The first civilization MMO where the token represents ownership of the world itself — not rewards for grinding.
Every player begins with a single homestead and grows it outward — farm by farm, road by road — into a town, a city, a harbour — your own persistent world, in a shared, social game where you visit, help and trade with real players.
WorldVille is a living, server-authoritative city-builder. Place buildings on your land, run real-time production, follow a 20-mission Founder's story, and bind it together with the Great Rail — then trade what you build with real players.
Every business needs people, and every person needs to eat. The chain composes — and you can buy out any link in the player market if you don't want to wait.
Build a school, enroll a class, graduate workers, and assign them to the offices, shops, and farms that need them. Understaffed businesses produce at ~40%. Half-staffed: ~70%. Fully staffed: 100%.
Farms feed your workforce. Collect a farm and food enters the shared pool. As long as there's food for everyone, every business produces +20%. No food = hungry city, 85%.
Park a Food Truck near a dense block of offices and shops. Every business inside the 4-cell radius gets an extra +15% on top of staffing × food. The full stack caps at 1.5×.
Most game tokens collapse because the token is the gameplay. WorldVille separates concerns into three clean layers — so the fun never depends on the price.
The raw materials of your civilization. Farms make goods; mills turn goods into flour, creameries into cheese, sawmills into planks; bakeries and delis sell them on. Resources have no crypto value — they are the substance of play.
Coins are earned and spent entirely within WorldVille — sales, supply, upgrades, land. They never leave the game and are never crypto. A stable, sink-rich economy you can balance like any great city-builder.
A token meant to represent a stake in the world, not a reward for grinding. The design intent is no farm-emissions and a sink-rich economy; final supply & tokenomics are set at launch. $WORLD amplifies the game — it is not the game.
Supply & distribution — finalized at launchThe real multiplayer hook: anything that produces is an ownable, tradable asset — priced in Coins or $WORLD. What you build and level up has value to you and to other players. Every trade is atomic and server-authoritative, so value can't be faked.
A soulbound, non-transferable, bot-resistant measure of everything you have ever contributed to the world. It can't be bought, sold, or farmed by scripts — only earned by building.
Tied to your account forever. It cannot be transferred, gifted, or sold to another player.
Score rewards real, varied contribution — not repeatable clicks — so scripts and sybils can't farm their way up.
Unlocks tiers, permits, and governance weight — and decides who earns seasonal rewards.
The single honest signal of who actually built this world.
Contribution is measured in 30-day seasons. Season Points are live in the game today as the soulbound score you accumulate during each season. Whether (and how) the seasonal pool ever pays out is Roadmap — gated pending legal sign-off, see below.
On the roadmap (designed, not yet live): pool businesses into a corporation, issue in-game shares, and let other players invest for a cut of the income — part of the player economy above. We build in slices and track every item openly on the status board.
$WORLD is the planned on-chain ownership + access layer. Nothing is minted yet — supply, distribution and on-chain details are being finalized at launch, so we don't publish placeholder numbers. Today you earn an in-game $WORLD balance from rail milestones & quests; a gated on-chain bridge will make it real and withdrawable. Holding $WORLD is planned to gate access to play. Creator/trading fees are operator revenue (they fund the servers); any player reward pool is optional, operator-funded, and gated pending legal sign-off.
Plant your first field today. The homestead is free, the world is shared, and the civilization is yours to grow.