Bloodlines uses two currencies for two purposes. USDG is real money. It funds the treasury, seeds the season prize vault, and buys back CRIME through the Jobs contract. CRIME is the in-game token. Players buy it and spend it on upgrades, and the contracts recycle it internally rather than selling it back to the market.
This document covers each loop in the order a player encounters it, then combines them into a single diagram at the end.
CRIME launches with a hard cap of 1,000,000,000 tokens on a third-party launchpad. A portion of the secured allocation is routed into the Reward Vault so the game can pay out production before a player has bought anything.
Supply is fixed at launch. No further CRIME is minted. Everything paid out after this point is either the seed balance or CRIME that players fed back into the Reward Vault through upgrades, described in section 03.
Joining costs a flat entry fee in USDG. The fee splits immediately between the treasury and the season prize vault, before the player has produced or spent a single CRIME token.
Faction choice is made at registration and is permanent for the life of the family.
This is the loop most players repeat every day, and it is the main source of buy pressure on CRIME. Operations produce CRIME passively. Reaching the next upgrade tier needs more CRIME than passive production provides, so players buy the difference on the open market. CRIME spent on upgrades is not resold. It is recycled into the Reward Vault, the same contract that pays out every production claim.
Production alone does not generate enough CRIME to reach the next upgrade tier in a reasonable time. That gap is intentional. Closing it requires buying CRIME on the open market, which is the main source of organic demand for the token. What players then spend on upgrades does not return to circulation. It moves into the Reward Vault, the same contract that pays out production claims, war raid winnings, and job payouts.
A portion of every upgrade cost is sent to the player's faction treasury. That treasury is what is at stake in faction wars. The winning faction takes half of what the losing faction has accumulated.
Jobs are optional contracts paid in USDG instead of CRIME. High-multiplier jobs require a small stake. Lower-multiplier jobs require a larger stake, but it never exceeds a hard cap. A successful job pays out in CRIME. A failed job returns nothing, because the stake is already split upstream at the moment the player commits.
Two USDG streams feed one pool. A share of every entry fee and a share of every job stake both go into the Prize Vault. That pool buys tokenized real-world assets over the season, and it pays out once, to the faction that wins the season's faction wars.
The vault never touches CRIME directly. It is a USDG pool that converts into real assets over the season, then pays out once to the winning faction, which distributes it to members in proportion to their war contribution.
Four systems feed the same multiplier on a player's base production rate. None of them affect the treasury splits directly. They only change how fast CRIME accrues before it is claimed. The referral system works differently: it pays the referrer a direct share of production instead of boosting a multiplier.
This diagram combines the loops above into a single map. The gold lines show CRIME moving between players and game contracts. The green lines show USDG entering the treasury and prize vault. The violet line shows the season prize returning to players once a season.
USDG funds the treasury and the season prize pool. CRIME moves only between players and the Reward Vault. Spending CRIME on upgrades creates buy pressure without creating any sell pressure from the game's side. Faction wars redistribute CRIME between players through treasury raids, without changing this balance.
Four caps limit how much value moves through the system at once. Maxing every upgrade costs 75,000,000 CRIME. Jobs exposure is capped at ~$750. Referral commission is capped at 500 CRIME per day. Faction raids are capped at 50% of the losing treasury. These limits set the house edge.