The only way value leaves the game
Colonists sell joules to other colonists for $TGARD. The treasury takes 5%, the seller keeps 95%, and nothing is ever minted. There is no other exit, by design.
joules for $TGARD
0 openThe book opens with the token, after the multiplayer server is public.
Items for joules
0 openColonist-to-colonist item trades carry no fee and arrive with the shared world in phase 1.
How a trade settles
Escrow on both sides. The server is the referee and never the counterparty.
The seller lists
A holder who has held the gate for 24 continuous hours lists joules at a price in $TGARD. The joules go straight into escrow.
The buyer pays
The buyer sends $TGARD from their own wallet: 95% to the seller, 5% to the treasury. Two transfers, one transaction.
The referee checks
The server reads both receipts on chain and only then releases the escrowed joules. Neither side can be left short.
Items are free
Item-for-joules listings between colonists carry no fee at all. The 5% exists only where value crosses the border.
The free tier cannot sell to other players. A farmed account can pile up joules forever and never turn a single one into anything outside the game, because the only door out requires 10,000 $TGARD held for 24 continuous hours first. That is the whole anti-bot design, and it is an economic argument rather than a detection one.
This page is read-only. Buying and selling happen in the game, from the wallet you signed in with. Joules are an in-game unit with no cash value and cannot be withdrawn.