# Pixels.xyz Lite Paper

Official documentation and Lite-Paper of Pixels.online

## A NEW VERSION OF THIS LITE PAPER IS RELEASING WITHIN THE NEXT WEEK - July 18

## The Pixels Universe

Pixels is building the next-generation of Play-To-Earn. Pixels is an MMO where you can use the digital assets you already own as your avatars and where you actually own the progress and rewards you earn in the game.

![](/files/kjVN3UIVr5rppZW4Rizx)

## Step One. Farming.

In the long term, we’re building a full MMO similar to Runescape where all progress is backed on the blockchain. An experience with a lot of skills, content, quests, and an active economy.

However early on as we build our tech and prove to our stakeholders we can deliver we are scoping down what we are building.

We’ll be building and releasing content in slices, or skill-by-skill.

Farming is the first skill that has been released. We’re taking heavy inspiration from Animal Crossing and Stardew Valley for our first set of game mechanics.

{% content-ref url="/pages/UkkdzwUU4xmcPxs6JMHp" %}
[Gameplay](/gameplay)
{% endcontent-ref %}

## Mission

We are fully bought into the future that is play-to-earn. We’re creating a standard for the world where equitable wealth distribution, transparency, and ownership is the expectation. True Digital Ownership.

Play-to-earn is awesome because it brings really interesting incentives and opportunities that didn't exist in the world of gaming before.

### Aligned Incentives

The most valuable asset in the world is time. The play-to-earn model allows for a new type of investment into companies. The investment of a user’s time.

Early players who invest time into our ecosystem become stakeholders in our ecosystem. Their investment not only makes our ecosystem better - but as the project advances and gains more traction, our early players will also share in the rewards.

### Fair Distribution

Games typically make 95% of their revenue from 2% of their users - the 🐳 whales 🐳. However, it’s the other 98% of users that are responsible for actually making games fun to play.

The average player is actually extremely valuable to a gaming ecosystem - however, they don’t capture any of this value - right now 100% of profits go to the gaming company.

The play-to-earn model corrects this and distributes profits and revenue more fairly to the users who are investing their time and energy into the platform.

### True Ownership

Own the progress you make in a game. Get rewarded for the time, effort, energy, sweat, and tears you put into a game. Be assured that your progess is saved forever on the blockchain.

## Vision

Check out our roadmap to dig more into how we plan on building out this vision and what exactly that looks like.

{% content-ref url="/pages/kLLE5ukkiLs5JtGupdop" %}
[Product Roadmap](/product-roadmap)
{% endcontent-ref %}


# NFT Integrations

Pixels has been leading the space in interoperability. If you own a supported NFT you can use it as your avatar in-game. More NFT integrations are being added weekly. By the end of the year we project hundreds of integrations.

Check our full list of integrations [here](https://www.notion.so/meshonline/NFT-Integrations-dcbc375d08984c189671e115e2793b3c).

![Recognize this CryptoMorie?](/files/i1nHr6nH0Px2WLZJusv7)


# Getting Started

## Play Our Game

Our game is live! Go play at <https://play.pixels.online> !

{% embed url="<https://play.pixels.online>" %}

## Need Help?

{% content-ref url="/pages/EVaiQhmlO7pCfeU0TPM6" %}
[How to Play](/how-to-play)
{% endcontent-ref %}


# Our Approach

We believe that creating a fun and enjoyable experience for all types of stakeholders is the key to building a sustainable play-to-earn ecosystem. This is the key challenge.

## Core Thesis

It sounds stupidly simple - but we think there is a massive opportunity in the play-to-earn space to create a game that is fun and engaging for a wide variety of people.

## Building In Public

As we build, receiving feedback and input for our community is going to be one of our strongest assets.

Our team is actively engaging with our community - making sure that our community's input is going directly into product and game decisions.

## Gradual Decentralization

We believe that many projects drop their tokens too early.

