# Angrymals: aim, smash, repeat

![](/files/UDHntQESaJFolJUkvHvF)

## **Introduction**

**Angrymals** is a free-to-play PvP tactical video game based on one solid concept: throw junk and wreck things! Inspired by Angry Birds and Worms, the player will control three customized Angrymals bunkered down in a player-designed fortress, armed with a huge assortment of absurd weapons and powers to lay waste on the opponent's defenses.

Angrymals is available on both the Google Play and App Store. It is designed to be picked up easily and quickly, whilst also to having a huge amount of strategic depth available to explore for the competitive gamer. It holds significant entertainment value with its physics based gameplay, casual and competitive game modes, and strategic skill-based battles.

Angrymals has been in development since 2015. It is being developed by Sionera Entertainment, a boutique Italian game studio, which was acquired by Catheon Gaming, a leading blockchain game publisher in January 2022. The team's focus now is to convert the existing Angrymals game into a blockchain, play-to-earn version. Catheon Gaming will support the project with its expertise in blockchain integration, marketing and community building, and fundraising and listing support.

## Changelog

*13 February 2022*&#x20;

**Version 1.0**&#x20;

First version of the Angrymals Whitepaper

## Disclaimer

This Whitepaper is a constantly evolving document which reflects the latest decisions made by the design team, and as such, is subject to change.&#x20;


# Background

Background on the Play To Earn Industry


# Play to Earn Gaming

Play-to-Earn Gaming promises to be the biggest advent in gaming history, looking to disrupt the traditional tenants that have dominated the $336 billion industry since its inception over 50 years ago. Historically, video games have followed a simple formula - players pay to play by owning either a physical or digital copy of the game. In recent years, we have seen a transition towards free-to-play games and freemium models that rely on in-game transactions for developers to earn revenue. In this model, all players have access to key gameplay features for free, but typically pay to purchase in-game boosts, premium content or cosmetic upgrades. Overall, games have followed a consistent model wherein players pay for time and enjoyment, and progression and in-game assets are limited to individual copies of a game.

Conversely, Play-to-Earn Gaming seeks to fundamentally upend this model by rewarding players with incentives that hold real-world value for time spent and game mastery. This is made possible through the introduction of blockchain technologies that allow true ownership of in-game assets and the ability to trade these assets on secondary markets. Because these assets are now stored on the blockchain, they can be easily verified and transferred between wallets. In-game rewards typically come in one of two forms: tokenized rewards and Non-Fungible Tokens (NFTs).&#x20;

* Firstly, tokens take the place of traditional in-game currencies, and are typically earned through normal gameplay and used to purchase other in-game items. However, because these tokens are now on the blockchain, users can sell tokens they earn on secondary markets for a profit, or can choose to purchase tokens to speed up their in-game progression. And because these tokens are now sold on decentralized marketplaces, they are not subject to arbitrary rules made up by developers, but their value determined by market forces.&#x20;
* Secondly, NFTs take the place of in-game assets and allow players to have true ownership of skins, characters, land and other in-game items. Similarly, blockchain integration allows these NFTs to be easily transferred and traded on decentralized marketplaces, where the value is determined by buyers and sellers and these assets exist separately to the actual game. Not only does this also provide another potential revenue stream for players, but they are now also able to sell their progression if they decide to stop playing a game, meaning that their initial investment is not lost.

Moreover, Play-to-Earn Gaming also benefits game developers as they can utilize these advantages to reach wider audiences. Traditional games typically only target one end of the spectrum of gamers. For example, most mobile games are typically only able to reach casual players who just want to pass time, while MMORPGs are typically only able to reach hardcore players who are willing to put in hundreds of hours into the game. However, the introduction of blockchain technologies and play to earn mechanics allow these games to expand their reach and even expand past traditional gaming audiences.&#x20;

* Firstly, casual gamers are attracted by real asset ownership and the potential to earn back from playing. Because their initial investment into the game can be recovered easily, this is no longer a barrier for these players to start playing.&#x20;
* Secondly, hardcore gamers are attracted by the potential of higher stakes gameplay. Blockchain enables wagering of in-game assets in a secure way, and also rewards top players with higher rewards and incentives.&#x20;
* Finally, non-gamers are attracted by the earning potential of these games and the ability to make a living out of these games. We have already seen this with Axie Infinity and the large proportion of its audience that live in third-world countries like the Philippines and Venezuela and subsequently are able to make a living simply by playing the game.&#x20;

Overall, this is also demonstrated by the user base of Thetan Arena, a popular play-to-earn MOBA/Battle Royale on mobile devices. Within its top 9 user countries, 6 countries also lie in the top 10 traditional gaming countries, demonstrating its appeal to mainstream audiences. However, the other 3 countries are developing nations that have not traditionally big gaming markets. Notably, the top user country is Brazil, which reinforces the ability of blockchain games to reach new audiences that traditional games have historically not been able to penetrate. Overall, the potential for game developers to expand their reach will have broad appeal and help push forward the transition to blockchain gaming.

