1: Partial Abstraction**

In the V1 initial phase, wallet interactions will be abstracted to simplify the experience. The first step is **fully abstracted fights**, where players won’t need to confirm transactions for every action. Over time, this will expand to cover the **entire game interface**, offering a smooth one-click experience. V1 relies on **BASE L2**, which provides extremely low-cost transactions to make this possible.

#### **V2: Full Abstraction**

The long-term vision is to remove blockchain friction entirely. In V2 **all game activities will be fully abstracted**, bringing the effective cost to **zero for players**. This will be achieved with game owned **L2 chain** integrated with **Privy** registration, so players can join, play, and trade without even needing a traditional wallet setup.


# Key Objectives

Key Objectives We Aim to Tackle

**Cyberpunks World** aims to demonstrate that games built entirely on the blockchain can still be engaging and enjoyable, breaking free from the traditional web2 tech and establishing itself as one of the first true web3 game projects.

**Cyberpunks World** will go beyond traditional play-to-earn models by pioneering **play-to-own**. Giving players true ownership and full control of their onchain assets. Every item is tokenized and freely tradeable, enabling players to sell, lend, lease, or unlock other novel use cases. Backed by a DeFi-powered economy, the game builds a self-sustaining system where assets hold lasting value beyond gameplay.

**Cyberpunks World** aims to prove that a true **Free-to-Play** model can be both profitable and sustainable in web3 without paywalls, disruptive ads, or pay-to-win mechanics. Revenue flows from **onchain trading volumes and player activity**, where the game economy itself generates value, aligning success of the protocol with the engagement and freedom of its players.

**The gaming industry will inevitably be on the blockchain!**


# Play to Earn Capabilities

Owning your in-game progress is the only way for sustainable Play-to-Earn!

### **V1: Launch Phase**

**Cyberpunks World** begins with a fun, competitive foundation where players can already create value, with most in-game items being freely mintable through gameplay activities

* **Lootboxes**: Collect, farm, trade lootboxes and keys
* **Lootbox Openings**: Discover rare items and build the best sets
* **Ability Charges**: Collect and trade ability charges
* **Consumables**: Collect and trade consumables
* **PvP Fights:** Participate in fights with stakes with other players where the winner takes all or predict fight winners and tournament outcomes or p
* **AI Agent Fights:** Assemble, upgrade, trade your own AI-powered drones for combat events
* **Player Incentives**: Early participant points system for loyal players

This first stage is designed to be fast, engaging, and rewarding, giving players plenty of action while the economy starts taking shape. Aimed to build a loyal community.

***

### **V2: Expansion Phase**

Over time, the game will expand step by step into a full-scale game ecosystem. V2 will introduce deeper systems and new ways to create value:

* **Resources**: Collect, trade, barter or use as collateral for loans
* **Crafted Items**: Create, trade or lease crafted items or rent them for events
* **Dungeon Farming**: Collect unique, non-craftable items
* **Skills**: Level up crafting and battle skills. Demand for player services
* **Real Estate**: Trade, rent or lease virtual property tied to game activities
* **Clan Wars**: Gain control over city revenue hubs and make your clan even more powerful
* **Player Incentives**: Ongoing rewards for long-term contributors

V2 is a larger vision that will be built gradually with the community, ensuring stability, balance, and lasting value for loyal players.


# Free Market Economy

Completely Tokenized Game World

{% hint style="success" %}
The game is **Free-to-Play** with a completely **free market economy**. Dev team will not control the prices. Most items found in the game can be minted by players or discovered in the game world.&#x20;
{% endhint %}

All game assets are tokenized. Assets with unique properties will be represented as NFTs, while other completely identical assets will be represented as FTs.

**NFT - Non-fungible tokens:** Unique game tokens like heroes, armor, weapons, consumables, etc. (Standards: ERC-721, ERC-1155)

**FT - Fungible tokens:** Game tokens like currencies, resources, etc. (Standard: ERC-20)

GameFi infrastructure will power a player-driven economy! These smart contracts will also enable the collection of fees to fund further game development, making the project self-sustainable without resorting to common web2 game monetization.

#### **V1: Launch Phase Core Economy**

At launch, **Cyberpunks World** will provide the essential infrastructure for player-driven trading and speculation:

1. **NFT Marketplace** – trade in-game assets directly between players
2. **DEX (Decentralized Exchange)** – swap fungible tokens seamlessly onchain
3. **Barter System** – enable direct peer-to-peer trades without middlemen

This foundation ensures that players can already engage in real economic activity while shaping the early market.

***

#### **V2: Expansion Phase Economy**

As the game grows, the economic layer will expand into a **fully flourishing web3 ecosystem**:

1. **NFT Rent/Lease** – lend or rent out items for events, fights, or farming
2. **NFT/FT Lend & Borrow** – collateralized lending for items and tokens
3. **In-game Stablecoin** – the final step, introduced once the economy is large enough, providing a stable unit of value so players do not need to move in and out of the game for profits

<figure><img src="/files/Y5PtGmzKdyJwX8ilKolk" alt=""><figcaption></figcaption></figure>

{% content-ref url="/pages/euTly6MPp68NSABYFPuh" %}
[NFT Infrastructure](/economy-ecosystem/nft-infrastructure)
{% endcontent-ref %}

{% content-ref url="/pages/kgvsOE734D48ZxVGLNbc" %}
[FT Infrastructure](/economy-ecosystem/ft-infrastructure)
{% endcontent-ref %}


# NFT Infrastructure

{% hint style="success" %}
**NFT – Non-Fungible Tokens** (armor, weapons, consumables, heroes, names, etc.)