We're building our game mechanics first and then blockchain backing them afterward. The goal is to build engaging mechanics that get people coming back to our game - for the game, and then blockchain backing each mechanic with the end goal of a token drop.

{% content-ref url="/pages/kLLE5ukkiLs5JtGupdop" %}
[Product Roadmap](/product-roadmap)
{% endcontent-ref %}


# The Economics of Balance

Balancing the supply, the demand, and the needs of our various types of holders is the real challenge here that we're figuring out.

## The Stake Holders

We're actively building features to engage and reward the following stakeholders. Each group has its own needs and will require separate attention and game mechanics to engage properly.

#### 👩🏻‍💼 Farm Holders

Holders of several pieces of land. Their intention is to develop, build, and customize their farm while also seeing if they can get other users to come on their land and help develop it.

#### 🧑🏻‍🌾 Farmers

Players of the game who do not hold land, but enjoy playing the game.

#### 🏫 Communities

Many NFT collections have set up shared spaces for their communities to customize and hang out in.

#### 🐳 Whales

Whales typically have bought large amounts of land and likely don't have time to personally manage it all.

## An Example

Early on we've focused on building out utility for Farm Holders. We've provided them features like

* World Customization
* A store to buy upgrades
* Crop Sharing

However, certain features like our Crop Sharing feature can truly only work if that feature is balanced with the interest of another stakeholder in mind as well.&#x20;

For this Crop Sharing - the only way 👩🏻‍💼 Farm Holders will be able to get people to farm on their land is if there are enough convincing gameplay features available to 🧑🏻‍🌾 Farmers. 🧑🏻‍🌾 Farmers need as convincing of a reason to farm for crops as 👩🏻‍💼 Farm Holders need to set up their land and to recruit farmers.

These are the types of relationships we're actively thinking about and attempting to build for.&#x20;

> How might we best create a complex web of interdepent game features that satisfy all stakeholders.


# Gameplay

Pixels is a metaverse and MMORPG for the NFTs you already own. Taking a lot of inspiration from some of our childhood favorites like Stardew Valley and Runescape, Pixels allows you to take your existing NFTs into a play-to-earn game!

## The Vertical Slice Model

We're developing our game using the vertical slice model in order to keep scope in check. The long-term vision of Pixels is to build a game with many interconnected skills, quests, and content to unlock. But in order to keep development timelines realistic and to prove to our stakeholders that we can build and deliver what we're promising, we're fully building out one skill at a time.

Our first skill which we're building out and releasing is Farming!

{% embed url="<https://askagamedev.tumblr.com/post/77406994278/game-development-glossary-the-vertical-slice>" %}


# Farming

Farming is the first skill in Pixels, where users can grow a variety of crops. In the Pixels universe, crops have an expanding utility and are integral for Farm progression, building skills such as crafting, cultivating resources and selling for a profit, and accessing other goods.

Crops are grown on farm plots, which can be found on Farm Land, both public and private. **Players can grow crops on each farm they visit**, with each farm taking a different share of the resources gathered. Own Farm Land to receive 100% of the rewards of the crops you grow, and receive a share from the crops grown by Sharecroppers on YOUR Farm!


# Planting and Harvesting

## **Planting and Harvesting**

Our main game mechanic right now is harvesting and planting crops. We've taken heavy inspiration from Stardew Valley.&#x20;

## **What Do Crops Do?**

You can either sell crops in the store for coins, or you can choose to hold onto them for your own use later.

&#x20;

As we introduce more content - there will be use for crops beyond their current utility.


# How to Farm

There are 3 to 4 different actions a player will perform in order to harvest crops, each with their own growth duration and possible tools required!

## **Equipment**

Different tools will be needed to perform farming activities as players progress through the skill. For now, players need to *at least* water crops for them to grow.

**Watering Tools**

All crops need water in order to grow, which means players will need an item to carry water to the farm plots. If players do not have a watering tool with them, they will not be able to grow crops.