Finally, blockchain gaming presents an exciting opportunity for a correlation between games that has never previously been possible. The idea of the metaverse has gained mainstream traction with companies like Meta (previously Facebook) expanding rapidly into the metaverse as the new frontier of technology and the internet. However, this idea is deeply rooted in gaming as blockchain enables in-game assets to be easily transferred and applicable to multiple game titles. This creates a seamlessness in user experiences that will break down many of the barriers that prevent the accessibility of different games.&#x20;

Imagine a future where all games are connected by a single metaverse, where you can transition easily between game titles without having to close and reopen new games, and where your progression and assets in one game can potentially have utility in another game title. Ultimately, this creates an exciting and unprecedented future potential for the gaming industry as a whole and will inspire new projects to think outside the box and reinvent the way that we have traditionally thought about gaming.


# Current Play-to-Earn Ecosystem

The current Play-to-Earn Ecosystem is in a period of rapid growth with no signs of slowdown. Just a year ago, blockchain enabled gaming didn’t even exist. At this time, the broader crypto market was dominated by DeFi and many gamers weren’t even aware of what NFTs were. Today, blockchain gaming is estimated to be worth $1.5 billion with over 1,000 games on public blockchains. By 2025, blockchain gaming is predicted to grow to $50 billion and rival the size and scale of mobile, PC and console gaming.

Even during the current crypto downturn, blockchain gaming has remained resilient and continued to grow contrary to the broader market. Since December 2021, Etherum prices have dropped 30%, and this has been mirrored by the majority of all cryptocurrencies on the market. However, in this same period, the number of unique active wallets participating in Ethereum NFTs have gone up 180% and have hit all time peaks. Similarly, the number of unique active wallets participating in play-to-earn games is continuing to trend up while DeFi trends down. Consequently, this resilience shows the potential and strength of blockchain gaming as a concept. Although many other crypto applications may fizzle out with crypto winters and other negative catalysts, it appears that blockchain gaming is truly here to stay. However, the current games in the market notably lack significant entertainment value and pale in comparison to the quality of traditional games. The majority of games are simple turn based games like Axie Infinity or trading card games like Gods Unchained and Splinterlands. There is no interesting gameplay in any of these games and players have noted that it feels more like a grind to earn rather than actually playing a fun and entertaining game. Moreover, these games typically suffer from unbalanced gameplay that is heavily pay to win, and high initial investment fees to earn or be competitive in the game. Furthermore, some of the biggest games like DeFi Kingdom and Alien Worlds are not games at all, but gamified DEXs and liquidity pools. Within these games, there is no actual gameplay akin to traditional games, rather players simply complete chores and idle games. Finally, the current play-to-earn games that most resemble traditional games like Thetan Arena all fall plague to issue surrounding the optimal implementation of earning capabilities. In Thetan Arena, users have noted that it is almost impossible for free to play players to earn any money from playing, and there is a significant bonus for purchasing higher rarity NFTs. Consequently, many of these games have failed to captivate traditional gaming audiences as blockchain integration has made these games more like chores that users can play to earn money, rather than actually enhancing user experiences and supplementing existing in-game systems and economies.

Despite these shortcomings, all these games have reached astronomical valuations in short periods of time. Not only does this demonstrate the enthusiasm surrounding the space, but also indicates the potential success of a game that actually delivers on entertainment value while preserving the fundamentals of blockchain integration. Notably, all of aforementioned games have reached $1 billion fully diluted valuations, with all but Axie reaching this milestone within a week of launch. It is clear that there is significant demand for higher quality play-to-earn games that can be fully playable and earnable as soon as possible.


# Traditional Gaming Market

Although blockchain gaming only makes up 0.5% of the total $336 billion gaming industry, large incumbents in the gaming space are already looking to adopt blockchain technologies in their games and IPs. Across the past year, traditional gaming markets have struggled to keep up with the pace and growth of blockchain gaming. Since the start of the pandemic, daily concurrent users on Steam have remained relatively consistent and reached a plateau. Conversely, blockchain gaming users have exploded from almost zero at the start of 2021 to over 8 million users by the end of 2022. Overall, as gamers become educated to the potential of blockchain gaming, and developers and publishers see the benefits of bringing their games to the blockchain, we should continue to see more traditional games make the transition. In the past few months alone, big names including EA, Epic Games, Ubisoft, Zynga, Square Enix and Gamestop have all publicly announced intentions to explore blockchain gaming, cementing the place of blockchain games into the future.

More broadly, the gaming industry has seen a pretty significant shift in recent years with mobile gaming overtaking PC and console gaming for the first time in 2021. With the continuing growth in mobile adoption and the advent of 5G ready technologies, we should expect to see mobile gaming continue to grow. Notably, mobile gaming is significant for blockchain games as a significant proportion of mobile gamers come from developing nations relative to PC and console gaming due to the greater adoption of mobiles compared to PC and console hardware. Because these nations are a key driver of blockchain gaming users, mobile compatible games will greatly benefit from this increased reach and have a far greater penetration. It is largely due to its mobile friendly development that Axie Infinity was so successful in countries like the Philippines and Venezuela, where the majority of players were on mobile.


# Case Study: Angry Birds and Worms

Angry Birds and Worms presents two interesting case studies into successful video game franchises that have been able to captivate audiences through its simplistic designs with deep mechanics.

Since launch, Angry Birds has recorded over 4.5 billion downloads across its franchise and has spawned its own movie series and cartoon show. The key draw of Angry Birds is an easy to understand gameplay that is enhanced by deeper mechanics and optimization. With a simple premise of dragging to aim and shoot slingshots, the game draws in users of all ages and backgrounds. However, with countless levels, leaderboards and PvP features, it allows hardcore players to get more invested and engaged with the game. Notably, Angry Birds 2 has been a huge success with over $600 million of lifetime revenue since 2015 and remaining in the top 20 Action and Puzzle games even 7 years after release. It also boasts one of the highest retention rates on IOS and has received Editor’s Choice Awards on Google Play and App Store.

