Final Frontier AMA
The Spaces unpacked Wilder World’s Final Frontier roadmap and the Metropolis economy now turning deflationary via on-chain burns. Casper hosted, with Neo (architect) and Frank (artist) detailing eight major launches before the Open World Preview: Avatar Creator v1 (presets) and v2 (full gear customization), weapon loadouts and attachment customization, daily packs as a core revenue and burn flywheel, the Trenches map, the Garage with rebuilt vehicles and physics, an upgraded UI, and new weapons. Every in-game item (down to scopes and boots) is an NFT, enabling granular trading and strategy. Neo outlined a two-sided market between players and AI-owned NPC agents, with chips, ownership, and mission risk-reward loops, and a Q1 Wilder World mobile app to interact with assets and agents. Aura and Wyomy Fund will let creators generate, mint, and sell 3D assets via “liquid NFTs” (bonding curves), starting with weapon skins and signage, then expanding. Z Chain hit daily transaction milestones and Zero is being rebuilt for verifiable decentralization and security. Tournament finals shift to Token 2049 Dubai. Land/mining will phase in after the economy stabilizes, and GPU streaming is planned to broaden access. Open World invites begin December 16 under NDA, with Nexus most alive on a full-island preview.
Wilder World “Final Frontier” Spaces: Comprehensive Notes and Roadmap Breakdown
Participants and Roles
- Casper (Host/Community): Moderates, poses structured roadmap questions, coordinates Q&A.
- Neo (Architect/Strategy/Product): Delivers roadmap, systems design, economy mechanics, AI agent vision, chain/app infrastructure, tokenomics.
- Frank (Artist/Design/Game Systems): Details Avatar/Weapon customization, packs mechanics, tournament operations, creator tools rollout.
- Additional team mentions: Aris (vehicle physics), GOBY (weapons/meta overview from Devlog 16), Carlos and Matthew Lake (AI/dynamic missions), ECOM and Oleg (procedural tools and ads), Dom (Zero team).
Roadmap Overview: Next 45 Days to December 16 Open World Preview
- Context: This window is framed as one of the most important chapters in Wilder World history, tying together gameplay, creation, ownership, and tokenized value via Wild.
- The “Final Frontier” roadmap consolidates years of development into a staged release of core systems that collectively enable the open world.
Key Releases (sequenced) and Dates
- Avatar Creator v1 (later this week):
- In-game, selectable Trinity presets; customization features are feature-flagged initially.
- Weapon Loadouts & Customization (target next week):
- Full menu integration; configure weapons and loadouts.
- Packs go live (end of November target; daily cadence):
- Integral to Metropolis economy; buy with $10 in Wild per pack; earn via gameplay.
- Trenches map (early December in shooter):
- CS:GO Dust2-inspired; becomes open world spawn area (Nexus district) during preview.
- Garage Car Selector:
- ~70 vehicles rebuilt from scratch; cosmetic and performance parts; vehicles and parts as NFTs.
- Upgraded UI:
- Futuristic panel system; time-of-day adaptive city background; seamless mode switching.
- New Weapons:
- Introduced progressively (see Devlog 16).
- Open World Preview (start December 16):
- Invite waves under NDA; explore full island; Nexus is the most “alive” area.
Metropolis and the Wild Economy (EMY)
- Smart Contract Upgrade & Burn:
- October 17: First burn of 30,369 WILD; token now deflationary.
- Built-in burn mechanism: minimum 50% of net new EMY revenue burned.
- Daily Missions and Claims:
- Missions reward Wild; account abstraction brings Wild directly into gameplay.
- Packs Mechanics and Flywheel:
- Daily issuance; 50% sold and 50% earnable via missions/challenges.
- Purchases in Wild; portion of revenue burned; daily cadence chosen to drive consistent EMY metrics.
- Each pack contains three items (one from each industry: Wheels, Avatar/Gear, Weapons).
- Pack opening launches in a second phase (initial acquisition precedes opening), with assets fully usable once opened.
- Granular On-chain Assets:
- Every item and sub-component is an NFT (e.g., gun scope, magazine, grips, shoulder pads, boots, helmets).
- Enabling trading, volume, volatility, speculation, utility, and player expression at fine-grained levels.
Avatar Creator and Identity
- v1: Trinity presets (three tiers; multiple colorways).
- v2: Full Trinity component customization (18–19 slots: helmet, shoulder pads, gloves, boots, color, more), driven by items from packs.
- v3: Full-body character creation (gender, skin tone, hair style/color, casual fashion); equivalent to top-tier AAA creators.
- Emergent Mint & Tokenization:
- Plan to mint identity on-chain; avatars tokenized following customization rollout.
- Progression Design:
- Initial months: broad access to test customization systems.
- Afterward: new players start in an undersuit + soulbound pistol; gear earned via missions, packs, trading; strategic risk/reward for equipped items.
- Genesis Avatars (Trinity):
- Genesis holders retain their Trinity suit as an NFT collectible usable in-game; distinct from progression gear economy.
Weapon Loadouts and Customization
- v1: Preset loadouts for immediate play.
- v2: Full attachment customization using pack assets (scopes, silencers, barrels, etc.).