**FT – Fungible Tokens** (resources, consumables, etc.)
{% endhint %}

NFT item examples:

<figure><img src="/files/vHY9LLW08z0cIxDTWl3b" alt=""><figcaption><p>In-game Non-Fungible Tokens</p></figcaption></figure>

{% content-ref url="/pages/rqbzxkGVYr8jnovLEkqk" %}
[NFT Marketplace](/economy-ecosystem/nft-infrastructure/nft-marketplace)
{% endcontent-ref %}

{% content-ref url="/pages/NkSTJ85wV9sYFvev2dab" %}
[NFT Rent/Lease](/economy-ecosystem/nft-infrastructure/nft-rent-lease)
{% endcontent-ref %}

{% content-ref url="/pages/lIQnIzxTzpNiYkf6EJv8" %}
[NFT Lend/Borrow](/economy-ecosystem/nft-infrastructure/nft-lend-borrow)
{% endcontent-ref %}

{% content-ref url="/pages/otKXpaFbS4chaxCPALO2" %}
[NFT Escrow/Barter](/economy-ecosystem/nft-infrastructure/nft-escrow-barter)
{% endcontent-ref %}

<br>


# NFT Marketplace

{% hint style="success" %}
**NFT – Non-Fungible Tokens** (armor, weapons, consumables, heroes, names, etc.)

**FT – Fungible Tokens** (resources, consumables, etc.)
{% endhint %}

The NFT marketplace allows users to buy and sell game items.&#x20;

Players will be able to easily buy and sell any kind of in-game assets with unique properties:

* armor;
* weapons;&#x20;
* heroes;&#x20;
* names;
* consumables;
* components;
* real estate;&#x20;

etc.

<br>


# NFT Rent/Lease

{% hint style="success" %}
**NFT – Non-Fungible Tokens** (armor, weapons, consumables, heroes, names, etc.)

**FT – Fungible Tokens** (resources, consumables, etc.)
{% endhint %}

Players will be able to easily rent game assets.&#x20;

Let's say someone has many unused assets that they don't want to sell but would be happy to rent them out to players who need them for tournaments, quests, dungeons, or fights.&#x20;

Also, some players who cannot afford to buy assets such as real estate will be able to rent units for various in-game activities.&#x20;

Players who rent assets pay the agreed-upon price to the respective item owners.

<figure><img src="/files/AX8slvEknDmwXg2ZULp4" alt=""><figcaption><p>NFT Rent/Lease Example</p></figcaption></figure>


# NFT Lend/Borrow

{% hint style="success" %}
**NFT – Non-Fungible Tokens** (armor, weapons, consumables, heroes, names, etc.)

**FT – Fungible Tokens** (resources, consumables, etc.)
{% endhint %}

This feature differs from Rent/Lease, as it might be used by players who need fungible tokens (currencies, resources, etc.) and want to put unused game assets (NFTs) as collateral for short-term FT borrowing, agreeing to pay back the FT lender on the agreed-upon terms.&#x20;

FT lenders receive some yield on their loans.&#x20;

NFT holders use their assets as collateral to receive FT loans.

<figure><img src="/files/3Sysi8Ydy6VGloGLj01z" alt=""><figcaption></figcaption></figure>


# NFT Escrow/Barter

{% hint style="success" %}
**NFT – Non-Fungible Tokens** (armor, weapons, consumables, heroes, names, etc.)

**FT – Fungible Tokens** (resources, consumables, etc.)
{% endhint %}

This service will be used by users who want to safely exchange their NFTs for a set of other NFTs or FTs.&#x20;

Let's say one player wants to barter their unique armor set for a few weapons and an additional amount of FT; they might use the escrow service for a safe P2P transaction.&#x20;

The escrow service involves two players who want to exchange in-game items securely without needing to trust each other.&#x20;

Both players place the agreed-upon assets into the escrow contract and verify that all assets have been added.&#x20;

Then, both parties approve the escrow transaction so it can be executed by the smart contract.

<figure><img src="/files/CPFfkvjXhFdqMi4oJqgd" alt=""><figcaption><p>NFT Escrow/Barter Example</p></figcaption></figure>


# FT Infrastructure

{% hint style="success" %}
**NFT – Non-Fungible Tokens** (armor, weapons, consumables, heroes, names, etc.)

**FT – Fungible Tokens** (resources, consumables, etc.)
{% endhint %}

**Cyberpunks World** FT infrastructure for gaming includes a Decentralized Exchange (DEX) with liquidity pools for seamless token trading, an Over-The-Counter (OTC) and Escrow platform for custom pricing, and a Lend/Borrow feature that enables borrowing in-game tokens against other tokens. These components work together to create a versatile and accessible ecosystem for managing fungible tokens within the game.

FT examples:

<figure><img src="/files/k0vXq3Me2IpLQvJ8vI1p" alt=""><figcaption><p>In-game Fungible Tokens</p></figcaption></figure>

{% content-ref url="/pages/rDG3yxKNuBNMyBhggnR6" %}
[Decentralized Exchange (AMM)](/economy-ecosystem/ft-infrastructure/decentralized-exchange-amm)
{% endcontent-ref %}

{% content-ref url="/pages/Ma46xwCtVVimSLPtd05B" %}
[FT OTC/Escrow](/economy-ecosystem/ft-infrastructure/ft-otc-escrow)
{% endcontent-ref %}

{% content-ref url="/pages/3JrmGkrgNWvyGb6484n7" %}
[FT Lend/Borrow](/economy-ecosystem/ft-infrastructure/ft-lend-borrow)
{% endcontent-ref %}


# Decentralized Exchange (AMM)

{% hint style="success" %}
**NFT – Non-Fungible Tokens** (armor, weapons, consumables, heroes, names, etc.)