Worms is one of the oldest and most notable franchises of all time, recording over 75 million units sold since its launch 25 years ago. The simple turn based artillery game is a proven formula that provides thrilling PvP action, but Worms has been able to remain relevant and captivating through its cartoonish characters and wacky weapons that introduce a layer of humor into the game. Notably, the latest release Worms W\.M.D. has recorded very positive reviews on Steam and Metacritic, and has an estimated 442 estimated active players. Without deviating from its core premise, Worms has been able to stay relevant through its continual introduction of new and weirder ways to compete in its games.

Ultimately, it is the success of these two games that inspired the development of Angrymals, and the reason why we are confident that it can capture the mainstream gaze.


# Summary

![](/files/fBZS1DdJexuPJyXg6f1s)


# Introduction

Angrymals: Aim, Smash, Repeat (Angrymals) is a free-to-play PvP action game inspired by Angry Birds and Worms, where players build fortresses to protect their team of 3 Angrymals, whilst using a variety of zany weapons to take down the other team of Angrymals.

Our vision is to build a fun and rewarding game that is easy to pick up and learn for the casual gamer, whilst offering significant strategic depth for the advanced player seeking to rise in the competitive leaderboard rankings. Through the integration of blockchain and play-to-earn (P2E) mechanics, the game will also offer a broad range of opportunities for players to earn tokens, create NFTs and trade them as a part of a virtual economy, receiving real monetary rewards for time invested playing in the game.

We envisage that combination of the two will create a strong, self-sustaining player ecosystem, as casual players join the game to have fun, whilst serious and P2E focused players compete to rise in rankings and optimise their winrate, leading eventually to the development of various competitive meta-strategies as players race against each other to find the best strategies and access the significant prize pools available to top-ranked players.

The P2E mechanics will be implemented via Chaos Orbs, which is the core token of Angrymals. There will be two ways to earn Chaos Orbs:

* Players will be able to earn Chaos Shards in-game through various channels, such as by winning PvP matches, Tournaments, designing and selling popular fortress designs, amongst other ways. They can then be combined to create Chaos Orbs, however, the player must own an NFT in order to access the conversion functionality.
* Chaos Orbs can also be earned directly through leaderboard rewards, provided directly to the top players of the ranked leaderboard at the end of each season. There may also be special cases where Chaos Orbs will be given out as part of an event or promotion.

The Chaos Orb token itself serves as both a utility token with multiple uses such as purchasing loot boxes, combining NFTs to upgrade them, and also as a governance token that enables holders to vote on governance issues. For example, it is expected that holders of Chaos Orbs will be eligible to vote on the order in which new content will be released, among other governance input opportunities.

Angrymals is being developed by Sionera Entertainment, a boutique Indie Italian game studio that has spent over 8 years developing and refining the core gameplay mechanics and content of Angrymals. It is being published by Catheon Gaming, the fastest growing blockchain gaming and entertainment company. Angrymals will be available to play on both Android and iOS devices starting from 1Q2022, with initial P2E functionality to be implemented by 2Q2022. Subsequent game development will then focus on releasing new content around competitive leaderboards and game modes, new Angrymal skins, cosmetics and other equipment, and other new content.


# Game Mechanics

Description of how the game is played


# Basic Gameplay

Angrymals is a PvP turn-based action game played 1v1 between two players. Base mechanics are very simple, taking inspiration from Angry Birds which should allow players to easily learn and play the game quickly.

Each team has three animals. The goal is to reduce the other team’s animal’s HP to zero. Players create their own fortresses to put the animals in, and they take turns shooting at each other with weapons, breaking down the fortress and damaging the animals.&#x20;

Players drag and release to aim and shoot weapons like Angry Birds. Shots first destroy the cover / building that the animals are in, before damaging the animal, and when structures collapse on top of animals, they take additional damage.&#x20;

![](https://lh6.googleusercontent.com/NeWn1ChoIYxG44E4Rupzu_KYHo6L1Xfcbr27PeZtboViNWJOa3eufV_QAJFBnVDsaIFdv_bavJmKqrhjcCw9xBZviQK4UFPnFX3uujyrJjJe9JK9jpa7-PY7BIF4DlNjWUX5iq0_)

The game ends when the HP of all three animals in one team has been reduced to zero, resulting in a victory to the other team.


# Advanced Mechanics

Whilst the basics of the game is easy enough for the casual player to quickly pick it up and start having fun, there is sufficient depth beyond the basic gameplay to reward more advanced players and encourage more competitive styles of play. This includes:

* Different Angrymal races with different special abilities
* High angle shots dealing more damage
* Placing precision shots through broken cover to deal damage to Angrymals directly
* Headshots dealing more damage to Angrymals
* Different weapons choices balanced between reload time and damage
* DoT effects like setting environments on fire, and electric shocks being conducted by certain types of building material
* Designing customized fortressed to maximise protection

![](/files/ZRIDjC3y79axgqr7vjOM)


# Fortress Designs

Once you get skilled enough, it’s time to craft your own fortresses.

By using the Workshop, you can assemble tons of building blocks and joints to build your dream fortress. Go for maximum protection, effectiveness, beauty or fun: the choice is yours!

