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NEEDS PROOFv2.0

Optional World Tokens

Named local utility assets used only when a World has a real need for transferable utility.

Updated 2026-09-23 · Canonical at www.spawnfarm.com · Status labels describe evidence, not marketing readiness

Purpose

An eligible future World may create a fixed-supply local token such as $HURRICANE, $MOLD, $TRANSIT, or $DREAM.

World Token is a category, not a literal ticker. When a World needs transferable local utility, the final asset receives its own name and ticker. Token creation is optional and must have a defined product function.

A World does not need a token to run. Private analysis, browser demos, education tools, and many games should begin tokenless when a token would add no product value.

Primary uses

  • create/deploy in-World objects;
  • activate actions;
  • pay scenario/module creation fees;
  • access specific Seasons or tools;
  • purchase World-specific analytics/services;
  • qualify for tournaments;
  • stake for bounded future-Season governance/curation;
  • pay World-specific fees.

Token sink versus circulation

A fixed-supply token should not necessarily burn 100% of every action forever. A standardized World Action Fee Router can split each local-token action between:

  • permanent burn;
  • World treasury;
  • Launcher claim;
  • Blueprint Designer claim;
  • protocol claim;
  • potentially other disclosed local buckets.

Any future production template must publish exact percentages and bounded ranges before a Launcher confirms the configuration. No production World Token template is currently presented as deployed.

Anti-pay-to-win principle

Holding more local token should not automatically make the simulated object physically stronger unless the World explicitly belongs to a capital-weighted template. For skill-oriented Worlds, local tokens buy access/actions while the simulation itself follows the predeclared rules.