PULSE

21 PULSE Economy

Move value.
Build progress.

Three resources support three different decisions: progress through play, access premium utility and exchange owned game assets.

21

Three assets · three distinct roles

An economy designed around choices

PACE, PRIME and SOL connect to one another without becoming interchangeable versions of the same asset. Each has its own supply model, access route and purpose.

PACE is the listed game token. PRIME is a closed-loop premium resource. SOL provides the market pair and settlement layer that connects the game economy to player ownership.

PACE

Listed game token

Earned, used and traded

PACE is issued through eligible movement and fixed game rewards. It has an uncapped total supply, will be officially listed and will carry a live market price against SOL.

Uncapped supplyPACE / SOL marketBurned through utility
PRIME

Premium resource

Selected feature upgrades

PRIME enters through Store packs and selected rewards. It is used only to unlock or upgrade selected game features and is not intended to be listed or freely traded at this stage.

Purchased in packsNot listed for nowCannot trade for PACE
SOL

Settlement asset

The bridge into the economy

SOL can be exchanged for listed PACE, used to purchase PRIME packs and used throughout the Player Marketplace.

Buy or sell PACEBuy PRIME packsPlayer Market

Exchange architecture

Market token and premium resource remain separate

PACE has a market relationship with SOL. PRIME does not have a PACE pair and is not a listed token for now: SOL accesses it only through official PRIME packs.

PACE⇄SOLListed market pair · live price
SOL→PRIMEOfficial Store packs only
PACE×PRIMENo direct exchange pair

PACE does not have a guaranteed or fixed SOL value. Once listed, its official market price is the live price formed by market activity.

PACE monetary profile

Uncapped supply. Controlled issuance.

PACE is an infinite-supply utility token: there is no maximum total supply. That does not mean players can create it without limits.

Maximum supplyUncapped

PACE can continue to support the game as the player base and progression systems expand.

Primary issuanceEligible movement

Energy, movement range, Shoe performance and the Daily Cap constrain how much can be produced.

Secondary issuanceFixed game rewards

Selected systems such as the Daily Locker can distribute predefined PACE amounts.

Price discoveryPACE / SOL market

The listed market establishes the live price. PULSE does not promise a fixed conversion rate.

PACE entersMovement + fixed rewards⇄PACE leavesProgression + maintenance + creation

Utility and token sinks

PACE returns to the game

PACE used for gameplay is burned: it is removed from circulation instead of being paid to another player. Forge follows the single project-share rule explained below.

01Issue

Eligible movement produces new PACE.

→
02Hold or trade

Keep it, use it or exchange it through the PACE / SOL market.

→
03Commit

Choose the progression system that matters most.

→
04Burn

Gameplay spending removes that PACE from supply.

ShoesLevel up
EquipmentOpen sockets
MaintenanceRepair or heal
CreationForge
FortuneOpen Sport Bags
TrainingDevelop Pods

Two markets · two different flows

Store revenue and player fees remain distinct

Purchases made directly through the official PULSE Store support the project. The Player Market applies a 10% fee to each sale, split into two equal parts.

PULSE Store→ProjectOfficial Store purchases support PULSE
Player Market→5%Half of the fee supports the project
Other 5%→?Set aside for a destination players will uncover as they progress

All other PACE and PRIME spent on levels, sockets, maintenance, the Lab and game utilities are burned. Forge is the only exception: 5% supports the project and 95% is burned.

Free-to-Play balance

The Sandal can hold up to 400 PACE

A player without a regular Shoe may accumulate no more than 400 PACE across runs and Locker rewards. This is not a daily cap: it is the maximum wallet balance while the account remains on the Free-to-Play Sandal.

That amount matches the progression cost required to free the Sandal path. Once the player owns a regular Shoe, this Free-to-Play balance limit no longer applies.

F2P PACE balance0 — 400
Runs + Daily Locker · combined limit

Closed-loop premium utility

PRIME upgrades selected features

PRIME does not improve the movement formula directly. It is acquired through official packs or selected rewards, then used only to unlock or upgrade selected game features. PRIME spent in the game is burned. It is not listed for now.

PULSE PRIME Warm Up packWarm Up
PULSE PRIME Sprint packSprint
PULSE PRIME Tempo packTempo
PULSE PRIME Endurance packEndurance
PULSE PRIME Marathon packMarathon
PULSE PRIME Ultra packUltra

Pack contents and live prices are displayed in the PULSE Store at the time of purchase.

Daily LockerUnlock ELITE
ForgeAdvanced tiers
Training LabHigher-level attempts
PULSE StoreCards & utility

Token and resource profile

The economy at a glance

AssetSupply modelHow it entersMarket statusMain sinks or uses
PACEUncappedCadence runs · fixed rewards · market purchaseListed · tradable against SOLProgression · maintenance · creation · utility burn
PRIMEControlled issuanceOfficial packs · selected rewardsNot listed for nowSelected feature upgrades · utility burn
SOLExternalPlayer wallet · asset salesSettlement assetPULSE Store · PACE trades · Player Market

Designed for continuity

Movement creates supply.
Utility creates demand.

01PACE issuance is gameplay-bound

Its supply is uncapped, but production remains constrained by the rules of each eligible run.

02PACE has open price discovery

The PACE / SOL market determines its live value after listing.

03Game utility creates recurring burns

PACE and PRIME spent in game systems are burned, except for the 5% project share included in a Forge price.

04PRIME remains a separate upgrade layer

It unlocks or upgrades selected features and is neither listed nor exchangeable for PACE for now.