In [A Mysterious Man](https://www.notion.so/A-Mysterious-Man-03bed0797ee246b0a902819ba97746c9), players are given a [Rusty Watering Can](https://www.notion.so/Rusty-Watering-Can-37e6c864e86e4ab8abc69aa9453c3445) as a reward for completing the quest. It is currently the only watering tool in the metaverse.

**(Coming soon) Watering tools have a set amount of uses before they need to be refilled.**

**(Coming soon)** To refill a watering tool, walk over to a well and fill it up! Click on the well to refill all the watering tools in your inventory.

![](/files/nBe5D08YYgeoVTyaxgBP)

#### Fertilizer

Fertilizing is an *optional* step in the farming process that will reduce the time of growth. The reduction factor will be dependent of the type of fertilizer used on that plot.

**(Coming soon)** Fertilizer can be obtained from [Hazel](https://www.notion.so/Hazel-26802c0e17e944258c8a2177d9b4d366) after completing [Let It Grow](https://www.notion.so/Let-It-Grow-466cc99189d64749b1388969ab1b6db9), where players receive their first bag of fertilizer.

### Seeds

Seeds are needed to start the farming skill and are easily obtained. The first step of farming will be planting the seeds, so it is best to obtain some before trying it out!

The first seeds players will receive are from the [The Missing Seeds](https://www.notion.so/The-Missing-Seeds-d1a51e1305284a73a1bb2839a4868bae), where they will receive some [Popberry Seeds](https://www.notion.so/Popberry-Seeds-256a5db6052947b88e2f0f8ec4675354) x1. **(Coming soon)** After unlocking the farming skill, players can find more seeds at the general store (Talk to [Hazel](https://www.notion.so/Hazel-26802c0e17e944258c8a2177d9b4d366))!

### Farm plots

Farming can only take place on certain tiles, called **farm plots**. Each farm plot can have only one type of seed planted on it, and players will normally find multiple plots next to each other.

Farm plots are located on player-owned and public lands. A certain number of farm land will be kept open to the public, with the rest being at the discretion of the owner.

Each player sees their own farm plots, so don’t have to worry about others taking up all of the land!

There are three different states of farm plots: barren, dry and wet.

#### Barren

Barren farm plots are incapable of growing crops – this land is dehydrated and crops on this land will die. These plots are recognizable by the dry, cracked appearence, which can be seen here:

![](/files/zw9wzqOBxPCpJur10xPU)

![](/files/TaHp78OtIqc9jZAQXTVb)

Players must water this land to repair it.

#### Dry

Dry farm plots are capable of growing crops with the proper care – seeds planted on these plots will not grow until watered.

![](/files/uPEhMFXHKWtgPQqDTusk)

#### Wet

Players must use a watering tool to turn a plot from dry to wet. Wet farm plots are ready for seeds to grow in them and can only be watered **after** planting.

![](/files/NaiFv7bhWw8aNWtfRiik)

Crops need to be watered to progress through each growth stage (seed → seedling → budding → ripe), with the soil color and plant growth stage as visual indicators.

Watering a crop will keep the land wet for a set period of time, and will need to be watered again once the land dries out for crops to grow.

### Mechanics

Read about how to farm and the rewards from farming below!

#### Planting

To begin farming, players start out by **planting** seeds for crops to grow. Planting seeds does not require any farming equipment, but does require players to have seeds in their inventory.

To plant seeds, walk up to the tilled farm plot and click on it. Players need to be close enough to the plot for the action to occur.

**(Coming soon)** Upon triggering the actions, an animation indicating the seeds have been planted will occur:

![](/files/YgxqNZCUMTDh6AgUjllB)

**(Coming soon)** Players will not gain any experience until they harvest the crop.

#### Watering

Seeds will not grow without water, so best to figure that out before starting. After seeds are planted, use a watering tool to feed them. By clicking on the farm plot, players will see a watering animation **(Coming soon)** appear above the plot and the soil color change.