A step-by-step tutorial will turn you into an adept craftsman in 5 minutes… but it will take a true master engineer with complete knowledge of the game mechanics to deliver a masterpiece!

Building blocks will have different materials, resistances, weight, and **junk points** value. You can also use joints to stick a couple of blocks together. The total junk point value of your fortress will determine its category, thus limiting the game modes in which it can be used. The higher it is, the more protection they offer.

There are several systems in place to avoid boring or lame fortresses. For instance, the higher off the ground your blocks or Angrymals are, the less junk points your fortress will cost. This is also dependent on how scattered your Angrymals are (the farther one from the other, the cheaper the entire fortress will be). There’s also a penalty for when you use too many identical blocks.

Some blocks, like the Fireworks Crate, will confer a discount on the junk points cost: use it carefully, though, ‘cause it’s highly explosive and can shoot fireworks if set on fire!

But wait, the best has yet to come: once you get good enough at designing fortresses, you can sell your own designs to other players in the Bazaar! You’ll earn Coins, Gems and even Chaos Shards for the best selling fortress designs!&#x20;

At the end of each season, the most popular fortress designs will be forever enshrined in the Angrymals Altar of Champions! Designers will receive a large sum of Chaos Shards as a reward for designing such clever contraptions.

![](/files/Hd4T9y4Guvmsz4hLGDeo)

## Who plays first?

When starting a new match, the player with the ‘cheaper’ fortress (less junk points value) will play first. If both players use the same fortress, the lower XP player is going to be the first.

In the *Quick Brawl* mode, in any subsequent match after the first one, the loser of the last match will play first.<br>

To compensate for the advantage of shooting first, or the one of having a more expensive fortress (in terms of *junk points*), some bonus anger is provided to the disadvantaged player at the beginning of the match.


# Bazaar

![](/files/vu1wCgEM2f1XL7zn9fnC)

The bazaar is the place in which you can unlock more content such as races, weapons, emojis and so on.

Even better than that, here you can find fortress designs that other players crafted and put on the bazaar for sale! They are rated by players based on style, fun and effectiveness, sorted by different ways and filters by category and price.

When a fortress is put on sale, it’s priced with the lowest price tag available. The more it sells, the more expensive the price will become. The top selling fortresses can only be purchased with Gems and Shards.


# Weapons

There are a huge amount of peculiar weapons in the game: they mix improbable items and crazy effects, such as exploding rubber chickens (with a pulley in the middle) or sperm whales falling from the sky.

Before starting a match, the player carefully assigns one of them to each of his/her own Angrymals, trying to balance firepower with shorter reloading times.

There are 4 damage types a weapon can inflict:

* **Impact**: basic one - the faster the impact, the more damage is inflicted
* **Fire**: building blocks can be set on fire, based on their material, and are damaged over time; at the end of each turn, more flammable blocks can spread the conflagration to nearby blocks
* **Electricity**: upon impact, electricity will spread through all conductive blocks, hopefully reaching some Angrymals and damaging them
* **Explosion**: explosions will both damage nearby blocks and fling them away; inside a specific range, all joints will be shattered

Stronger weapons require more turns to be reloaded and thus to be ready to be used again: it’s often a good practice to mix some slow but powerful weapons with some weaker ones that are always ready to shoot.


# Races and Personalities

## Angrymals Races

![](/files/JIA4CQutEy9smHwHQLNM)

You can choose your Angrymals among several different races: each one will have different health and a unique special move that can be used in battle. Here are the list of the current races in the game:

| **Race**   | **Health modifier** | **Special Move and Description**                                                                      | **Anger Required / Anger Max** |
| ---------- | ------------------- | ----------------------------------------------------------------------------------------------------- | ------------------------------ |
| Sharks     | 0.8                 | Witness while Steven Seagull speeds towards the enemy base and, hopefully, loses his driving license. | 1500 / 2000                    |
| Pigs       | 0.9                 | Cast a fiery nibble upon your foes. Vengeance is a dish best served scorching!                        | 1400 / 2000                    |
| Turtles    | 1.2                 | Boost your defenses thanks to the developers' occasional lack of imagination.                         | 800 / 3000                     |
| Koalas     | 0.85                | Lights out, lights on, one was there and now he's gone.                                               | 1500 / 1500                    |
| Wolves     | 0.9                 | The pack howls, the sky responds. Your foes will love the poetic imagery.                             | 1600 / 2200                    |
| Lions      | 1.0                 | Make your enemies tremble or blow them away with an eyelid-wobbling roar!                             | 1500 / 2000                    |
| Hippos     | 0.8                 | Did he call you fat? C'mon, give him a shake!                                                         | 1500 / 2000                    |
| Chameleons | 1.3                 | Outsmart the sharpshooters by hiding in plain sight!                                                  | 500 / 1000                     |
| Pandas     | 1.1                 | An endangered species should always carry some medkits.                                               | 1000 / 1400                    |
| Goats      | 0.9                 | Steven Seagull takes control of a clunky UFO and tries to beam up your foes. Yeah. Confusing.         | 2200 / 2200                    |

These special moves range from defensive abilities (shield, healing, invisibility) to weird attacks that can wreak havoc on your opponent’s fortress (earthquakes, storms, flaming meatballs falling from the sky, cars & UFOs driven by a seagull…).

