⟡ LITEPAPER · v0.1 · SEASON ZERO ⟡

Hollowmark

Hollowmark — Litepaper

RISK WHAT YOU CARRY. EXTRACT WHAT YOU EARN.

01 · Overview

Hollowmark is a browser-based onchain MMORPG roguelite about one decision repeated forever: how much are you willing to carry into the dark? Players enter cursed dungeons with gear they own, clear rooms, dodge or fight rival parties, and try to reach the extraction portal. Loot only becomes yours — minted onchain — if you make it out alive. Die, and a share of what you carried feeds the dungeon for whoever dares to come after you.

NO PASSIVE YIELD. NO PROMISES. ONLY RUNS, RELICS, AND REPUTATION.

  • Browser-native. No install, no launcher. Click Play, pick a hollowed, walk into town.
  • Extraction roguelite. Every run is a wager of gear versus greed.
  • Player-driven economy. Every item in circulation was carried out of a dungeon by someone.
  • Guild politics. Territory, alliances, and betrayal decide who profits between seasons.

02 · The World

The realm sits over an open grave. Beneath every town square, crypt-gates lead into shifting dungeons the locals call the Grave — rooms that rearrange between seasons, fed by the gear and bones of the fallen. The dead don't fully leave: they come back as hollowed, adventurers bound to the cycle, free to risk everything again. Above ground, life is warm — taverns, market boards, forges, guild halls. Below, everything has a price.

03 · The Core Loop

Dungeon run flow: safe room, monster room, cursed chest, PvP ambush, boss, extract
  1. Buy an entry ticket. Tickets open a route with limited room supply. No ticket, no run.
  2. Commit your gear. Whatever you wear and carry is at stake for the whole run.
  3. Clear rooms. Safe Room → Monster Room → Cursed Chest → PvP Ambush → Boss. Every door is a choice: deeper for better loot, or back toward the portal.
  4. Extract — or feed the Grave. Reach the portal and everything you grabbed is minted to your wallet. Fall, and the death tax claims its share.

Runs are short (10–25 minutes), party size 1–4, and rival parties share the route. Other players are the most dangerous monsters in the dungeon — and the most profitable.

04 · Classes

Knight
KNIGHT — vanguard. Holds the line, eats the ambush, escorts the loot.
Ranger
RANGER — scout. Reads routes, marks cursed chests, spots rivals first.
Hexer
HEXER — curse-weaver. Turns the dungeon's own curses on monsters and rivals.
Merchant-Rogue
MERCHANT-ROGUE — trader. Buys low in town, sells high at the gate. Sometimes the deal ends with a dagger.

Classes change how you move, fight, trade, and betray — not how much the game pays you.

05 · Risk-to-Earn Economy

There is no emission schedule, no staking pool, and no yield. The economy is a closed gameplay loop: value enters when players risk a run and leaves when items burn. Rewards always trace back to someone's gameplay decision.

Entry ticketsOpen routes. Ticket spend seeds the season vault and grave pools.
Death taxA cut of a fallen player's carried gear flows into the Grave Pool.
Grave loot poolPooled gear resurfaces inside cursed chests and boss hoards — recoverable only by surviving teams.
Crafting sinksReforging burns items permanently. Power costs supply.
MarketplacePlayer-to-player trades. Every price is set by a person, not a faucet.

IF NOBODY PLAYS, NOBODY EARNS. THAT IS THE DESIGN, NOT A FLAW.

06 · Loot, Relics & Housing

Items mint only at extraction, and each one carries its provenance onchain: which depth it came from, who carried it, how many parties died holding it. Rarity tiers — Common, Rare, Epic, Cursed, Relic — reflect dungeon depth and risk, not purchase price.

Outside the dungeon, your best loot becomes your story: mount trophies in player housing, hang guild banners, display boss skulls. Visitors can read every item's extraction record. Your walls are your résumé.

07 · Guilds, Territory & Politics

Territory map of the realm
  • Guild vaults — shared treasuries funded by member runs; spent on sieges, forges, and bribes.
  • Sovereign territory — held land grants crafting bonuses and resource taps. Lose the land, lose the bonus.
  • Alliances & betrayal — pacts are written in ink and broken in blood. Spying and double-dealing are mechanics, not exploits.
  • Seasonal wars — the map resets every season. The stories don't.