![](/files/ArOrFlMYle3lDQUqajTs)

Each crop needs to be watered after a certain amount of time to progress to the next growth stage. If players forget to water their crops, they will die after a set amount of time 😱.

#### Fertilizing

As stated above, fertilizing is an *optional* step in the farming process that will reduce the time of growth. Fertilizer can be applied multiple times \*\*\*\*at any time in the growth cycle, and will remove a set amount of grow time from the total.

To fertilize, players need to walk up to the farm plot with fertilizer in their inventory and click on the plot.

\*\*(Coming soon)\*\*When fertilizing a farm plot, the following animation will occur:

Growth time is different for each crop, so players could use more than one bag of fertilizer to accellerate a particular plot.

#### Harvesting

Harvesting is the last step in the harvesting process and will reward the user with experience and resources. Click on a fully ripened crop to harvest it!

**(Coming soon)** Animation

#### Growth Timing

Farming is broken up into 4 different stages of growth: planted → seedling → budding → ripe. After growing for a preset period, each crop will mature to the next stage of growth.

Below are the seedling, budding, and ripe stages of a Popberry.

#### Drought

After you start watering a crop, the growth cycle begins... but so does the drought cycle. If a crop does not get water in time, it will wilt and die. Players will need to click on the dead crop to click the plot.

#### Yield

After a crop has reached maturity to the ripe stage, it can be harvested. When harvested, players are awarded with experience points **(Coming soon)**, more seeds, \*\*\*\*and a yield of the crop. Each different crop will have a different reward in both experience and resource.

#### Tilling – Coming soon...

**Tilling land is exclusive to land owners and is not available until after mint.**

For land to be farmable, you first need to till the land. To till land, click on dirt plots that are designed for farming:

Once you click on the plot, you will see the following animation:

With a resulting plot that looks like:

## Levels – Coming soon...

As players harvest crops, they are rewarded with experience. After reaching cetrain thresholds, players will gain levels in their farming skill, enabling them to farm a variety of different crops with different grow cycles and rewards.


# Energy

Energy is our first constraint in the game. Every action you do farming will drain your energy.

![](/files/XolRvAbkEHPqZrhNh0jY)

## Refilling Energy

In order to increase energy, you can either wait - your energy will increase by 1% every 5 minutes.

#### Coming Soon

Other ways to refill your energy are coming soon. Create food from various crops as a new source of energy!

## Increasing Max Energy

#### Coming soon&#x20;

Every action you do in-game gives you experience points.


# Land Ownership

Welcome farmers. If you're lucky enough to own one of the 5000 plots of Farm Land, you get access to a wide array of features.

Owning land permits special in-game and IRL benefits – access to skills, customizations, privacy control, and video chat!

![](/files/NdJVbGiUtd2CBDTXyD4N)

## What makes one farm better than another?


# World Building

As an owner of Farm Land you can customize your land however you want using our world builder.

Customizations will allow you to decorate your land however you choose with the stock assets AND purchase collectible assets in the future!

{% embed url="<https://twitter.com/pixels_online/status/1500999609627283456?s=20&t=ySgXfD1Qbn2gYxU1UWa0KQ>" %}


# Reward Sharing

Possibly the largest benefit of owning land is the resource share – receive a share of all the work done on your farm, at the rate that you set. For example, if you own Farm Land and set the resource share to 50/50, you will receive half of everything harvested on your land.


# Upgrades

A key piece of the game moving forward will be centered around land upgrades that you can buy in our in-game shop.

![](/files/46ZPwJqrzIpeXAENR3fD)

More and more items will be added to the shop in the coming weeks.

## Soil

The first upgrade we've released.

Place this on your land to allow others to plant crops on your land!

## Upgrades Coming Soon...

### Houses

![](/files/wAs1O9goTAmBvCSOFmSq)

### Forest Access

![](/files/TmqXE9YbnU3uJ3lKa33N)

Will be the main access point to harvesting wood - a key resource.