**FT – Fungible Tokens** (resources, consumables, etc.)
{% endhint %}

A basic Decentralized Exchange with liquidity pools for certain FT pairs, allowing users to easily buy, sell, and exchange tokens from one to another.


# FT OTC/Escrow

{% hint style="success" %}
**NFT – Non-Fungible Tokens** (armor, weapons, consumables, heroes, names, etc.)

**FT – Fungible Tokens** (resources, consumables, etc.)
{% endhint %}

Players will be able to post FT for sale at a desired price.&#x20;

Let's say a player doesn't like the current price for the resource they have; they can post the amount of that resource they're willing to sell and a desired price at which they would be comfortable selling it.&#x20;

Then, another player can come and accept that deal or offer a barter.


# FT Lend/Borrow

{% hint style="success" %}
**NFT – Non-Fungible Tokens** (armor, weapons, consumables, heroes, names, etc.)

**FT – Fungible Tokens** (resources, consumables, etc.)
{% endhint %}

Players will be able to borrow in-game FT against other fungible tokens.&#x20;

For example, a player who has resources but doesn't want to sell them can borrow in-game currency against those resources and pay an agreed-upon yield.


# In-game Stablecoin

An essential component of our decentralized, free economy ecosystem is the in-game **Stablecoin**.

**Stablecoin** provides players with an option to secure their in-game earnings in a more stable form compared to the main game token, which may be volatile in price. Additionally, it offers convenience for those who want to lock in their income without leaving the game ecosystem.

With our in-game **Stablecoin**, players can quickly swap their tokens for the **Stablecoin** and continue playing, knowing their earnings are secure. They can also trade the **Stablecoin** back for game assets at any moment.

**Cyberpunks World** **Stablecoin** solution is tied to Curve LP tokens, allowing players to effortlessly switch between the game **Stablecoin** and well-known stablecoins in a trustless manner. This seamless integration ensures uninterrupted gameplay while maintaining a secure and stable in-game economy.

![](/files/l7Yvucv0AEMZYusbzbhQ)


# V1 Objective

V1 is the **initial phase** designed to create the foundation for the **Cyberpunks World** game. It provides a complete game loop built around engaging and speculative activities such as strategic PvP fights, lootbox activities, wagering and tournaments. The focus is on attracting an active player base and building a loyal community, while rewarding early participants through simplified item acquisition, points system and fun gameplay mechanics.

V1 is a competitive, rewarding environment where players can start creating value from day one, while paving the way for the broader vision of V2. All game items gained in V1 will be transitioned into V2.


# Character

{% tabs %}
{% tab title="Classes" %}
V1 will feature **three core classes**, each offering a unique playstyle and strategic role in PvP battles:

* **Brute** – A tanky, strength-oriented fighter built for raw power and durability.
* **Meta-Monk** – An intelligent, IQ-driven class that relies on strategy and precision.
* **Netrunner** – An agile specialist with high evasion, making them difficult to hit.

Each class comes with its own **specific stats and unique abilities**, allowing players to craft smart strategies and counter different opponents. Classes also shine in **team-based modes** (2v2, 3v3, 4v4, 5v5), where synergy and role diversity can determine victory.
{% endtab %}

{% tab title="Abilities" %}
Every class in **Cyberpunks World** comes equipped with a mix of **common abilities** and **class-specific abilities**. The first four abilities are shared across all classes, forming a familiar core for every player. Beyond that, each class unlocks **eight unique abilities**, tailored to their strengths and playstyle.

This design ensures that battles stay **engaging and unpredictable**, as players combine abilities in creative ways to outsmart their opponents. Abilities are powered by **charges**, which can be discovered through lootboxes or acquired on the marketplace, adding both strategy and value to every fight.

Abilities require **charges** to activate. These charges are **burned after use**, so players need to stack and manage them wisely to stay effective in fights.
{% endtab %}

{% tab title="Inventory" %}
All items in **Cyberpunks World** are tied to the player’s wallet address, meaning they **cannot be wiped or deleted**. Players have **full control** over their assets: equip them, trade them, sell them or simply collect them as part of their personal stash.
{% endtab %}

{% tab title="Achievents" %}
The game will have 100+ achievements that might enable additional points (and of course bragging rights!).

### Types of achievements:&#x20;

* Battle achievements
* Activity-based achievements
* Attendance achievements
* Economy achievements&#x20;
  {% endtab %}
  {% endtabs %}


# Activities

The initial phase of **Cyberpunks World** delivers a **complete gameplay loop** with competitive and speculative activities. Players can open and trade lootboxes, collect rare items, trade consumables and ability charges, join PvP battles, wager on fight outcomes, and compete in tournaments. Early participants are also rewarded through a points system that recognizes their contribution to the growing community.