- Unlocks:
- Primarily through grinding missions; difficulty/skill influences drop probability; trading and packs augment acquisition.
- Usability:
- Attachments and skins are synchronized across shooter and open world.
Wheels, Garage, and Vehicle Physics
- Garage Customizer:
- Connects Z Wallet; displays all owned and integrated vehicle models; supports cosmetic/performance upgrades; save presets for race/exploration builds.
- Physics and Driving:
- Aris’s new physics engine significantly improves drift, control, and unique class behaviors—each car drives distinctly.
- Fine-tuning:
- Customization can target different race modes (drifting vs. high speed, etc.), affected by parts and tuning parameters.
Trenches and Nexus: Map and Mission Design
- Trenches:
- Dust2-inspired, optimized performance and quality; cyberpunk Tokyo back-alley vibe; noodle shops, stores.
- Standalone shooter level before open world; in preview, players initially spawn here inside Nexus.
- Nexus:
- Primary “alive” neighborhood initially; shooter levels are physically present in the open world geography.
UI and New Weapons
- UI:
- Unified main menu; mode transitions (Avatar, Garage, Weapons, Dailies) are seamless; dynamic time-of-day city background.
- New Weapons:
- Introduced over time; see Devlog 16 for breadth.
Aura, Wyomy Dot Fund, and Creator EMY
- Aura (Creative Engine):
- Generate 3D assets (meshes/materials/FBX) with one click and tokenize them.
- “Liquid NFT” via bonding curve (Z Bank): mint at algorithmic price, always able to sell back to the contract; cheaper entry, fairer price discovery; optional max supply.
- Workflow: imagine → generate 3D model → tokenize (shows in Zero feed); initially opening to Zero Pro users in 1–2 weeks.
- Wyomy Dot Fund (Wilder-specific creation):
- Wilder World instantiation of Aura for game-affine items; starts with constrained item types (e.g., weapon skins, signs, rims), powered by Aura tech.
- Goal: full integration over time for more categories (wearables, vehicles, environments) once systems mature.
- Procedural Sign Creator:
- Community-generated billboards/ads within world zoning specs; prompt an ad, auto-integrates via procedural systems; inexpensive Wild token utility.
- Community-Created Missions & Tools:
- Modular/procedural systems designed for eventual player-made missions; Race Creator is an early example.
- Multi-Creator/DOW Revenue Sharing:
- Not in initial release; subject to future Z DAO protocol enhancement.
AI Agents, Zones Network, and Two-sided EMY
- Vision:
- Decentralized AI agents living in the metaverse; NPCs are owned entities with backstory, skills, and on-chain identity.
- Three roles in the EMY: Players (use), Agent Funders/Owners (invest), Creators (produce assets).
- Chips as NFTs:
- “Chipping” an agent adds skills/capabilities; chips are NFTs tradable on-chain; multiple chips per agent.
- Two-sided Market Gameplay:
- Emergent missions: Players as bounty hunters defend the city against form/FoRM breaches; AI agents attack.
- Items at risk: lose equipped on-chain assets if defeated; agents’ owners gain resources; successful defense yields Wild bounties.
- Wilder World App (Q1):
- Mobile app to own assets, interact with agents via phone; complements Zero and Aura.
- State Synchronization Layer:
- Persistent metadata/state across servers (NPC placement, signage, storefronts); hard foundational work enabling a unified, persistent simulation.
- Infrastructure and GPUs:
- Zones/ZOEs framework powering services; community-run nodes envisioned; tapping idle gamer GPUs for AI inference/training long-term.
Z Chain and Zero
- Z Chain:
- Ethereum L2 (settles to Ethereum), daily transactions trending up; reported ~45,000 tx in a day; target millions per day with open world/agents/packs/trading.
- Recent chain upgrade (ZNS issues now resolved); validator path envisioned in future.
- Zero:
- Full rebuild of front-end, protocol, and zone systems with strong security/decentralization guarantees.
- Roadmap includes a major user migration (Q1 2026) into fully permissionless, decentralized Zero; goal to exceed security/privacy of Telegram/Signal.
- Privacy-first narrative aligning with broader market trends; minimal UX changes, major infra improvements.
Land and Resource Mining
- Status:
- Core contracts for land/resources built; genesis land launched ~1 year ago.
- Integration Plan:
- EMY systems (packs/burn/AI/asset production) must stabilize first; aim EMY “cooking” by end of Q1 (post open world release and early 2025).
- Full mining economy integrated by end of next year (rolled in stages); mobile participation via Wilder app.
- Land Plots in Open World:
- Plots have buildings; data present at Dec 16 preview; UI to find/visit specific plots may follow shortly.
Super Early Access and Shooter
- Shooter remains a “game within the game” after open world releases; continued development of maps, characters, ranking, tournaments.
- Unified codebase: updates propagate across shooter and open world.
Tournament Finals (Super Early Access)
- Learnings: highly competitive global tournament; plan fewer large events with better repeatability and faster feedback loops.
- Finals Update:
- Rewards and finals details via Z Chain comms before week’s end.
