Wildverse begins with Jungle Genesis: a 200-card animal collection, capped Mythic supply, sealed boxes, wallet-linked ownership, and a future XP farming game where prize pools scale with launch participation.
Every animal you pull can matter later: rarity, duplicates, packs opened, boxes opened, and season completion all become ingredients for the future Wildverse XP League.
Owned cards are planned to generate collector power in the future game layer. Stronger rarity and duplicate stacks can create better long-term XP potential.
The long-term goal is a leaderboard competition where committed collectors compete through cards, openings, seasonal progress, and wallet-linked records. Official prize size is announced after participation is known.
Jungle is only the first biome. Future Ocean, Sahara, Mountain, Arctic, and Savanna seasons can expand the map and create collector advantages across worlds.
Buying a small box gives 600 XP instead of 500 from five separate packs, so collectors who go deeper get better progression momentum.
Connect a wallet and purchase Jungle packs or small boxes through verified checkout.
Open packs one by one or in bulk, then save every pull to your wallet profile.
Purchases add XP now, while cards and duplicates are planned to power future scoring.
Build toward the future Wildverse XP League and prize-pool competition.
The first season defines the foundation: cards, boxes, odds, ownership records, and the future game direction.
Jungle Genesis starts with 200 animal cards across five rarity tiers, including seven Mythic cards capped at 100 copies each.
Collector Boxes are limited to a tracked 2,000-box pool. Winners can keep boxes sealed or open them into 30 packs.
Purchases, openings, duplicates, tickets, gems, and box allocations sync to your connected wallet account.
Owned animals are planned to become XP farmers. More cards, stronger rarities, duplicates, packs opened, and boxes opened can increase leaderboard power.
Connect your wallet to unlock packs, gallery ownership, ticket reservations, and box allocation features.
Jungle Genesis is the first drop: 200 animal cards, five rarity tiers, capped Mythics, sealed Collector Boxes, ticket-based allocation phases, and wallet-synced ownership. The long-term vision is an XP farming game where owned cards and opened products feed a collector leaderboard.
Each normal pack reveals five cards. Duplicates stack as extra copies, and every owned pull updates the connected wallet profile.
Basic, Rare, Epic, Legendary, and Mythic tiers create a clear chase path. Mythic supply is capped so top pulls stay meaningful.
Collector Boxes are tracked as sealed inventory. Owners can open them into 30 packs or keep them sealed for later.
Future seasons can introduce new animals, colors, pack art, and site themes without duplicating the Jungle set.
Future seasons can expand into Ocean, Sahara, Mountain, Arctic, Savanna, and other biomes. Long term, owned animals are planned to farm XP for collector rankings and prize-pool competition.
Wildverse can grow by climate and habitat. Each season gets its own colors, pack art, odds table, box phase, and fresh animal pool with no duplicates from previous seasons.
Each season should introduce a fresh non-duplicate animal set with its own theme, colors, pack art, and rarity table.
Mythic cards are capped at 100 copies each in Jungle Genesis to keep the highest tier meaningful.
Collector Boxes can stay sealed for collection strategy or be opened into 30 packs to farm more cards and future XP potential.
Cards are planned to become XP farmers. More opened packs, boxes, duplicates, rarity strength, and season progress can raise your collector score.
Every pack contains 5 cards drawn from the full 200-card Jungle Genesis set. Single packs give 100 XP. The small box gives 600 XP instead of 500.
The entry point into Wildverse. One sealed pack, five cards, a first taste of the canopy.

A sealed 5-pack box for collectors who want more XP farming chances without opening a full Collector Box.
Tickets run for 72 hours. Each wallet can buy up to 10 tickets, each ticket is worth 100 gems after the raffle, and remaining Collector Boxes can be bought for 130 gems while supply lasts.
Ticket buying stays open for three days. When the timer ends, ticket buying closes and the draw/export ledger can be finalized.
Total tickets are uncapped, but each wallet can reserve up to 10 tickets so demand can scale without one wallet hiding the whole drop.
Boxes are not sold directly before the raffle. Supply is announced after enough wallet interest is measured.
Each Collector Box holds 30 Jungle packs. Normal pack value is $150, while post-raffle leftover boxes are planned at 130 gems.
The website records tickets and publishes locked results. The actual raffle button is pressed by admin during the Discord event, then winners are exported and announced.
Target raffle supply is 2,000 Collector Boxes. If raffle demand is lower, leftover boxes go to the gem shop at 130 gems each.
The official XP League prize pool is not fixed before the player base is known. After ticket sales close, the team announces the final reward pool before the league begins.
After the raffle is completed, unused tickets can convert at 1 ticket = 100 gems. This action is locked until the raffle is finished.
If the raffle leaves boxes unallocated, remaining Collector Boxes will be sold first come, first served for 130 gems after the raffle. This shop is not open yet.
All 200 cards are shown here. Locked cards stay silhouetted in gray until you pull them - every reveal permanently unlocks its color and artwork.
Test the battle system before stats are printed onto the actual cards. This uses temporary generated stats from each animal name and rarity, so we can validate the rules first.
Classic Mode compares one selected stat. Highest value wins. Rarity does not automatically win.