{% columns %}
{% column %}
{% content-ref url="/pages/luzk6u2P9vxAvipp8K7I" %}
[PvP Battles](/v1-launch-phase/activities/pvp-battles)
{% endcontent-ref %}

{% content-ref url="/pages/TuyjHWQlMGcHwi0TUuWO" %}
[Lootboxes & Keys](/v1-launch-phase/activities/lootboxes-and-keys)
{% endcontent-ref %}

{% content-ref url="/pages/Ofb7CqTiT62bUBbxQ1ig" %}
[Tournaments](/v1-launch-phase/activities/tournaments)
{% endcontent-ref %}

{% endcolumn %}

{% column %}
{% content-ref url="/pages/qOhz1exaWSF5xH4R3NW7" %}
[Predictions](/v1-launch-phase/activities/predictions)
{% endcontent-ref %}

{% content-ref url="/pages/rbN15GrnDQ6KmeU84fJW" %}
[Boss Raid](/v1-launch-phase/activities/boss-raid)
{% endcontent-ref %}

{% content-ref url="/pages/rKWe6PmyEpDmwhbUzgGc" %}
[AI Agent Fights](/v1-launch-phase/activities/ai-agent-fights)
{% endcontent-ref %}

{% endcolumn %}
{% endcolumns %}


# PvP Battles

### PvP Fights

In the neon streets of Cyber City, combat is about more than firepower. Outsmart your opponent, exploit their weaknesses, and turn every move into an advantage. Hack implants to disable weapons, boost your own systems for tactical gains, raise shields, or strike with brutal force. Every fight is a high-stakes clash where **skill, tech, and strategy decide who survives**.

**Fight Types**

* **1v1**: Solo duels
* **2v2, 3v3, 4v4, 5v5:** Team fights

**Fight Modes**

* **Free Fights**: Casual free matches
* **Fights with Stake**: Both sides wager assets and the winner takes all

{% tabs %}
{% tab title="Preparation" %}
Before each combat, all players must choose the Combat Equipment for their Heores and then join the matchmaking location on the map.

You may choose to equip:

* **Ability Charges**&#x20;
* **Weapon**
* **Armour**
* **Consumable Items**

Opponents and spectators can see your equipment.
{% endtab %}

{% tab title="Matching" %}
Matchmaking takes place in the **Underground**, a city hub where players can browse ongoing fights, check stake sizes, review gear scores and join battles waiting for participants.
{% endtab %}

{% tab title="Turn Order" %}
In each phase of the combat round, all players submit their strategy/tactics, and their actions will be revealed at the same time.

The sequence of combat is as follows:

* Each player has to choose 1 Ability (out of 12)
* 1 Attack & 2 Defense options
* Optionally, player may choose to utilize 1 consumable item
* Lastly, when you are certain about your selections, press the "Submit Move" button and wait for the Round Resolution. (You may undo your choices as many times as you want before submitting them, within 30-60 seconds turn time)
  {% endtab %}

{% tab title="Body Parts" %}
**Combat Equipment** includes all wearable assets and weapons, each of which significantly impacts a character’s **Attack, Intelligence** and **Defense** values.\
During combat, characters may target specific **body parts** of their opponents (while also protecting their own):

* Head
* Chest
* Stomach
* Waist
* Legs

Attacks are always aimed at body parts, never directly at specific pieces of equipment.
{% endtab %}

{% tab title="Abilities" %}
A character can use **one ability per turn** and only if it has available charges. Abilities are divided into three types:

* **Attacking**
* **Defensive**
* **Utility**
  {% endtab %}
  {% endtabs %}

#### **Victory Conditions**

You can win a battle in four ways:

* **Knockout**: Reduce your opponent’s HP to zero
* **Retreat**: Force your opponent to leave the battlefield
* **Timeout**: Opponent fails to act in time (counts as retreat)
* **Draw**: Both offline or both reach 0 HP in the same turn


# Lootboxes & Keys

Lootboxes are designed to **reward daily returning players** with essential items for battles.

Rewards are randomized once the box is opened.

***

### **How to Open Lootboxes**

**Option 1: Key-Based Opening**

Use the correct key to instantly open a lootbox. Active players can earn **1 random key per day.**

**Option 2: Hacking-Based Opening**

If no key is available, players can hack lootboxes. Each lootbox type has its own difficulty and cooldown. Hacking locks the lootbox in a smart contract until claimed back.

| Lootbox      | Loot          | Hack Difficulty | Cooldown |
| ------------ | ------------- | --------------- | -------- |
| **Standard** | **Common**    | ⭐⭐              | 60 min   |
| **Upgraded** | **Uncommon**  | ⭐⭐⭐             | 120 min  |
| **Elite**    | **Rare**      | ⭐⭐⭐⭐            | 180 min  |
| **Quantum**  | **Epic**      | ⭐⭐⭐⭐⭐           | 300 min  |
| **Mythic**   | **Legendary** | ⭐⭐⭐⭐⭐⭐          | 600 min  |

***

### **Daily Rewards & Tiers**

A **daily returning player** = anyone who has fought at least once that day.

* **1 skipped day resets progress.**

**Reward Tiers:**

* **Tier 1 (Days 1–4):** Common "Standard"
* **Tier 2 (Days 5–9):** Uncommon "Upgraded"
* **\*Tier 3 (Days 10–14):** Rare "Elite"
* **\*Tier 4 (Days 15–19):** Epic "Quantum"
* **\*Tier 5 (Day 20+):** Legendary "Mythic"

{% hint style="success" %}
\*The player must stake the required amount of tokens to unlock **Tier 3 lootboxes** and higher. Amount TBA.
{% endhint %}

***

### **Lootbox Contents**

Each lootbox contains **1 main item** (weapon or armor) plus ability charges.

* **Common (Standard):** 3 items
* **Uncommon (Upgraded):** 4 items
* **Rare (Elite):** 7 items
* **Epic (Quantum):** 8 items
* **Legendary (Mythic):** 10 items


# Tournaments

Tournaments in **Cyberpunks World** bring players together for structured competition, rewards, and community-driven events.

***

### **Tournament Types**

* **Game-Hosted Tournaments** – Official events run by **Cyberpunks World** with set prizes.
* **Player-Created Tournaments** – Custom events where players set rules, prizes, and entry conditions.