In order to unleash them, you need to collect **anger**: the more you damage your opponent's fortress, the more you get. Stronger special moves will require more anger than the less effective ones.

## Angrymals Personalities

Each race shares the same three Angrymal types, as seen below. In terms of gameplay, they have different hit points (which are further modified by the racial HP modifier).&#x20;

<table data-header-hidden><thead><tr><th width="476.2491506228765"></th><th></th></tr></thead><tbody><tr><td><img src="/files/3BMKaEzGQfOhOWGuHZC2" alt="" data-size="original"></td><td><p><strong>Plump</strong></p><p>The fatty one. He's slow, often out of breath, and always looking for food.</p><p>Base HP: 150</p></td></tr><tr><td><img src="/files/1qJUnYGkj0aVYyNctnwY" alt="" data-size="original"></td><td><p><strong>Runt</strong></p><p>The leader of the team. Small one, super aggressive, always angry. He's super intelligent, but despite that he often misses the point and his plans fail.</p><p>Base HP: 100</p></td></tr><tr><td><img src="/files/PStXEOM7ZE80pKIL2V1R" alt=""></td><td><p><strong>Dumb</strong></p><p>The tall one, he's the slow-witted of the team. He always looks lost, and loves messing up with junk.</p><p>Base HP: 125</p></td></tr></tbody></table>


# Game Modes

Overview of the various game modes available in Angrymals


# Arena

![](/files/zS9bpyKT1sX3Lqh1dRr3)

The first place to visit for some casual matches is the Arena. It allows you to quickly find some random opponent from all around the world that is ready for some action.

Here you can find 4 different modes, sorted from the quickest to the most challenging one.

* **Quick Brawl**: this model is designed for super fast games from start to finish. Players don’t even need to choose their setup, since the weapons and Angrymals will be randomly selected. Both players will use the same race, fortress and weapons. There’s an overall damage boost for weapons, and Special Moves are charged super fast.
* **Skirmish**: in this mode and all the subsequent ones, you will choose which Angrymals you are going to bring on the battlefield, along with their fortress and weapons. Only tiny fortresses are allowed in this mode, damage boost is still high, and Special Moves charge quite fast.
* **Battle**: probably the most balanced game mode, this will allow some medium sized fortresses to be used.
* **Warfare**: this is serious business! A mode designed for the connoisseurs of strategy and precision : players will have access to the biggest fortresses, and there are no damage nor special move boosts. These matches last way longer, but are super rewarding (both in terms of satisfaction when you win, but also in terms of earned coins & XP).


# Ranked

![](https://files.gitbook.com/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FhGzsts3uwLEjBPchLHRj%2Fuploads%2Fdp4Mv7uOJ0mjeGayoPGq%2F9?alt=media)

Want a real challenge? The Ranked Volcano is here. Once you join the current Season, you’ll face opponents of your same rank. The more you win, the higher you climb on the path to the Golden Banana. But beware! Every time you lose, you’ll also fall down a little bit. The system is based on matchmaking points - whenever you win a game, you will gain and your opponent will lose a certain amount of matchmaking points, based upon the differential in matchmaking points between you and the opponent, and vice versa.

There are 5 different leagues, from the least to the most challenging: Wooden Fishbone, Iron Horseshoe, Bronze Acorn, Silver Starfish and Golden Banana.

Each league is split in 5 more divisions, from E (lower) to A (higher). Every time you’re ready to advance to the next division, you’ll have to win at least 2 out of 3 subsequent matches (3 out of 5 when changing league). At the end of each Season you’ll get rewarded based on your rank & division. The top ranked players will receive a large sum of Chaos Orbs, and potentially even unique NFT item that cannot be purchased or obtained anywhere else!


# Missions

Ok, got it, everything is so cool… but what are these Angrymals fighting for? For completing missions and earning treasure crates, of course!

Every day you’ll get two brand new missions to complete, and you also have another two that last the entire week. They range from delivering damage using a specific weapon or race, to winning some matches by damaging the opponent's fortress over a certain threshold, to collecting a number of headshots, double kills and other awards, and so on.

Based on the difficulty, you’ll get rewarded with wooden/iron/bronze/silver/gold loot box that contain some exciting loot.


# Friends and Communications

Want to play with your friends? No problem, add them through Facebook or using their nickname!

You’ll be able to send invitations to play, select the game mode you both prefer, and find out who is the best!

While in a game, you can also exchange short emojis to convey your feelings. Did your opponent throw the match with a misplaced doomerang? Let them know how you feel about it!

When playing against a friend, you can also send short vocal messages, to express all your anger, joy, laughter and defiance.


# Game Economy

**Overview**

The Angrymals economy will blend elements of both traditional in-app purchase (IAP) and P2E economies, such that traditional gamers will be able to enjoy the game without blockchain, whilst crypto-savvy gamers are able to play the game for fun and earn tokens at the same time. The economic system will operate on the basis of the following resources:

**Coins**

Coins serve as the soft currency of the game. It is primarily obtained through winning matches and watching ads after a match, although it can also be earned via opening crates and gaining levels. Coins are used to unlock weapons and fortress slots, as well as banners - it is essentially a way for the player to manage development of their progress in the base game.