### Silos

![](/files/sPFmTXVITX2hUFRiplAZ)

Silos will give you access to farming animals like cows!

### Windmill

![](/files/9l1I5sQlc3T793kK5q9d)

A windmill will provide a boost to crop output.

### Coop

![](/files/NgQX6d6SZooVkFRcreDj)

A coop will provide access to farming chickens and harvesting eggs!

### And many more coming...


# Community Features

A large reason to spend time in Pixels is because of your community. Work together with your community on a common goal to upgrade your farm.

## Whitelisting

Whitelist access to your land to either an entire NFT collection or to specific addresses.

## Shared Rewards

Send rewards to a shared community wallet. Have your whole community work together to upgrade your farm!

## Livestreaming (coming soon)

Livestream video or screens to the entire room.

## Spatial Video Chat (coming soon)

Coming Soon...


# Quests

Pixels offers a variety of single-player quests for players to complete. As of March 2022 - there are 5 quests to complete - with many more coming soon.


# Farm Land NFT

5000 plots of land - our genesis NFT collection that gives you access to your own piece of virtual Farm Land. Access our core game mechanic, customize your plots with our world builder, and invite others onto your farm to share in the rewards.

#### Play-To-Mint

On January 31st, 2022 we opened up mint for our Farm Land NFTs.

We released a stripped-back version of our game a month before mint. Every single action you did in the game earned you points. To mint our NFT you had to be in the top 2000 point earners.

The intention behind this was to make sure we have good quality holders who care about what we're building and who actually like our game.

## Benefits of Ownership

#### Access to Game Mechanics

Get access to exclusive game mechanics and earning mechanisms.

{% content-ref url="/pages/o1bZjrfHN00oYXZfl8bt" %}
[Land Ownership](/gameplay/land-ownership)
{% endcontent-ref %}

#### Vote On Proposals

Get a direct say in how we build the game - holders can vote on proposals in proportion to ownership.&#x20;

{% embed url="<https://snapshot.org/#/pixelssnapshot.eth>" %}

## What Do the Traits Do?

{% content-ref url="/pages/q1hqtcTnEDKQ3O3pBSTg" %}
[Traits](/farm-land-nft/traits)
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# Traits

Each piece of Farm Land has different traits of varying rarity.

This project is not like other NFT projects you have seen before where rarity is the sole indicator of what to look for in an NFT. Each trait has varying levels of utility. To choose what farm is right for you, it might require careful consideration of your priorities and goals.

## Land Size

An increase in size will give you a larger space to build in, in the world builder.

You'll also be able to place more plots of soil for crops to grow on.

* Small: 18 Plots of Soil
* Large: 25 Plots of Soil

{% content-ref url="/pages/IViecNFHORaEzTPzIqdy" %}
[World Building](/gameplay/land-ownership/world-building)
{% endcontent-ref %}

## Environment

The environment of your land will give you exclusive access to farm certain crops and will give bonuses and boosts to specific crops.

{% content-ref url="/pages/ezGSEPG4QV7ol2nlpnuP" %}
[Farming](/gameplay/farming)
{% endcontent-ref %}

## House Size

A house is an upgrade you'll be able to buy for your land. The house size trait will determine how large your house is.

{% content-ref url="/pages/Scw8rhLsNzeOMs8xn6Ko" %}
[Upgrades](/gameplay/land-ownership/upgrades)
{% endcontent-ref %}

## Tree Density

Forest Access is another upgrade you'll be able to buy for your land. The house size trait will determine how large your house is.

{% content-ref url="/pages/Scw8rhLsNzeOMs8xn6Ko" %}
[Upgrades](/gameplay/land-ownership/upgrades)
{% endcontent-ref %}

## Coop

This trait will provide a 15% bonus to any Coop upgrade placed on your farm.