### Entry Options

* **Free Entry Tournaments** – Open to all without cost.
* **Stake-Based Tournaments** – Participants contribute tokens/ETH; **Winner-Takes-All.**

### **Tournament Modes**

* **1v1 Duels** – Classic head-to-head fights.
* **Team Battles (2v2, 3v3, 4v4, 5v5)** – Squad-based formats requiring teamwork and synergy.

***

#### **Additional Features**

* **Custom Prizes** – Organizers can set token or NFT rewards.
* **Flexible Slots** – Unlimited or limited player slots depending on setup.
* **Onchain Transparency** – Stakes, entries and prize distribution handled securely via smart contracts.


# Predictions

Players can take part in **prediction markets** linked to battles and tournaments:

* **Turn Predictions** – Predict who will deal more damage in the current turn.
* **Fight Predictions** – Predict the overall fight outcome (winner or draw).
* **Tournament Predictions** – Predict winners of entire tournaments or individual matches within them.

Fighters themselves benefit too, as they **receive a share of the fees** generated from prediction activity on their matches.


# Boss Raid

The **Boss Raid** is a high-stakes challenge against an **ultra-powerful AI boss** built with far greater HP and strength than any human fighter.

* **Entry System**: Players can join the raid with a **1:10 entry ratio** (e.g., pay $10 for a chance to win $100).
* **Growing Bounty**: Every losing attempt adds to the prize pool, causing the bounty to grow larger and larger over time.
* **Victory & Reset**: When the boss is finally defeated, the victor claims the entire accumulated pool, and the activity resets with a new raid cycle.

Boss Raids are designed as rare, community-driven showdowns that keep building excitement until someone finally brings down the AI-powered beast.


# AI Agent Fights

AI Agent Fights are available to **advanced players** who have collected the necessary parts to **assemble and mint a fully functional AI fighter**. Owning an AI fighter opens multiple opportunities:

* Put them into **AI vs AI battles** against other owners.
* Challenge human players in **AI vs Human fights**.
* Earn revenue when spectators make predictions on their AI fighter’s performance in the **prediction markets**.

**Fight Types**

* **AI vs AI** – Survival Fight. Multiple autonomous fighters dropped into the arena, each battling for dominance until only one remains.
* **AI vs Human** – Human players test their skill against stronger AI opponents.

**Fight Modes**

* **Free Fights** – Casual matches without stakes.
* **Fights with Stake (AI vs AI)** – AI owners contribute the same stake, winner takes all.
* **Fights with Stake (AI vs Human)** – The AI fighter is loaded with a prize pool by its owner. Human challengers can enter with a smaller 1:10 ticket (e.g., 0.1ETH to win 1ETH). If the human wins, they take the pot. If the AI wins, it collects the challenger’s entry fee, generating **revenue for its owner**.

With **prediction markets** active for every fight, both participants and spectators have multiple ways to profit from AI Agent battles.


# Game Assets

All assets in **Cyberpunks World** are **fully tokenized** and tied to the player’s wallet, ensuring **true ownership**. Assets cannot be wiped or deleted, and players have full control to trade, collect, or use them in activities.

V1 introduces the **core foundation of assets**, while V2 will expand into a broader production-based ecosystem where most assets will come from **crafting and resource gathering**.

In V1 assets are more limited and primarily acquired through **lootboxes** or specific early activities. Rewarding early players.

<details>

<summary><strong>Heroes</strong></summary>

Heroes are the core of Cyberpunks World. Every player needs a hero to participate in activities, unlock opportunities, and progress in the game world.

</details>

<details>

<summary><strong>Hero Avatars</strong></summary>

Most heroes start with a non-transferable default profile picture (PFP). Over time, a limited NFT avatar collection will be released, offering some in-game features and being fully tradable.

</details>

<details>

<summary><strong>Hero Names</strong></summary>

Similar to ENS, Cyberpunks World allows players to mint and trade unique names.

</details>

<details>

<summary><strong>Weapons</strong></summary>

Mintable via lootboxes. Weapons are used in fights and are fully tradable.

</details>

<details>

<summary><strong>Armor &#x26; Combat Gear</strong></summary>

Mintable via lootboxes. Provides defense in battles and is fully tradable.

</details>

<details>

<summary><strong>Ability Charges</strong></summary>

Mintable via lootboxes. Required to use abilities in combat and fully tradable.

</details>

<details>

<summary><strong>Consumables</strong></summary>

Provided weekly by the game protocol with supply limits. Consumables are tradable and support players in combat or recovery.

</details>

<details>

<summary><strong>AI Fighter Parts</strong></summary>

Players can mint and trade parts through in-game activities. Parts can be combined into fully functional AI Fighters, usable in AI vs AI or AI vs Player battles.

</details>

<details>

<summary><strong>Basic Resources</strong></summary>

V1 will introduce basic resources that will be tied into most game activities.

</details>

<details>

<summary><strong>Other Assets</strong></summary>

As V1 evolves, more asset types will be introduced with new activities. For example: the Hospital location will feature both public and user-owned bed space for post-trauma regeneration.

</details>


# Locations

### **Cyber City: A Dynamic and Thrilling Hub in the Cyberpunks World**

Welcome to Cyber City, the first bustling metropolis in the **Cyberpunks World** game. As a thriving hub filled with diverse locations and activities.

Cyber City is just the beginning of your adventure in the **Cyberpunks World**. This thriving metropolis is only a small part of the larger vision.

