Open a pack.
Half the token burns.
Packs are paid in $QORPO. Fifty percent of everything spent on them is destroyed on chain and never comes back, the other fifty goes into a treasury that only ever pays players, and nothing is taken by the team. Fusing duplicate creatures burns more, and every trade on the marketplace burns a little too.
The live feed is not connected on this preview, so these read as dashes rather than as invented numbers.
Fifty burns. Fifty pays players.
Nothing pays us.
Most games take a cut of every pack. This one does not. The split is fixed, it is visible on chain, and it does not change with how well the game does. The only thing that changes is how much gets destroyed.
The treasury address and every burn transaction are public. Nothing here has to be taken on trust.
Three ways supply leaves,
and two of them are just playing
A burn that only happens when somebody buys something is a burn that stops when sales stop. These three are tied to different things on purpose, so the supply keeps falling whether the shop is busy or not.
You will catch the same creature more than once. The second one is not waste: feed it into the first and the first comes out stronger, with better stats and a step towards its next form.
A fusion costs 100 $QORPO and every coin of it is destroyed. Not half, all of it, because nothing is being sold: nobody is kept whole here except the creature. Each one is a permanent 8 percent on every stat and a creature takes three of them, so a fully fused one is 24 percent stronger for 300 $QORPO burned.
It is the only mechanic in the game where making your creature better takes supply off the market, and it is the one every player uses, over and over, for as long as they play. Open any creature in the MateBook and the fusion buttons show exactly what it does to that one.
A Marketplace for creatures, not for speculation
The one you raised is yours, so you can sell it or trade it with another player. The fee on a trade is where the studio earns, and half of that fee is burned too.
Trade directly
Creature for creature, or for $QORPO. No auction house games.
The history travels
Level, moves and the creature's record go with it. You are buying what somebody raised.
Half the fee burns
Every trade shrinks the supply a little, whichever way it goes.
How the studio actually makes money
If packs take nothing, something else has to pay for the game. It does, and it is written here so nobody has to wonder whether the zero is real.
The better the game does,
the less of the token there is
This is the whole design in one line. Players open packs because they want the creatures, not because they want a token, and every pack quietly takes supply off the table. Growth in the game is growth in scarcity.
More players
The game is free while it is in Early Access, so the top of the funnel is the game itself, not a token sale.
More packs
Players who want the rare creatures open packs. That is the only place the token is spent.
More burned
Half of every pack is destroyed. Supply falls with use and never comes back.
More to win
The other half funds prizes, so playing well pays back in the same token.
Five steps, and the top one is genuinely hard
A pack is worth opening because the thing inside might be one almost nobody has. Rarity here is not a colour on a card, it is how few of them exist and how hard the same creature is to find on the island.
Mystic is not a fifth strength tier. A Mystic Batine has exactly the stats of any other Batine of its rarity: what it has is its own palette, its own effects, an aura, and a serial number out of the season's five hundred. That is the whole reason a pack can be worth opening without ever selling power. Legendary species also exist on the island, they simply spawn rarely enough that most players will meet one in a pack first.
There is deliberately no guarantee on Mystic: a jackpot you can count towards is not a jackpot. The certain path is shards instead. Every pack drops them, and five hundred buy a Mystic of a species you pick, which is worth more to its owner than a random one. Shards are never tradeable.
Printed before you open, not after
Every tier shows its full table. There is no hidden rate, no soft pity nobody tells you about, and no different table for a player who has spent more.
| Rarity | Starter | Vault | Elite | Elite chance |
|---|
Pity, stated
An Epic or better is guaranteed on a set number of opens, and a Legendary or better on a longer one. The counter is shown in the client.
Duplicates are not waste
A creature you already own becomes essence, and essence crafts a creature of a rarity you choose. Long sessions keep paying.
Provably fair
Each opening commits to a seed before the pack is opened and reveals it after, so any result can be checked afterwards.
What $QORPO is, in plain words
$QORPO is the currency of the QORPO ecosystem, and inside AneeMate it does exactly one thing: it opens packs. You never need it to play, to catch anything, or to win. It is the way in to the collectible side, and the way supply gets destroyed.
Nothing on this page is financial advice or a promise of value. A token you spend is spent. Buy a pack because you want what is in it.
Open one and watch the supply drop
The game is free while it is in Early Access. Packs are the part that is not, and half of every one of them is destroyed.