Tomb as a game: Delulu Canyon

Delulu Canyon

You washed up at Luméira with nothing but what you were wearing. There is a small town, a long road east, and a great deal of dark underneath. Almost everyone here wants something — the quickest way in is to ask.

10 quests, 28 worlds, minigames and more

Delulu.game

An algorithmic peg whose seigniorage is delivered as loot, and whose reserve is fed by the world’s losses.

BETA RELEASE:
Delulu Canyon is an isometric MMORPG on the Internet Computer whose economy is a Tomb Finance–style three-token peg. GOLD is meant to be worth one ICP. Every six hours the Keeper — a canister that does nothing but watch the price and decide — reads the time-weighted price of GOLD against ICP. When GOLD trades above the peg the Keeper mints more of it; but instead of paying that new gold to stakers, it scatters it as chests across a persistent world. Players have to find a chest, carry the gold through whatever lies between them and safety, and bank it at a vault before any of it is theirs. When GOLD trades below the peg nothing is minted at all: the world turns Dark, and the Crypt opens to sell bonds for gold that is burned.

The second idea is the Hoard. In Tomb, the bond reserve was fed by one thing — a slice of each expansion — so the contraction side of the machine depended on belief, and every notable fork died when belief ran out. Here the reserve is also fed involuntarily: chests nobody found before they crumbled, bodies nobody walked back to reclaim, gold bitten off the careless while the world is Dark. Every loss the world produces becomes backing for the bonds. Neglect in the dungeon funds the defence of the peg, and the patient are paid by the careless.

The changelog can be found here:
https://github.com/Smugandcomfy/delulu_canyon/blob/main/CHANGELOG.md

Technical info:

https://github.com/Smugandcomfy/delulu_canyon/blob/main/docs/how-the-peg-drives-the-game.md

If you play the game and find issues please make an issue in the git.

What a legend you are, mate.

:clap::clap: :clap: :clap: :rofl: :clap: :clap: :clap: :clap:

50 characters…………

If you play and find broken things please make an issue

https://github.com/Smugandcomfy/delulu_canyon/issues

Why did you have to steal my thunder Henry? I was excited about my game.

You crawled so I could run. We did it together, in a way.

We’re all part of the evolution of mankind I guess, like the t-shirt where they crawl out of the sea and you’re a bit ahead of me. I’m cool with that.

v0.16.0 is live

Special thanks to all the launch day early testers your gameplay provided invaluable data and helped bring on this new version.

What we have now:

-Functioning chest and item distributions
-Proven example of peg/depeg driven in game events
-split decimals
-distinct chest classes
-8 new dungeon quests and relic items
-10 full quests with items
-open p2p item bazaar
-2 sns gated guilds

Up next:
It’s a secret!

Thank you to @XanderBrendon @Snassy-icp @skilesare for all of your help in the early moments of this game.

There is a bug on mobile, when you zoom out when its dark the darkness doesnt cover the entire screen anymore, only the original zoom level tiles.

Fix coming soon! General perspective on mobile is terrible and I am 99% iPad mobile only so I feel your pain. If you make an issue on the GitHub it will get picked up quickly.

Ok so we now have persistent state across multiple canister backends.

My little man has traveled worlds and back. We have unlock near infinite scaling.

In v 0.18.0

-user chests: users can create item chests with owned assets and drop, give, trade or otherwise dispose of permisionlessly
-multi world (cansiter) travel with persistent state for users in a recoverable fashion.
-guild improvement for sns dao guilds
-new quests, items, weapons
-refined algorithms

The game is really coming together. Well done!

I’m excited about seeing what you add to it next.

// The implementation lives in a private repository until launch. Its behaviour
// is documented in docs/architecture/ — see architecture.md.

Oh yeah, sure, proudly claim “it’s a canister, super secure, verifiable, crypto! whooo!!!” and then pretend to have a public GitHub repo and then even go the extra mile to put fake files in there. Wow.

Really cool concept, the Tomb Finance mechanic reimagined as loot drops instead of staking rewards is a smart twist on an old peg design. I’d love to understand the build side more:

What’s the Keeper canister actually doing under the hood, is TWAP computed on-chain from a DEX pool or fed externally? How are chest spawns and Hoard accounting handled, deterministic on canister state or off-chain with proofs? And for the isometric world itself, is that rendered client-side reading canister state directly, or is there a backend service layer between ICP and the game client?

Curious what stack you used for the multiplayer/persistent world part specifically.

So his toe slipped over a little…

it’s just a game, man.

Yeah dude the game is fake. That makes sense. It’s hosted on aws.

Twap comes from Dex oracles. Epochs run every 6 hours and there’s a number of sampling over that periods to determine the twap and peg/depeg.

There’s was a big push to get multi canister worlds out and I think it is was an adjustment to the keepers contraction side to handle darkness in game and side quests.

But yeah it’s a bunch a canisters and now we have

WATER WORLD

And

SPACE WORLD

Our first multi cansiter worlds where your player can move from world to world and you remain in control!

What do you mean multi worlds?

Is lumeira a world?

Cause its lumeira and 28 other zones i see.

What is SPACE World and Water World?

There are two more worlds. I’m pretty sure there’s portals to them.

The way it works is Lumeria is “earth”

You have portals to places in earth. (In same cansiter)

If you go to water or space, your person moves there. It’s cool. (They are different canisters)

Click the hamburger menu, then click worlds. You can travel.

If you get stuck in one world please let me know because this is very new and I’d like to help find errors.