Start your journey through Cyber City and forge your own path in the exhilarating world of Cyberpunks. The adventure awaits!<br>

{% embed url="<https://customer-uggcmw37s0b12ukm.cloudflarestream.com/6e8944237faecd9d79f09195c980af2e/iframe?poster=https://customer-uggcmw37s0b12ukm.cloudflarestream.com/6e8944237faecd9d79f09195c980af2e/thumbnails/thumbnail.jpg?time=&height=600>" %}
Cyberpunks World Map V1 - Cyber City Map
{% endembed %}

<table><thead><tr><th width="254">Name</th><th width="458.3333333333333">Description</th><th data-hidden></th></tr></thead><tbody><tr><td>Home</td><td>Main location with player inventory and stats.</td><td></td></tr><tr><td>Black Market</td><td>A marketplace for all players. Here, literally any tradable asset in the game can be purchased. Prices are dictated only by the players' offer and demand.</td><td></td></tr><tr><td>Underground</td><td>The most common PvP location of Cyberpunks World. Here, players test their skills across multiple combat styles and modes (1v1, 2v2, 3v3, 4v4, 5v5). Every fight is <strong>player vs player</strong>, with outcomes decided by strategy, gear, and teamwork.<br>In addition to fighting, spectators can join the action through <strong>prediction markets</strong>, making calls on both <strong>fight outcomes</strong> and <strong>turn-by-turn damage results</strong>.</td><td></td></tr><tr><td>Fight Club Arena</td><td>This place hosts all fighting tournaments (weekly and monthly). Champions are rewarded with special prizes.</td><td></td></tr><tr><td>The Factory</td><td>Jack into the Lootbox Hub, crack codes and claim your gear. Stop trading and start looting.</td><td></td></tr><tr><td>Central Park</td><td>Explore your rank in Cyber City. Your chance to become the absolute best!</td><td></td></tr><tr><td>Exchange</td><td>The main DEX of the Cyber City where players come to buy, sell, and trade a wide range of in-game tokens.</td><td></td></tr><tr><td>JunkYard</td><td>A dangerous arena filled with rogue tech and broken machines. It is the home of <strong>AI Agent Fights</strong> - battles where players use their assembled AI-powered fighters to clash against other AI fighters or challenge human opponents. AI fighters are generally stronger than humans, creating high-risk, high-reward encounters.</td><td></td></tr><tr><td>Hospital</td><td>There are various events where players run the risk of getting KOed or injured. If so, players visit the hospital for recovery. </td><td></td></tr><tr><td>Chinatown</td><td>A location where you can spend your time playing mini games. There are both single player and vs games and players may submit their scores after completing them.</td><td></td></tr><tr><td>Refugee Camp</td><td>TBA</td><td></td></tr><tr><td>Downtown</td><td>TBA</td><td></td></tr><tr><td>Financial District</td><td>TBA</td><td></td></tr></tbody></table>


# V2 Vision

This section represents an **informal roadmap** of the long-term vision for **Cyberpunks World**. The goal is to evolve into a **full-scale game** with a complete in-game economy and player-driven ecosystem. Over time, new layers of depth will be introduced, including **crafting systems, NPC interactions, quests, dungeons, professions, side activities, diverse locations and skill-based leveling** to create the ultimate player experience.

The philosophy is simple: **game first, blockchain second**. Web3 technology will power transparency, ownership and player-driven economies, but the focus will always remain on building a **fun, engaging, and immersive game**.&#x20;


# Character

**Cyberpunks World** V2 will expand the depth of character progression, adding new classes, tactical layers, leveling systems, body implants and professions that enrich both combat and game economy.

{% tabs %}
{% tab title="Classes" %}
V2 will not only expand the existing classes but also introduce three new ones, each with its own playstyle and unique abilities:

* **Infiltrator** – A fighter specialized in immobilizing opponents and hacking their gear.
* **Juggernaut** – A powerhouse built for endurance and overwhelming force.
* **Technomancer** – A hybrid class specializing in digital warfare and team support.

With more classes, tactical diversity in combat will increase, making fights more unpredictable and team compositions more strategic.
{% endtab %}

{% tab title="Leveling & Body Implants" %}

* **Leveling System**: Characters will be able to level up, improving skills tied to **crafting, fighting, weapons and abilities**, allowing players to specialize over time.
* **Body Implants**: An enhancement tree that lets players choose unique development paths. Implants provide **special bonuses, status effects and unique advantages**, ensuring no two characters progress in the same way.

This system creates a richer sense of identity and strategy, where choices shape both performance in battles and overall playstyle.

<figure><img src="/files/cSYm3ulsKNFIXfoDI0a2" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Professions" %}
Professions will bring **economic depth** to the game by tying specific roles to classes. As players progress, they gain the ability to work with higher-grade materials and craft superior items. Professions enable **deeper player-to-player interaction**, fueling the broader economy.

Planned professions include:

* **Engineer** – Crafts combat equipment such as weapons and armor.
* **Drone Specialist** – Manufactures gadgets and drones for utility and combat.
* **Biochemist** – Produces consumables for different activities.
* **Gene Hacker** – Creates body implants, enhances combat equipment and augments abilities.

People outside a specific profession need to hire someone to complete tasks.&#x20;
{% endtab %}
{% endtabs %}


# Activities

The next phase of **Cyberpunks World** will expand activities into a **full-scale gameplay cycle**, transforming the foundation into a complete player-driven world. Players will be able to **gather resources, farm items in dungeons, craft combat equipment and special gear, take on quests, and engage in large-scale clan wars for control of economic hubs**. These systems will deepen both the competitive and cooperative aspects of the game, creating a living economy and richer long-term progression. Several examples of these activities are described below.

