System deep dive · Player economy

Money buys time. It never buys capability.

The economy is designed around effort, friendship, and hard ceilings families can understand.

The planned $19.99 base game contains the full world, cars for every player, and one chosen starting mode. Every other mode and meaningful capability is earned.

$1

Maximum single funding action

No optional cash purchase can exceed one dollar.

$10

Maximum monthly account funding

The account ceiling prevents the game from becoming an open-ended wallet.

100%

Earnable progression

No pay-to-win exclusive, loot box, bought level, bought mode, or capability-only purchase.

01

cryptoLy

A small reward unit tied to real activity.

One hundred cryptoLy equals a ten-cent funding equivalent. A verified friend round trip earns 7; one-way earns 3; rescue work, firsts, safe streaks, and exploration milestones add more.

02

Earn-only ladder

The world opens through friendship.

Ten round trips earn a nimzie ride token. Friend-activity milestones at 250, 750, and 1,000 open the remaining travel modes, with level requirements and a final prestige reward.

03

Anti-farm

Rewards must represent real play.

Distance and time floors, both-leg validation, bounded friend counting, host authority, and PII-free counters prevent empty loops from becoming currency.

04

Family attestation

Learning and helping can count without uploading a report card.

The approved design allows parent-attested A/B grades and completed chores within strict weekly limits. Final child-account, identity, consent, and legal flows must pass review before launch.

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