The winner would collect the played cards in a full deck match. This prototype tests the comparison engine first.
Trading is intentionally locked until production database, audit logs, anti-scam confirmations, and transfer rules are finalized.
Recent local test battles for balance review.
Tracks official stat coverage and strongest animals by category.
Prototype of the concept rules: shuffle two decks, reveal top cards, winner takes the round.
Concept test for pack-slot variants: 5 Common, 2 Rare+, and 1 Foil+ variant roll.
Local prototype for the concept rule where all players reveal a card and the highest selected stat wins the round.
The system is active, but animal stats are generated placeholders until we balance every Jungle card manually.
Common and Rare cards can still win specific categories. Speed, armor, intelligence, and agility create different strengths.
Higher-rarity cards can preview abilities like Ambush, Hard Shell, Venom, Aerial Strike, Charge, and Camouflage.
A future competitive game layer where owned animal cards are planned to farm XP. Collector rankings can be powered by cards owned, rarity strength, duplicates, packs opened, and boxes opened.
Every owned card is planned to contribute XP. Higher rarity cards, full-season progress, and duplicate stacks can increase collector power.
Opening more packs and boxes is planned to increase XP activity, because every pull can add species, copies, rarity weight, and collection progress.
Classic Battle Mode can compare animal stats first, then expand into abilities, counters, habitats, and tournaments once balance is ready.
Jungle starts the XP race. Ocean, Sahara, Mountain, Arctic, Savanna, and future seasons can add new cards and new score strategies.
The official XP League prize pool is announced after ticket participation is known. A large launch can target up to $100K, while smaller launches use proportional rewards, boxes, packs, gems, and XP boosts.
Local preview rankings using your wallet data plus sample competitors. This UI is ready to connect to a server leaderboard when XP League data goes live.
Short-cycle rewards for active collectors and battlers. Final prizes are controlled by admin before each period starts.
Longer competition based on collection power, battle wins, packs opened, and consistency.
Jungle Genesis launches with 200 animal cards, five rarity tiers, normal packs, wallet profiles, duplicate stacking, gallery completion, and server-backed ownership records.
The current build supports wallet sign-in, pack opening, $100 ticket reservations, ticket ledger export, admin database access, and account saving for launch operations.
Tickets open for 72 hours, with a maximum of 10 tickets per wallet. Total tickets are uncapped, and the admin ledger tracks wallet, date, time, quantity, payment status, refund status, and raffle status.
After the raffle, winning wallets receive sealed Collector Boxes. Unused or non-winning tickets can convert into gems at 1 ticket = 100 gems, with results exported for Excel and refund tracking.
If boxes remain after the raffle, the leftover shop opens. Users can spend 130 gems for a sealed Collector Box while supply lasts. Boxes can be opened into 30 normal packs or kept sealed.
Future seasons add 200 new non-duplicate animals per biome. Long term, owned animals are planned to enter an XP farming game where top collectors compete for leaderboard prizes.
Normal Jungle packs contain exactly 5 cards. Cards reveal one by one, and every owned pull is saved to the connected wallet profile. Duplicate cards can be pulled and stack as extra copies.
| Rarity | Pool Size | Odds / Card |
|---|---|---|
| Basic | 38 | 50.39% |
| Rare | 78 | 39.30% |
| Epic | 59 | 7.05% |
| Legendary | 18 | 3.03% |
| Mythic | 7 | 0.23% |
Each Mythic card is hard capped at 100 copies. If a Mythic reaches its cap, the server rerolls that pull before the opening is saved.
Collector Boxes are not sold directly before the raffle. A sealed Collector Box contains 30 normal Jungle packs. If a user receives or buys a sealed box later, they can keep it sealed or open it into 30 packs.
Admin closes ticket sales, opens the raffle phase, shares the admin screen on Discord, presses the draw button live, exports/copies the winner list, then locks the results phase. The website does not prepare winners before the confirmed admin draw.
After the raffle, unused or non-winning tickets can convert to gems at 1 ticket = 100 gems. If boxes remain after the draw, leftover Collector Boxes are planned for 130 gems each while supply lasts.
Ticket records are saved to the backend ledger with date, time, wallet, tickets, amount paid, transaction hash, success status, refund status, and raffle status. Full records are visible only in the Admin tab and exportable to CSV for Excel.
Packs require a live wallet payment before inventory is credited. Tickets display and record as $100 reservations, with RON wallet payment active and USDC ready to connect once the token contract is configured. Admin records keep wallet, date, time, quantity, payment status, refund status, and raffle status.
Future seasons will use 200 new non-duplicate animals per biome. A later XP League is planned where owned animals can produce score for collector rankings and prize-pool competition.
A quick troubleshooting guide for the exact places players can get stuck: connection, signing, payment confirmation, pack credit, and collection sync.
Unlock the wallet extension, refresh the page, then connect again. Ronin or MetaMask should expose an injected provider before checkout starts.
The login signature proves wallet ownership. It does not spend RON and does not approve transfers.
Wait for the transaction to mine, then use the same signed wallet. The server rejects duplicate or mismatched transaction hashes.
Reconnect and sign with the same wallet. Owned pulls sync from the server after verified pack openings.
Join the community or reach the team directly.