{% columns %}
{% column %}
{% content-ref url="/pages/m8IpdbBHOk0QSQIX3NPP" %}
[Resources Gathering](/v2-expansion-phase/activities/resources-gathering)
{% endcontent-ref %}

{% content-ref url="/pages/cfSCIW8uQnavTX9kCMrP" %}
[Exploring Dungeons](/v2-expansion-phase/activities/exploring-dungeons)
{% endcontent-ref %}

{% content-ref url="/pages/r4VlcDwOT3MF96IEYoma" %}
[Quests](/v2-expansion-phase/activities/quests)
{% endcontent-ref %}

{% endcolumn %}

{% column %}
{% content-ref url="/pages/gV3lfSYolDxNOgd6WLAC" %}
[Crafting](/v2-expansion-phase/activities/crafting)
{% endcontent-ref %}

{% content-ref url="/pages/Vs5cf6TJbrsioUJXsXne" %}
[Clans & Clan Wars](/v2-expansion-phase/activities/clans-and-clan-wars)
{% endcontent-ref %}

{% content-ref url="/pages/NbgaKQCua2vvjumGGjmg" %}
[City Games](/v2-expansion-phase/activities/city-games)
{% endcontent-ref %}

{% endcolumn %}
{% endcolumns %}


# Resources Gathering

In V2 players will be able to collect essential resources through different gathering activities. Each type has its own mechanics, risks and skill requirements, rewarding players who specialize and equip themselves properly.

{% tabs %}
{% tab title="Mining" %}
Mining requires a **Mining Drone**. Every player can obtain a basic model early on, while more advanced drones are crafted by **Drone Specialists**. Characters with higher **Mining skill** gain increased efficiency and have a better chance of extracting valuable resources from underground deposits.
{% endtab %}

{% tab title="Scavenging" %}
Scavenging takes players into unsafe zones outside the city. These areas become progressively more dangerous, filled with tougher encounters. Proper combat equipment is crucial for survival. Success in scavenging is tied to the **Scavenging skill**, which increases the chances of finding rare materials and improves efficiency across all aspects of this activity.
{% endtab %}

{% tab title="Harvesting" %}
Extracting bio-resources from mutated flora, synthetic organisms, or industrial bio-waste zones scattered around the city outskirts. These unstable areas can yield rare organic compounds used for crafting **consumables** and other items. Characters with higher **Harvesting skill** will gain access to more efficient extraction methods and rarer finds, making this activity both risky and highly rewarding.
{% endtab %}
{% endtabs %}


# Exploring Dungeons

Dungeons will be the most dangerous locations in the **Cyberpunks World** V2.&#x20;

Players may venture on an exploration mission, full of perilous encounters and unexpected events. It is highly recommended to visit them only with good Combat Equipment. Each Dungeon has a random map size, enemies and bosses.

By exploring Dungeons players can obtain specific resources that are useful for crafting game items.

<figure><img src="/files/kl2PygRafFN17ZqMSsPM" alt=""><figcaption><p>Dungeon Map Example</p></figcaption></figure>


# Quests

In the V2 there will be various types of quests that players may embark on.

* **Campaign Quests:** Players need to follow a large series of campaign quests that guide them and unlock basic aspects of the game. These quests are unlocked as players level up.
* **Profession Quests:** Depending on their chosen profession, players will have access to a series of quests related to their profession. These quests may require crafting profession-specific items, finding blueprints/recipes for their profession, and much more. They are unlocked as players level up their profession mastery.
* **Daily Quests:** Complete a few specific daily tasks to earn the incentives.
* **Side Quests:** Players can talk to an NPC and accept random quests related to any activity in the game.&#x20;


# Crafting

In the V2 players will need to craft a large variety of items that can help to explore the world and stay competitive. These include:&#x20;

* Combat Equipment (Weapons, Armor)
* Drones and Parts
* Consumables
* Combat Abilities

<figure><img src="/files/kORiIVodc39JJ4BYGr0J" alt=""><figcaption><p>Crafting Recipe Example</p></figcaption></figure>

### In order to craft anything in the game you need:&#x20;

* Crafting materials gathered from various activities;
* A small amount of Fuel;
* To consume some Energy;
* Efficient profession mastery (if crafted by you).

### You have 2 options:

* To craft the item yourself;
* Hire another player with the appropriate profession mastery to craft it for you.&#x20;

If you hire another player, the item is crafted based on their mastery. Players available for hire set their price and you can choose from a list of available players. When the contract is accepted the item is created and that player enters a cooldown until he can craft again.

<details>

<summary>Enhancing</summary>

For Rare+ items, you have the chance to increase their power even more by enhancing them. Similar to crafting, you need some crafting materials called Alien Tech that can be found in advanced activities, a small amount of fuel, and to hire a Neon Alchemist (or craft yourself if you are one).

There are three stages: Boosted, Energized, Overcharged. A basic item is enhanced to its boosted version, a boosted item to its energized version, and so on. Each stage adds a random property to the item. This way, every high-tier item will be unique. Players always have the chance to aim for something better.

</details>

<details>

<summary>Maintenance</summary>

Drones and Combat Equipment may need maintenance to stay efficient after certain usage. Maintenance can be performed by a Drone Engineer or a Forge Master (depending on the item) and costs a small fragment of the materials needed to craft the item. Note that each item might have a different number of uses before needing to be repaired this way.

</details>


# Clans & Clan Wars

Players that belong already to a clan may participate in Clan events like:

* **Clan Wars:** Engage in territorial battles with other clans. Occupied Territories may grant to all clan members some rewards and a cut from economic hubs revenue.
* **Clan Cooperation:** Team up with friends from your clan to enter in various types of missions and share the loot.