**Gems**

Gems serve as the hard currency of the game. It is primarily obtained through in-app purchases, with limited amounts available through completion of daily or weekly missions, opening chests, leveling up, participating in a Ranked season, and selling fortress designs in the Bazaar. Gems can be used instead of coins to unlock progress, allowing players to accelerate the content unlock process if they wish to pay. Additionally, Gems can be used to buy premium content which is only available through spending Gems, such as skins, banners, and top tier fortresses (as determined by the community)

**Keys**

Keys are used to unlock treasure crates, which randomly give gems, coins, experience and could unlock some content (weapon/race/block/skin/color set/banner). They are gained by winning the first match of every day, watching video ads, successfully inviting Facebook friends, and as a reward for a Ranked season. Keys act as an incentive for players to continue to log in everyday to play and watch video ads, and to invite more friends to join.

**Chaos Orbs and Chaos Shards**

Chaos Orbs and Chaos Shards are the core token currency of Angrymals around which the P2E economy is structured. The ecosystem and economic interactions will be discussed further later on in the Whitepaper


# Resource Summary Table

<table data-header-hidden><thead><tr><th width="150"></th><th width="180"></th><th width="231.93150684931507"></th><th></th></tr></thead><tbody><tr><td><strong>Currency</strong></td><td><strong>Sources</strong></td><td><strong>Uses</strong></td><td><strong>Comment</strong></td></tr><tr><td><strong>Coins</strong></td><td><ul><li>Winning matches</li><li>Watching ads</li><li>Opening chests</li></ul></td><td><ul><li>Unlocking weapons/races/building blocks</li><li>Unlocking player banners &#x26; colors</li><li>Purchasing fortresses in the Bazaar</li><li>Unlocking more fortress purchase slots / fortress design slots (after the initial ones, you're forced to use Gems)</li><li>Repicking missions (after the initial ones, you're forced to use Gems)</li></ul></td><td><ul><li>Soft currency for the game, earned through player activity and used to unlock progress-based content e.g. weapons, banners, etc</li></ul></td></tr><tr><td><strong>Gems</strong></td><td><ul><li>In-app purchase</li><li>Opening chests</li><li>Completing quests</li><li>Selling fortress designs</li></ul></td><td><ul><li>Can be used in lieu of coins for the above functions, plus the following:</li><li>Skins</li><li>Some specific player banners &#x26; colors</li><li>Best selling fortresses in the Bazaar (highest tier)</li><li>Additional fortress purchase slots / fortress design slots</li><li>Name change (to be implemented)</li><li>Additional Emojis (to be implemented)</li><li>VIP Pass (to be implemented)</li></ul></td><td><ul><li>Hard currency primarily gained through in-app purchases, and used to accelerate progress and access premium content</li></ul></td></tr><tr><td><strong>Keys</strong></td><td><ul><li>Winning first match of day</li><li>Quest completion</li></ul></td><td><ul><li>Unlock crates, which give bonus coins, gems and experience</li></ul></td><td><ul><li>Act as incentive for players to log in and remain active</li></ul></td></tr><tr><td><strong>Chaos Shards</strong></td><td><ul><li>Winning 1v1 matches</li><li>Winning tournaments</li><li>Login streak rewards</li><li>Fortress design sales</li><li>Events and promotional giveaways</li><li>Breaking Chaos Orbs</li></ul></td><td><ul><li>Collect enough of them, and you can combine to create Chaos Orbs (by paying a transaction cost in shards)</li><li>Wager on PvP games</li><li>Entry cost for tournaments</li><li>Buying popular fortress designs</li></ul></td><td><ul><li>Used for activities in game that involves betting on matches, or entering into tournaments</li><li>Can be combined to create Chaos Orbs</li></ul></td></tr><tr><td><strong>Chaos Orbs</strong></td><td><ul><li>Combining Chaos Shards</li><li>Purchase on market</li><li>Leaderboard rewards</li><li>Events and promotional giveaways</li><li>Staking</li></ul></td><td><ul><li>Purchasing Chaos Chests</li><li>Buying NFTs on secondary market</li><li>Fee for merging NFTs</li><li>Breaking into Chaos Shards</li><li>Staking</li><li>Governance decisions</li></ul></td><td><ul><li>The main P2E currency of Angrymals</li></ul></td></tr></tbody></table>


# Play To Earn (P2E) Ecosystem

**Background**

Chaos Orbs are the core currency for Angrymals. It will be scarce (fixed supply) and tradable on the the blockchain. Chaos Orbs will be represented in the game by Chaos Shards, an in-game currency that can be converted to Chaos Orbs by owning an NFT. It will be rewarded to players for participating in the game and winning tournaments. It will have multiple uses in the game, making it an important part of the overall ecosystem.

![](/files/ajMssm0RDPFhj2m5xfej)

Angrymals is quirky and chaotic. Most of the lore cannot be explained by the laws of nature. This is because of **Chaos**, a powerful force capable of letting blenders shoot electric eels out of nowhere, or of having living hippos standing tall on their feet and dressed like Sailor Moon. When Chaos is channelled into Chaos Orbs, these orbs can be used to make “magic happen”: mix up crazy elements on an NFT, spawn Chaos Chests with phat loot, and so on. When winning tournaments or standing out as fortress creators, players have a chance to collect Chaos Shards: once you get enough of them, they can be joined to form a fully working Chaos Orb (if you have an NFT equipped)

