# Tokenomics

## <mark style="color:$primary;">Token Circulation</mark>

<figure><img src="/files/VtfGVm9FGgsfAtdZ0UFa" alt=""><figcaption></figcaption></figure>

* **External Value Inflow → Internal Production Cycle**
  * USDT → Diamonds → resources → progression
* **Engagement Incentives → Token Loop**
  * activities → NeonX points → Black Diamonds → recruitment/resources
* **On-Chain Circulation → Decentralized Value Export**
  * NeonX → $CCC → USDT/DEX trading, fully decentralized and transparent
    * **$CCC (Governance Token):** Used for governance, NFT draws, staking, DAO voting

## <mark style="color:$primary;">Distribution Model</mark>

### <mark style="color:$info;">**1. Token Allocation ($CCC)**</mark>

* No team allocation, no early dumping risks

<table><thead><tr><th width="480">Category</th><th>%</th></tr></thead><tbody><tr><td>Marketing &#x26; Operations (Airdrops, Test Rewards)</td><td>7%</td></tr><tr><td>Liquidity Provision</td><td>5%</td></tr><tr><td>Investors</td><td>10%</td></tr><tr><td>Team Allocation</td><td>0%</td></tr><tr><td>Ecosystem (On-chain Mining, Game Rewards)</td><td>68%</td></tr><tr><td>Treasury</td><td>10%</td></tr></tbody></table>

### <mark style="color:$info;">**2. Release Mechanism Design: On-Demand Release vs. Linear Release**</mark>

CyberCrash adopts a dynamic release mechanism controlled by player participation and in-game consumption:

Breaking away from traditional GameFi's "early release + over-issuance":\
In traditional GameFi projects, tokens are often released in large quantities during the initial stages, leading to supply-demand imbalances, inflation outpacing player adoption, and undermining new user confidence and early investment security.

* Around 68% of tokens are exclusively allocated for gameplay rewards, with emission volumes adapting to ecosystem scale.
* Real-time tracking of player activity, total spending, and economic circulation speed dynamically adjusts release curves and frequency.
* More players and higher consumption increase emissions; fewer players and lower activity slow or pause emissions, naturally forming a demand-anchored distribution model.

⚖️ Release control is system-regulated, eliminating manual intervention—protecting both investors and players.

### <mark style="color:$info;">**3.**</mark> <mark style="color:$info;"></mark><mark style="color:$info;">Deflationary Model: Real Consumption = Real Value</mark>

This mechanism ensures continuous reduction of circulating supply. As player base and token usage grow, the ecosystem naturally trends toward deflation, sustaining long-term token scarcity and stabilizing in-game asset value.

* 60% funds ongoing team development and future version updates.
* 40% is permanently burned (sent to a blackhole address).

When users spend tokens in-game (e.g., recruiting fighters, purchasing items, or on-chain token burns for NFT draws), the spent tokens are allocated as follows:

### <mark style="color:$info;">**4.**</mark> <mark style="color:$info;"></mark><mark style="color:$info;">Fully On-Chain Asset Flows: 100% Decentralized & Transparent</mark>

* All system contracts, reward distributions, burn records, and team revenue wallets are deployed via on-chain smart contracts. Anyone can track them in real-time through blockchain explorers.

This is an economic model that:\
✔ **Can be monitored by the community**\
✔ **Can be verified by the market**\
✔ **Can stand the test of time**

### <mark style="color:$info;">**5.**</mark> <mark style="color:$info;"></mark><mark style="color:$info;">Community-Centric Value Distribution Structure</mark>

Around 68% of token resources are exclusively allocated to **community growth and ecosystem development**, including:

* **In-Game Rewards**: Player incentives, leaderboard rankings, PvP season dividends
* **Cross-Game/Feature Incentives**: Token rewards and emissions for parallel games or gameplay expansions
* **Ecosystem Partnership Incentives**: Future collaborations to drive adoption


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