{% content-ref url="/pages/Scw8rhLsNzeOMs8xn6Ko" %}
[Upgrades](/gameplay/land-ownership/upgrades)
{% endcontent-ref %}

## Silo

This trait will provide a 15% bonus to any Silo upgrade placed on your farm.

{% content-ref url="/pages/Scw8rhLsNzeOMs8xn6Ko" %}
[Upgrades](/gameplay/land-ownership/upgrades)
{% endcontent-ref %}

## Windmill

This trait will provide a 15% bonus to any Windmill upgrade placed on your farm

{% content-ref url="/pages/Scw8rhLsNzeOMs8xn6Ko" %}
[Upgrades](/gameplay/land-ownership/upgrades)
{% endcontent-ref %}


# Token

Our aim is to create a **sustainable token.**  That means a token that is backed by the utility behind it and is not dependent on strange supply-side manipulation or perpetually adding new users.


# Tokenomics 101

This is a high-level, extremely simplified look into how we're approaching our tokenomics.

#### Supply and Demand Curves

To start with the basics: currencies can be modeled on a graph with two curves: supply and demand. Granted there's a lot of nuance behind these curves in how they look, and how they shift. Where these curves meet is where the token's value is determined (in a closed system).

The supply of a currency is typically shifted by the largest holder of that currency or a governing entity by either introducing more currency into a system or removing/burning currency from a system. Reducing the supply of a currency can shift the supply curve to the left, increasing the supply of a currency can shift it right.

![](/files/lBf19qJAIXUeQgxlVAoS)

#### The Quantity Theory of Money

{% embed url="<https://www.encyclopedia.com/social-sciences-and-law/economics-business-and-labor/money-banking-and-investment/quantity-theory-money>" %}

> PV = MY

You can also model the price of a currency (in a closed system) via the Quantity Theory of Money.

* P = **Price Levels** - How items in an economy are priced relative to their value&#x20;
* V = **Money Velocity** - How often a currency is exchanging hands
* M = **Money Supply** - The amount of currency existing in a system
* Y = **Output** - The number of goods being produced by an economy

All of these variables have a play in how a currency is priced and its value.


# Our Thesis

A common criticism in the play-to-earn space is that demand for a token is typically generated through an influx of new users - or even worse the token's value is propped mainly through speculation. The question then becomes - what happens when projects release a core mass of users?

We believe in generating demand through a token through good gameplay. Creating game loops and mechanics that will get people coming back to our game for the game, and giving plenty of reasons for our users to be using our token in-game.&#x20;

## Our Core Technology

We are building at the intersection of game design, smart contract development, and economics. All three of these come into play in our token and finding the right balance and constraints between the three is the key challenge we're tasked with exploring.

## Demand Through Fun

We believe that we can induce demand for a token by continuing to build gameplay loops that get each of our relevant stakeholders engaged and hooked into our game.

This model is already proven to work through traditional gaming. Fortnite makes $2 billion in revenue selling cosmetic upgrades - all because people care about their game and they have fun playing it.

Over the next several months the goal is to continually increase mental buy-in into our game. We'll be focusing on several metrics to track and improve this as we continue to release new features and get feedback on them

* % owners playing our game
* Daily Active Users
* Time spent per user

## In-Game Utility

One of the key mechanisms to increase demand for a currency is by increasing money velocity. As we design game features, thinking about how the token we have integrates into each feature is top of mind.

The more we get the token spent in-game and moving hands the healthier our game economy.

## Roadmap

{% content-ref url="/pages/aZcSX21Si7VcsUXQWKPF" %}
[Token Roadmap](/token/token-roadmap)
{% endcontent-ref %}


# Allocation

We're strong believers in rewarding early users and the aligned incentive that a token can create.

While our game mechanics are not blockchain-backed (yet...) all progress is still being saved in-game.

