wallet balance shows a different amount than the amount shown in the upper left, is that a bug or?
Deep balance?, yes
There is a reward queue, where the payout is processed every 5 minutes, so there is a backlog that will eventually be gone through
What’s the burn-rate difference in cycles between low-mid-high?
Burn Rate Mechanics
Player agency is driven by the Burn Rate. This configurable parameter controls how aggressively an Explorer Canister consumes cycle resources in exchange for faster, more frequent exploration.
| Burn Rate | Resource Cost | Discovery Speed | Risk Profile |
|---|---|---|---|
| Low | Minimal cycles/hr | Slow | Low - runs indefinitely |
| Medium | Moderate cycles/hr | Standard | Medium: periodic refuel |
| High | Heavy cycles/hr | Fast | High: depletes quickly |
| Max | Extreme cycles/hr | Very Fast | Critical: short lifespan |
Remember
The settings is a bit finickey on the frontend, you’ll have to tap it (click the max )multiple times and refresh the page to confirm
Im working on a fix for that
Yes I understand that, what is the base burn-rate in terms of cycles?
this sounds cool, im trying get my app up tonight but its not being co-operative
Per 5th heartbeat
low - 20 million
medium - 100 million
high - 400 million
max - 1.5 billion
Hey borovan. An honor
Sorry to hear that
Glad to have you here
You can use Dyvr Forge to purchase Cheaper Cycles for your Dyvr Explorers .
What are you exploring for and what are these artifacts?
really like that you can use deep to buy a sub to the forge services
artifacts are what your explorers actively explore for.
The type of artifact you discover determines your DEEP rewards
common( 1x the base reward/find),
rare and legendary
think of artifacts like a shell that carry the rewards which is $DEEP that will be minted to your wallet
the explorers are discovering artifact dynamically using a pseudo-random probability check
the coordinator canister defines the mathematical parameters of a discovery and type of artifacts (rarity)
Are the discoveries deterministic? i.e. when you discover something, is it the case that that thing was always going to be discovered there (but unknowable until one checks), or is it the case that these things didn’t really reside where they’re found and they randomly show up anywhere you look based on probability each time you look?
Probabilistic
Nothing pre-resides anywhere.
Each discovery cycle, the coordinator rolls a random number for every active explorer
seed = pseudoRandom(explorerId, nonce, createdAt) // uses Time.now()
threshold = (burnMultiplier * 10_000_000) / (globalActiveBurn + 100)
if (seed % 10_000_000 < threshold)
→ discovery happens
The seed is dynamic. It is a function of the current time, a global nonce, and the explorer ID.
The outcome is therefore different on every roll and cannot be known in advance (it depends on exactly when the heartbeat runs).
The discovery itself is generated at discovery time. Whether you find something, as well as its rarity (legendary / rare / common), is derived from that same roll. There is no pre-placed map, artifact, or seed that exists before the roll.
Higher burn rate only increases the probability.
The burn multiplier controls the chance of discovery:
Low → 1×
Medium → 4×
High → 16×
Max → 64×
It does not change what is “there.” It only changes the probability that a discovery occurs on each roll.
Would it be a stretch to conclude that while one is exploring this space, one discovers abstract fragments of oneself - one’s hopes, dreams and aspirations, manifest in cypherspace?
Maybe some nightmares too.
But that doesn’t sound very logical.
Cool project @earporter
We’ll have to do a deep dive later
If this is true (I think so, I believe it to be a tautology of sorts) then this is $DEEP indeed.
Can I ask what stimulus or mechanism exists in this framework to take the edge off the other side of the hype curve (to make it more than a less-than-zero sum game)?
So it is like a game? I thought you were maybe mapping the canisters and doing something like kinic did back in the day.