- IRL finals moved to Token 2049 Dubai (April), ensuring visas, partner/community attendance.
- Expect sustained tournaments across FPS, Wheels, and other modes; solicit community feedback for format improvements.
Access and GPU Streaming
- Specs:
- Initial open world preview and public release require current PC specs (as today).
- Streaming:
- Plan for GPU cloud streaming by end of next year; may arrive sooner via partners (e.g., Nvidia, Amazon’s new platform).
- Cost model TBD (subscription/hourly or subsidized trial, then premium).
Packs: Rationale, Mechanics, and Usability
- Cadence Change (weekly → daily):
- Aligns EMY with daily metrics, consistent on-chain activity, and visibility across analytics.
- Acquisition and Opening:
- Buy in-game directly (single funnel for onboarding and retention); pack opening follows in second release.
- Contents and Rarity:
- Three-item packs: one from Wheels, Avatar/Gear, Weapons; probabilistic rarities and materials; roughly 18 parts to craft the Trinity gear set.
- Usability Across Modes:
- Items fully synchronized; once opened/owned, usable in shooter and open world.
- Access for non-gamers/collectors:
- Initial packs only in-game to reward players; broader access later via web/mobile and GPU streaming.
- Inclusion of Other Genesis Industries:
- Packs are ongoing Wilder-designed gear (non-genesis); Genesis industries remain distinct collectibles (e.g., Wheels, Crafts, Kicks, etc.).
Open World Scope and Milestones
- Island Size and Access:
- Full island explorable on day one; geographically comparable to Cyberpunk 2077 or GTA V.
- Nexus is the primary “alive” district initially; all buildings are present; storefronts, signage integrate.
- Internal Milestones:
- Milestone 1 (Oct 30): Make exploration fun; traversal across the city.
- Milestone 2 (Nov 20): Fun combat; emergent missions; crowds/NPCs; tight gameplay loop.
- Milestone 3 (pre-Dec 16): Final polish before invite wave release; NDA coverage; staged invites, marketing push to follow in 2025 (aim to precede GTA public launch).
Highlights from Q&A
- Vehicle fine-tuning for race modes: Supported via physics and parts; each car has unique handling and class behavior.
- Community-created missions: Planned once modular/procedural + AI tools mature; Race Creator is an early step.
- Genesis Trinity and loadout removal: Genesis holders keep their NFT suit; general players move to undersuit progression after initial test period.
- Renting gear/outsourcing missions: Not at launch; planned feature for later (renting assets, revenue share for mission runners).
- Multi-creator skins and rev-share: Not at initial Aura/Wyomy release; future Z DAO enhancements could support this.
- GPU streaming costs: Likely subscription or per-minute/hour; project may subsidize trial periods.
- Creator tokenization flow: Creations appear publicly only when the creator elects to mint; supports iteration before public listing.
Tokenomics, EMY Health, and Incident Response
- Metropolis Burn and EMY Mechanics:
- Wild spent in EMY contributes to burns; minimum 50% of net new revenue burned.
- Daily missions and packs drive ongoing utility and circulation; focused on resilient, revenue-backed flywheel.
- Metrics and Growth:
- DAU/WAU up over last 2.5 months; Z Chain daily tx climbing; expectation of exponential growth as systems go live.
- Buybacks and Treasury:
- Project retains ~50M WILD; prior ~$9M buybacks at higher prices; future buybacks considered but more cautious given market volatility and liquidity.
- Distribution widened (holder base up ~3% in a day) post-incident—potentially more resilient token holder base.
- Staking program reduced; future EMY dashboard planned (burns, spend, flows) and integration with analytic platforms (Token Terminal, etc.).
- Narrative Positioning:
- Transitioning to AI-first while remaining decentralized/on-chain; metaverse/web3 gaming reframed through AI agent networks and creator EMY.
What to Watch Next
- Immediate:
- Avatar Creator v1 in-game; Weapon Loadouts; Packs go live (daily), with opening to follow.
- Z Chain/Z Wallet activity; dailies and missions continuing.
- Early December:
- Trenches in shooter; upgraded UI; new weapons.
- December 16:
- Open World Preview (invite waves; NDA); full island exploration; Nexus alive.
- Q1:
- Wilder World mobile app for assets/agents; personal spaces (garage/gun room/closet) to visualize collections; AI agents accessible via phone; Aura wider availability.
- 2025:
- Public marketing launch of open world (aim to precede GTA); broader creator tools and mission systems; resource mining integration staged.
- End of next year:
- Full mining economy live; GPU streaming broadly available; expanded access via web/mobile/cloud.
Bottom Line
Over the next 45 days, Wilder World shifts from siloed feature demos to a cohesive, on-chain, AI-augmented open world with a granular NFT economy. Daily packs, mission-driven progression, avatar and weapon customization, and the introduction of owned AI agents create a two-sided EMY designed for sustained utility and value. Z Chain and Zero underpin the infrastructure for security, scale, and decentralization, while Aura/Wyomy dot fund open the door for community creation to enter the economy. December 16 marks the beginning of player exploration across a full-scale island, with Nexus as the high-activity hub and a broader public launch planned in 2025.