# City Games

Need a break from combats?&#x20;

Players can relax in the Chinatown and select from a variety of City Games to play that have to do with strategy, memory, dexterity and team play. Games can be single player or you can play against other players.&#x20;


# Game Assets

In V2 the world expands into a **full production-based economy**. Instead of relying mainly on lootboxes, most assets will be obtained through **crafting, resource gathering, professions, and large-scale activities**.

<details>

<summary><strong>Heroes</strong></summary>

**Heroes will gain even more value** as progression systems will be introduced. Leveling, skill trees, and body implant enhancements will allow every Hero to develop along unique paths. These systems make Heroes not just entry points to the game but **long-term assets that grow in power, specialization, and market value**.

</details>

<details>

<summary><strong>Crafting Materials</strong></summary>

Players will be able acquire all types of crafting material through various in-game activities.&#x20;

They are useful for crafting different game items and repairing them.

**Tier 1 crafting materials** (raw materials) can be acquired from basic game activities.

**Categories of Tier 1 crafting materials**:&#x20;

* **Metal**: You can find them in Mining activities
* **Power Generators**: You can find them in Scavenging activities
* **Biochemicals**: You can find them in Harvesting activities
* **CPUs**: You can find them in Scavenging activities
* **AI Tech**: You can find them as drops from bosses
* **Optical Fibers**: You can find them from Dungeons
* **Microchips**: You can find them from Dungeons

**Tier 2 crafting materials.**

**Tier 3 crafting materials.**

</details>

<details>

<summary><strong>Drones &#x26; Drone Parts</strong></summary>

Will be crafter by the Drone Spec and required to assemble or repair/upgrade the Drones.

</details>

<details>

<summary><strong>Real Estate</strong></summary>

In **Cyberpunks World** real estate plays a crucial role in enhancing your gaming experience and providing valuable benefits for your character. From apartments and clan headquarters to profession-specific properties, owning real estate assets can significantly impact your journey through the game.

* **Apartments:** Players can own apartments to stake their characters and gain energy. These residential spaces also serve as storage units for your valuable items and resources, keeping them safe and secure.
* **Clan Headquarters:** Establishing a new clan requires a dedicated headquarters. Owning a Clan HQ allows members to coordinate their activities, strategize, and strengthen their bonds as they work together to dominate the game world.
* **Profession-Related Real Estate:** Specialized properties cater to various professions, offering unique advantages to players who own them. Don't wait in long queues.&#x20;

</details>

<details>

<summary><strong>Profession Specific Items</strong></summary>

Each profession will have its own specific items that is required to expand their ability to craft new items. Examples:

* **Molds** for Engineers
* **Blueprints** for Drone Specs
* **Recipes** for Biochemistry
* **Source Codes** for Gene Hackers
* **Mining Licenses** for safe mining locations

</details>

<details>

<summary><strong>Implants</strong></summary>

Body implants provide permanent enhancements and special effects, letting players customize their heroes with unique advantages and tactical boosts.

</details>

<details>

<summary><strong>Gear &#x26; Weapons Enhancements</strong></summary>

Existing equipment can be modified and upgraded, improving stats or adding unique traits, giving players more control over their combat loadouts.

</details>


# Locations

With V2 game world will expand far beyond a single city into a set of new locations designed to support additional game activities. These areas will host activities such as **mining, scavenging, crafting, clan wars**, etc. creating environments where players can progress, compete and collaborate. By opening up a broader world, the game will unlock richer experiences and a more dynamic economy that thrives across multiple interconnected zones.


# ${TICKER}

Soon

There is no official token yet.

TBA


# Protocol Revenue

Sustainable Revenue is the Key for Longevity

Unlike traditional Web2 games that rely on **ads, paywalls and paid content only**, **Cyberpunks World** is designed as a **self-sustaining protocol** where revenue comes directly from **player activity and economic interactions**. The goal is to reimagine gaming monetization using Web3 tech, the same way DeFi is rebuilding the financial sector.

#### **Revenue Streams (Fee Collection Points)**

* **Marketplace Fees**
* **Lootbox Activity**
* **Fights with Stake**&#x20;
* **Tournaments**
* **Prediction Markets**
* **Boss Raids**
* **DEX Swaps**


# Official Links

Our Official Links

{% hint style="success" %}
**Website**: <https://cyberpunks.world>\
**Gitbook**: <https://wiki.cyberpunks.world/>\
**Game V1**: (To be announced)
{% endhint %}

### Social Media Links

{% hint style="success" %}
**Twitter**: <https://twitter.com/cyberpunksworld>\
**Discord**: <https://discord.gg/73Py2Nc2Vd>\
**Medium**: <https://cyberpunksworld.medium.com/>
{% endhint %}


# Disclaimer

Read Carefully

{% hint style="warning" %}
**Disclaimer:** The information provided in this GitBook is for general informational purposes only and should not be considered as professional or financial advice. The content is subject to change without notice as the project evolves. We have made every effort to ensure the accuracy and reliability of the information, but we cannot guarantee that it is complete, accurate, or up-to-date. We are not responsible for any errors, omissions, or consequences that may arise from the use of this information.

Please be aware that the use of blockchain technology and participation in this game project may involve risks, including, but not limited to, financial loss, regulatory uncertainties, and potential technical issues. By participating in this game, you acknowledge and agree to assume all risks associated with your involvement.

We encourage you to conduct thorough research and consult with appropriate professionals, including financial advisors, before making any decisions related to this project. Any actions you take based on the information in this GitBook are strictly at your own risk. Project team will not be liable for any losses or damages resulting from your use of the information provided here.
{% endhint %}