#### Quality Holders

In alignment with our play-to-mint, we've learned how valuable quality holders are in a project. The reason we are dropping a token is to give access to all of the benefits of play-to-earn gaming to those who actually enjoy our game. The health of our ecosystem depends on having holders of our token who are actually playing our game, not holding it to speculate.&#x20;

#### Play-to-Airdrop

A large portion of our token drop will be allocated for early players and airdropped based on progress made in the game up to the time of the token drop.

This rewards early players and gets the token in the hands of people actually playing our game. A win-win for everyone involved.


# Token Roadmap

> Expected Release Date: Early Q3, 2022

Part of the reason we raised Venture Capital is so that we could have the best partners available to support a token launch.

We also really don't want to rush into a token drop - the intention is to make sure we have a sustainable ecosystem before we drop a token. More information on what that looks like here.

## What do we need to build first?

We are taking a different approach to the creation of a token than nearly any other project in the space. We're building at the intersection of game design, smart contract development, and economics.

There is still a bit of product that we need to build in order to get us to a point where we'll feel ready. Here are some of the things we'll be building before we drop our token.

#### Game Mechanics

* Farm Upgrading System
* Better Questing System (and more quests)
* More Single Player utility

#### Smart Contracts

* After we've built our core game mechanics we'll need to transition the key elements of game play into smart contracts

#### Game Balance

* We'll need to conduct a thorough audit of how each in-game item is getting spent and used
* Careful and mathematical consideration for how to best balance that

#### Automated Tokenomics

* An in-game shop that will double as liquidity pool for in-game items
* An automated and open source system that controls the supply of certain in-game items to maintain an economic balance

#### Community-Oriented Features

* Features that help users find and create farming guilds
* A market place that helps users see more information on their land

## Wen Token?

We estimate that these features will take our team about 4-5 months to develop. With the token drop currently scheduled for around July 2022.

As we're building we'll be looking at several important metrics of success that will help us know if we're on the right track.

* % owners playing our game
* Daily Active Users
* Time spent per user

Once we get to the numbers we find strong conviction in, we will move ahead with our token drop.


# Product Roadmap

## Key Milestones

When creating our roadmap we like to think first about the higher-level goals we are trying to reach that will move the project significantly forward when we successfully complete them.

The project's priorities are as follows:

1. Dropping a utility token
2. Mass Market Release (Mobile app, UX upgrades, Language Localization)
3. Releasing a second game mechanic
4. Implementing a governance token

We prefer to dedicate most attention and focus to one milestone at a time before moving on to the next.


# Long Term Roadmap

We want to bring play-to-earn to the masses. As we build we're focusing on 3 key points to create a better future for Play-To-Earn.

* Accessibility
* Fun
* Equity

### Accessibility

Web3 in general is not very user friendly. Not only is setting up a wallet intimidating for many people - but this space in general is also not friendly to all types of people.

We want to be able to reach as many people as possible. This means making sure our UI/UX is really easy to set up, making sure that no one is priced out of playing, creating an inclusive environment for all types of people, and on a platform that anyone can access.

#### Initiatives

* Mobile App
* 1 Click Multichain Login
* Lazy Minting of Avatars

### Fun

This sounds obvious. But if you've spent time in this space you'd understand why this needs to be a core piece in our roadmap.

The only way to have a successful project in this space to make sure we remember the key part of play-to-earn: **play**.

#### Initiatives

* Fully build out the farming game skill
* Introduce a new skill
* Build out more quests

### Equity

Opening play-to-earn to more people and creating a better environment for casual players will lead to greater adoption. Also providing say to our stakeholders in how this project is ran

#### Initiatives

* Governance Token
* Open Source Code
* Programs to onboard new users into Web3

## Timeline

#### Q1 2022

* NFT Drop
* Farm Land Access
* Team Assembly
* Farm Land Upgrades
* Guilds

#### Q2 2022

* Build more utility for Farm Land
* Build more single-player content
* Prep for Token Launch
* Blockchain-back all game mechanics
* In-house Market-Place

#### Q3 2022

* Token Drop
* Web3 Accessibility Tools (Multi-chain Login, Lazy Minting)
* Token Support

#### Q4 2022

* Native Mobile App
* Automated Economics
* Open Sourced Backend

#### 2023

* Governance Token
* New Skill


# About Us


# Team

Our team is fully doxxed and has a ton of experience building and delivering product.&#x20;

We are strong believers that teams in this space need to be built in-house. All aspects of our product are being developed internally and we've been hiring some of the best talent in the space.