08 · Seasons & The Vault

Each season runs ~10 weeks. The Seasonal Vault fills from gameplay — ticket spend, death taxes, crafting fees — and empties through gameplay: extraction records, boss kill times, guild war outcomes, and leaderboard standing decide every share. Season Zero is the first public season and doubles as the closed-beta proving ground.

  • Vault shares are earned by ranked contribution, never by holding or waiting.
  • Boss records and war results are published onchain at season close.
  • Unclaimed shares roll into the next season's vault.

09 · Onchain Design

OnchainItem mints at extraction (with provenance), season vault accounting, guild vault balances, end-of-season records.
OffchainMoment-to-moment gameplay, matchmaking, room generation — server-authoritative for fairness and speed.
WalletA Solana wallet (Phantom, Solflare), optional until your first extraction. Play first, claim when it matters.

The chain is the game's memory, not its engine. If a transaction would slow a run down, it doesn't belong in the run.

10 · The $OBOL Token & Onchain Assets

One currency runs the realm: $OBOL. It is not a reward you farm. It is the toll you pay to risk a run, and the ash left when gear burns. Three onchain pieces carry the economy on Solana: the token, the gear, and the engine that ties them together.

$OBOL · the native token

$OBOL is a standard SPL token (Token-2022) on Solana. Fees are fractions of a cent, so a full run costs dust, not a gas fight. It is the only thing the realm spends.

Entry ticketsMinted as SPL tokens for $OBOL, then burned the moment you enter a route.
Basic gearForged at the smith for $OBOL. This is the on-ramp into the gear market below.
SinksReforging, repairs, guild-vault deposits, and territory upkeep are all paid in $OBOL.

No emission schedule, no staking pool, no yield. Over time, supply only moves one way: down.

Gear · an NFT in the dungeon, a token on the market

Every gear line is a Metaplex Hybrid (MPL-404) asset. It pairs a Metaplex Core NFT collection with a fungible SPL token through an onchain escrow. That dual nature is the whole point.

  • In the dungeon, it is an NFT. A unique, equippable Metaplex Core NFT stamped with its provenance: depth, carrier, and the parties that died holding it.
  • On the market, it is a token. The SPL-token side gives gear native Raydium liquidity, routable through Jupiter. Trade an Emberblade like a coin, with instant price discovery and no thin NFT orderbook.
  • Hold a whole one, hold the relic. Redeem an NFT from the escrow when you hold enough of the token. Swap the NFT back and the tokens return to the pool for the next hollowed.

A SWORD YOU CAN SWAP, AND STILL SWING.

The Grave Engine · burn, buy back, burn

Death is deflationary. When a run ends badly, the gear you carried is burned (MPL-404 destroys both the NFT and its escrowed tokens), and the value of the death tax routes to a single onchain vault: the Grave Treasury.

  1. Burn. Lost gear and the death tax are destroyed and tallied to the Grave Treasury.
  2. Buy back. On a schedule, a keeper triggers the Treasury to market-buy $OBOL from the Raydium pool (routed by Jupiter) with everything it has collected, executed over a TWAP to blunt slippage.
  3. Burn again. Every $OBOL it buys is destroyed on-chain via the SPL burn instruction. Gone for good.

The more the Grave is fed, the more $OBOL is bought back and destroyed. Scarcity is earned in blood, not printed on a schedule. It is the same creed as the rest of the economy, this time enforced by contract.

NO FAUCET. NO INFLATION. THE ONLY MINT IS A SURVIVOR'S EXTRACTION.

11 · Roadmap

NOW · CLOSED BETATown hub playable. Waitlist open. First wave invites.
SEASON ZERODungeon runs, extraction minting, grave pools, leaderboard vault.
SEASON ONEGuild vaults, territory claims, crafting sinks, housing.
BEYONDSeasonal wars, betrayal contracts, player-run markets, new depths of the Grave.

12 · Disclaimer

Hollowmark is a fictional skill-based extraction MMORPG reveal. Items are earned through gameplay. $OBOL and the token mechanics described here are design intent for an in-game economy, subject to change before and during the beta. Nothing in this document is financial advice, an investment offer, a solicitation, a promise of returns, or an offer to sell or buy any token. The only thing we promise is a dungeon that does not care about your feelings.