<table><thead><tr><th width="332.8095238095238"></th><th></th></tr></thead><tbody><tr><td><img src="/files/EkhqSvejyVo7qTwvBCSM" alt=""></td><td>Chaos Orbs will be an <strong>on-chain utility and governance token</strong> that will be available on our external web3 platform</td></tr><tr><td><img src="/files/46SZFqqc9OQHuR62h1bU" alt=""></td><td>Shards will be a new <strong>in-game currency</strong> that will be <strong>off-chain</strong> and <strong>able to be earned by all players</strong></td></tr></tbody></table>


# Source of Tokens

Players will primarily earn Chaos Shards through in-game activities such as login streaks, activity bonuses, winning in PvP matches, taking part in competitive tournaments, and promotional events. The earn rate of Chaos Shards will be carefully controlled to ensure there is no oversupply and to manage the risk of inflation. Should player run out of Chaos Shards to play with, they will be able to purchase Chaos Orbs on the market and break them to make more Chaos Shards.

Chaos Orbs will primarily be acquired by the player via owning an NFT and converting Chaos Shards and paying a transaction tax. It is also possible to earn Chaos Orbs directly by placing on the top of the ranked leaderboard each season, or via selected promotional events and giveaways, or via staking.


# Use of Tokens

Chaos Shards will primarily be used to access the P2E functionality of the game, where players can bet a certain amount of Chaos Shards in head-to-head games, and the winner of the match takes all, less a percentage for house take. Similarly, they can be used to pay fees for tournament entry, where the top players would receive the pot consisting of all the Chaos Shards contributed by the player, less the house take. The game may decide from time to time to contribute extra shards to the pot, in order to promote the game and entice players to join.

Chaos Orbs will primarily be used to purchase Chaos Chests, directly acquire NFTs on the secondary market, or to pay the fee associated with merging to upgrade NFTs. It can also be used for staking and to take part in governance votes. They can also be converted back into Chaos Shards.


# Play To Earn Gameplay Loop

Our P2E gameplay loop is designed to be accessible to all audiences and streamlined to gradually introduce traditional gamers to blockchain gaming

1. Traditional gamers are onboard through traditional user acquisition incentivised by an inherently fun and enjoyable game
2. Small amounts of Chaos Shards will be provided to all players through daily/weekly missions to give them a taste of play to earn functionality&#x20;
3. Play to earn gamers and scholars are onboarded through partnership with guild and crypto marketing
4. Players that want to cash out their in-game earnings will purchase/hold an NFT to convert between Chaos Shards and Chaos Orbs
5. Crypto investors and enthusiast are onboarded to support token demand incentivized by the project potential, staking rewards and governance
6. Players can cash out their Chaos Orbs by trading on secondary markets
7. Players who want to continue playing and earning will have to buy more Chaos Orbs to convert into Chaos Shards to use in-game

![](/files/tPGUJ4qAbcSkCxbq3YVt)


# Token Economy

Our token economy is designed to be long-term sustainable with one key philosophy - tightly control emissions while scaling continuous token sinks:

* Addictive core game loop drives continual demand for Chaos Orb tokens
* Strictly regulated and limited emissions from “farming”
* Skill-based earnings to drive competitive meta and player growth
* Ongoing buyback of Chaos Orbs from traditional revenue to support token price

![](/files/FICSSKCPlh2vOWLDzM34)


# Chaos Chests

Players can purchase Chaos Chests to obtain drops of NFT Items using Chaos Orbs. There will be different rarity tiers of Chaos Chests available to purchase, and each contains an escalating chance to receive NFTs of different rarity tiers. Further details around Chaos Orbs and Drop Rates will be released in the future.

![](/files/miR7RmGoHKwwrfPd5XHH)*Wooden Chaos Chest*

![](/files/7VLlLbADJKN8gYN7DLUD)*Silver Chaos Chest*

![](/files/gTWJjR4GjMBHFvvIHi3J)*Gold Chaos Chest*


# Treasury

The treasury for Angrymals will be designed to act as a currency reserve aimed at stabilising the P2E economic system whilst promoting community and player growth. In the event that the ecosystem rewards pool is exhausted, the treasury acts as a backup reserve of Chaos Orbs. Inflows into the treasury add to the reserve, whilst outflows from the treasury depletes it.&#x20;

*Treasury inflows*

* Players spending Chaos Orbs to purchase Chaos Chests
* Transaction tax on NFT transactions in the marketplace
* \[20]% of all proceeds from in-app purchases would be directed to the treasury to be applied for buyback at the discretion of the governance function of Angrymals

*Treasury outflows*

* Leaderboard rewards
* Events and giveaways
* Cross-game collaborations
* Staking rewards


# Staking

Players who decide to stake their Chaos Orbs tokens will be eligible to receive rewards over time from staking rewards. More details around staking and how it operates will be released in the future. It is expected that token rewards from staking will be strictly regulated to limit excessive emissions and prevent price depreciation. Rewards will primarily derive from in-game resources and exclusive benefits for long-term stakers.


# Governance and Voting

Chaos Orb holders will be able to vote on token-related and gameplay related proposals via decentralized governance. Proposals may include topics such as:

*Governance-related*

* How to allocate Chaos Orb treasury reserves
* How much IAP to allocate to burning Chaos Orbs versus ecosystem rewards
* How much treasury funds to allocate to yield farming

*Game-related*

* Which content to release next
* Frequency of tournaments
* Voting on name of new content released

It is expected that the more Chaos Orbs a player holds, the more voting power they would have. More details on governance and voting will be released in the future, including details on how the voting would be executed.


