Gameplay
Afterland is a multiplayer first person shooter with stylized graphics. Play-to-earn tokens, several gameplay options will be available to you: The game will be playable totally in free to play with a scholarship system
PVE Adventure mode:
The further a player gets in the adventure, the more tokens or resources he will earn. The resources collected in the game will allow the player to improve his dwelling and create new machines to improve his character or to develop his economy by selling the resources on the markeplace. Battles in the arena between players will also be implemented with a reward system according to their ranking
PVP mode:
In conclusion, in order for the game to work, we wanted it to adapt to the expectations of the entire Play to Earn community: -Investor with the building -Demanding gamer with PVE and high level PVP -Casual with the free to play The game is thought from the beginning to answer the crossing of these 3 fundamentals
Once you have collected the 3 crystals, you will be able to create the portal to go to the next world…but be careful, it is usually at this moment that the boss of the world appears.
Beware, the worlds evolve over time, the longer players stay in a dimension the more hostile it becomes. Enemies become more powerful, the percentage of elite monsters becomes more important and nature starts to rage. For example, in the Canyon world, the volcano will start spitting fireballs and a storm is brewing… You will have to take the risk to continue your exploration, or to end your game.
The weapons also have different damage elements: Fire, water, poison, ice, lightning and Normal. Depending on their elements they can be more or less effective against enemies. The notion of element brings a strategic role also for the fight(s) against the bosses.
Afterland economy
1°) Token Staking brings liquidity to the market 2°) Thanks to lobbies and machines, players use the available liquidity to build resources for the game 3°) Resources are used to improve characters, and to improve the performance of PVE and PVE games. 4°) Players earn rewards that they can sell or reinvest to earn more tokens.
In order to control the price of the AFL token we use 4 levers:
Stabilization of the AFL Token:
The AFL$ Token can also be burned via the tax on the sale of items, Indeed, if the price of the token is deflationary, we will burn token at each transaction. Conversely, if the token price is inflationary, the sales tax will be distributed to players during PVE games.
The management of the cost of energy and burn of the $ELEC Token: The $ELEC Token allows to condition / limit the production of resources issued by the machines. It is also burned at each use so that the price of the ELEC always corresponds to the current demand.
The valorization by the content: We plan to continue the development of the game after its release in order to maintain the interest by the players. So every 6 months, new game zones will be available and new associated Craft. In this way, we hope to maintain the activity on the game.
Official Links ;
https://whitepaper.afterland.world/
https://twitter.com/AfterlandGames
https://www.tiktok.com/@afterlaand?lang=fr
https://www.twitch.tv/afterland
https://www.youtube.com/channel/UCXc0qh_4Blo_NZFd-RiwP8Q
https://www.pinterest.fr/AfterlandGames/_created/
https://t.me/AfterlandOfficial