## Luke Barwikowski - Founder

LinkedIn: <https://www.linkedin.com/in/lbarwiko/>

Twitter: <https://twitter.com/whatslukedoing>

## Weiwei Li - Lead Engineer

LinkedIn: <https://www.linkedin.com/in/weiiew-li/>

Twitter: <https://twitter.com/theweiweiway>

## Benjamin Exworthty - Game Design

LinkedIn: <https://www.linkedin.com/in/benexworthy/>

Twitter: <https://twitter.com/Xxworthy>

## Tyler Greenberg - Head of Operations

LinkedIn: <https://www.linkedin.com/in/tylergreenberg/>

Twitter: <https://twitter.com/tylergreenberg_>

## Heidi Hoeberechts - Head of Marketing

Twitter: <https://twitter.com/heidichristne>

## Iván Romero - Pixel Artist

Twitter: <https://twitter.com/KrampusParty>

## And many more...


# Investors

![](/files/Z3h2oQBEzgus1AGUP342)

## Our Fundraise

Pixels.online has raised $2.4 million in a strategic seed round led by Animoca Brands and PKO Investments. PKO investments is a syndicate of angel investors made up of former founders. Angels joining the round included the CEO of Rotten Tomatoes, the COO of Twitch, the CEO of Crunchy Roll, the CEO of FitBit and a many more.

Other investors like OpenSea, Untapped Capital, and Leonis Capital joined the round.

Check out more info on our fundraising here:

{% embed url="<https://www.pixels.online/post/pixels-seed-round>" %}

{% embed url="<https://www.crunchbase.com/organization/pixels-1fcf>" %}

## Why We Raised

Web3 offers a variety of interesting rays to raise capital for project.

The intention of this raise was to bring on partners who can offer serious support as we build out the next generation of technology in the play-to-earn space.


# How to Play


# Getting Started

Pixels is a metaverse and MMORPG for the NFTs you already own. Taking a lot of inspiration from some of our childhood favorites like Stardew Valley and Runescape, Pixels allows you to take your existing NFTs into a play-to-earn game!

#### How do I play?

The game is live here:

{% embed url="<https://play.pixels.online>" %}

#### How do I Login In?

*If you want to save your progress, you still need to sign in with* [*MetaMask*](https://metamask.io/download.html)*.*

#### What if I don't have a supported NFT?

Don’t worry – if none of your NFTs are supported, you can still play the game! Click “Customize Character” if you are signed in with MetaMask, or click “Continue as guest”.

#### How do I move?

Movement is currently restricted to **WASD** (make sure you are not typing in the chat), but Arrow Key and Click movement will be available in the near future.

#### How do I select and equip?

Click the items in your inventory

OR

Inventory slots are label 1 through 9 and are key bindings – press the corresponding key on your keyboard to select or equip that item.

#### How do I start quests?

While you’re in Terra Villa, [Mayor Dave](https://www.notion.so/Mayor-Dave-25fe138f92f04d8ea426c7fb6b374dbd) is the man to talk to. If you can't find what to do next, try having a chat with him!

####


# Tips & Tricks

{% embed url="<https://www.youtube.com/watch?v=Rhe2MYv13UM>" %}

{% embed url="<https://www.youtube.com/watch?v=odWnxCteW7A>" %}


# Community

We have an amazing community that is more than happy to help you get started! Join our discord server and feel free to ask questions!

{% embed url="<https://discord.gg/pixels>" %}