# NFTs

**Overview of NFTs in the game**

At the outset of design, we wanted to make one thing clear - none of the NFT items will have a direct impact on the players ability to win in matches against other players. NFT items will not affect PvP balance - it will not affect damage dealt to other players, damage resistance, etc, etc. This is purposely done to ensure that the competitive playing field remains the same for all players, regardless of the amount of money invested.

NFT items, skins will have the following benefits to players:

* **Aesthetic value**: this will be the primary function of NFT items - they will look cool to the owner and the other players! NFT items will further boost the wacky, quirky appeal of the base Angrymal character. We may even take suggestions from the community for the next NFT to release!
* **Play to Earn functionality**: Equipping blockchain NFTs will enable the player to convert their earned Chaos Shards into Chaos Orbs, and vice versa.
* **Improved earning efficiency and potential**: Higher rarities of NFTs will grant a higher bonus to the in-game Chaos Shard earn rate. Additionally, higher rarity NFTs will enjoy lower transaction tax rates when converting between Chaos Orbs and Chaos Shards, and on marketplace transactions. They will also enjoy higher daily conversion limits and lower conversion cooldowns.
* **Access to prestige game modes**: certain prestige tournaments may only be accessed by players that have a minimum rarity of NFTs e.g. only players with rare and above NFT banners may enter the tournament. Such tournaments will be held sparingly (once or twice per season), and they will have significant rewards - the most valuable of which are limited edition NFTs, which cannot be found in loot boxes, and is expected to have significant cosmetic improvements over standard NFTs
* **Additional effects**: Higher rarity NFTs may change in-game graphical effects e.g. normal explosions will get additional special effects with pigeons flying


# Overview

![](/files/kWjDs7OOCk3rgFuzvHKe) ![](/files/HsrCvg8LjqaMLFyA0NW5) ![](/files/arsySa7hF5Kd58HUgCCV)

## NFTs at Launch

The first NFT items to be implemented in the game will be the Player Banners, which serves as a profile picture for the player, and is something that the opponent can see before the match. Each Portrait will consist of a unique Angrymal avatar, generated from a selection of traits.&#x20;

Player Banners importantly unlock Play-to-Earn functionality by enabling conversion between Chaos Orbs and Chaos Shards. Holders also earn additional boost and bonuses to level up their in-game experience.

The exact combination of traits will determine the overall rarity of the Player Portrait NFT and the resulting background of the Portrait.&#x20;

In April, we minted sold out or 4,444 Genesis Player Banner NFT collection.

![Show off your Player Banner NFTs in-game](/files/nBYv8bQDV66TX8sM4Z04)

## Future Planned NFTs

Future NFT content that are currently planned for inclusion in the game include the following:

* Player Taunts: Did you just take out the whole enemy team with a finely placed barrage of carrots? Or did you just throw the game by missing the easiest shot in the world? Let your opponents know how you feel with a funny emoji, designed specifically to induce maximum laughs, or emotional distress.
* Battlefield decorations: The battlefield is a desolate place. Make it more welcoming by adding unique decorations such as Dinosaur fossils, unexploded landmines, and more.
* Character skins: Don’t let your Angrymals stand around in underpants! Give them some wacky clothes to look as stylish as possible whilst blasting your opponents.


# Rarity Tiers

All items belong to a certain rarity tier, with higher rarity items being more aesthetically complex, and providing higher bonuses. The rarity tiers will be as follows:

* Common
* Uncommon
* Rare
* Epic
* Legendary

The effects of various rarity tiers of NFTs are shown below. The numbers are indicative and subject to change. &#x20;

![](/files/qGHyUGngCz9BSB3cLYsA)

There will also be additional bonuses for Genesis NFT holder to reward our early supporters. These numbers are also subject to change

![](/files/ihDJ4OMklxPqCxlC1u8S)


# Standard Items vs Blockchain NFTs

Furthermore, items will be divided into two types, based on if they were purchased using coins/gems (in-app purchases) or bought on the external marketplace.

* **Standard items**: These will be purchased using coins / gems via the in-game store. They will not have any impact on Chaos Shard earn rates, and will be purely cosmetic.
* **Blockchain NFT items**: Are found from opening Chaos Chests, which are purchased on an external marketplace (not the in-game marketplace). These loot boxes must be purchased with Chaos Orbs, and come in varying tiers, with higher tiers of loot boxes costing more, but granting a higher chance of dropping rarer NFT items.


# Tokenomics

The project tokenomics for Angrymals has been designed with the following end goals in mind:

1. Strong returns for investors
2. Sustainable P2E earning capacity for players
3. Reasonable amount of initial capital raised
4. Overall longevity and development of the game

## **Structuring Considerations**


# Tokenomics Information

## Tokenomics Distribution

![](/files/pfSIf7j3gTixi9JB3OhR)

## **Vesting Schedule**

![](/files/ZWz4MKA2paGjSQQ4Ks0A)


# Team

## Overview

![](/files/6HOsjbC8LYLJjDHgomET)

![](/files/R6JOvKcLGuBY69gqF554)

## History of Angrymals

![](/files/sveoIpuacBvIQKlKwLUx)


# Release Roadmap

![](/files/zr49V3yCL5p8ZyUuJjip)

Detailed future content releases:

![](/files/gcORQpFVxTo07GjLk4FI)


