0x2531b2ff…deb1sent to0xcdb9f8f9…a786·#23,920,883·0xf423c403…466fd0
# Fund Development of a Cross-Chain Loot Game on Farcaster (Repost)
# Fund Development of a Cross-Chain Loot Game on Farcaster (Repost)
This proposal has been updated and improved based on community feedback.
Because the previous vote narrowly missed quorum by only a few votes, we are resubmitting with refinements, clarifications, and a stronger explanation of the team’s long-term track record in the Lootverse.
## What’s New in This Version
• Clearer explanation of the team’s background
• Added details about Season 1.5
• Added context on Farcaster and Base support
• Budget refined based on feedback
• Added more specific descriptions of deliverables and development milestones
## TLDR;
Fell the Dragon: Season 2 Proposal (Revised)
Fell the Dragon: Season 2 is a multichain Lootverse dungeon crawler that bridges Base and Starknet through Farcaster — connecting Loot’s social, creative, and onchain layers.
Season 2 expands Loot’s presence into Farcaster and Base while maintaining strong roots on Starknet. This initiative marks the first cross-chain activation in the Lootverse and will be supported by the Farcaster and Base teams during launch.
Season 1 attracted 530+ players and proved that Loot-based games can thrive on social platforms like Farcaster.
This proposal requests 13 ETH to build Season 2 — a larger, fully onchain game featuring new maps, NPCs, mintable companions, and integration with Synthetic Loot, Loot Beasts, and the upcoming Hall of Saints collection.
Season 2 introduces a milestone-based structure with transparent deliverables and cross-chain contracts on Base and Starknet.
**Goal:** position Loot as a chain-agnostic, multiverse project while routing 10 % of all in-game mints and 5 % of Hall of Saints mint revenue to the Loot DAO Treasury.
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# Overview
Fell the Dragon is a roguelike dungeon crawler featuring a world map, branching paths, AI-agent NPCs, and a companion system. Set in the Lootverse, it integrates Synthetic Loot and other Loot-ecosystem projects on Farcaster. The goal is simple but perilous — to slay the dragon that resides at the top of the map.
Season 1 had 530 active players and ran for 18 days. A follow-up “Season 1.5” introduced refinements and quality-of-life improvements, further validating player interest. Both seasons were self-funded, relying on organic traction and Farcaster’s built-in social distribution.
Season 2 builds directly on these learnings, refining the game’s systems, pacing, and player retention while expanding its reach across Base and Starknet.
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# Purpose & Alignment
Fell the Dragon Season 2 represents Loot’s official bridge between Starknet, Base, and Farcaster — uniting the onchain gaming layer with the social and economic layers of the open web.
While Loot has strong roots on Starknet through projects like Realms: Eternum and Loot Survivor, expanding into Farcaster and Base ensures Loot remains chain-agnostic and discoverable where new users already are.
The Farcaster team (Dan & Linda) has expressed interest in featuring Season 2 in-app, and outreach to Jesse @ Base is underway for launch collaboration. These partnerships provide organic marketing support and visibility equivalent to a multi-ETH campaign.
This project strengthens Loot’s identity as a decentralized universe that thrives wherever open creativity is possible and introduces thousands of new players to the Lootverse through interactive storytelling.
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# Season 2
Season 2 targets a March–April 2026 release window, aligning with Farcaster’s 100 k + DAU growth and Base’s post-TGE expansion.
Season 2 focuses on scale, depth, and meaningful player choice.
### Players can expect:
- Two large world maps with multiple starting positions
- AI-agent NPCs and mintable companions
- Dynamic quests, traps, and lore scenes
- Integration with Synthetic Loot, Loot Beasts, and Hall of Saints
The scope emphasizes replayability and sustainability. Deliverables are modular and milestone-based, ensuring progress stays transparent and on budget.
*Don your gear, raise your banners, and descend into the dungeon to face the creatures lurking within.*
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# Game
Each adventurer begins by choosing their origin (Synthetic Loot, Loot, or Genesis Adventurer) and defining the gear they wield or carry into the dungeon.
**Synthetic Loot:** Farcaster accounts naturally generate two Synthetic Loot contracts linked to the custody and native wallet addresses. This built-in structure provides an immediate onchain identity and inventory layer that fits perfectly with our game.
Players can equip up to four gear types: Head, Chest, Hand, and Legs. Each item dynamically modifies one or more of the nine base attributes.
**Loot & Genesis Adventurer:** Loot and Genesis Adventurer holders gain access to six total gear slots, providing slightly higher base attributes and a strategic edge.
Each class starts from a distinct node in the dungeon’s procedural map, a design choice rooted in the established lore of the game.
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# Contracts
## Onchain Adventurer contract
We will develop a bespoke Synthetic Loot contract that extends the original with native Farcaster integration and custom vocation and naming systems.
Each player’s Farcaster ID (FID) will serve as a seed that influences dungeon generation, NPC dialogue, and in-game events.
Environmental changes can reflect Farcaster channel activity, while social metrics, such as Farcaster engagement, will dynamically alter encounters, creating a new kind of composable and socially aware gameplay.
## LootMap contract
The LootMap contract functions as an onchain dungeon graph composed of interconnected nodes.
Each node stores state data describing its entities, conditions, and connections.
As a player moves through the dungeon, the contract tracks progression and dynamically computes encounters.
When a player enters a node, the system evaluates local entities. It triggers logic that determines what spawns or events occur (influenced by player attributes, FID-based modifiers, and overall dungeon difficulty).
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# Gameplay
Players face off against different challenges as they proceed through the dungeon.
## Traps & Other Obstacles
The dungeon’s trap system introduces reactive mechanics tied to player statistics.
Physical traps such as poison arrows, collapsing floors, or falling boulders trigger timed mini-games where difficulty scales with Agility.
Magical traps and puzzle barriers scale with Intelligence and Wisdom, rewarding diverse character builds and stat investment.
## NPCs & Lore
The team behind Fell the Dragon draws deeply from existing Loot lore, expanding its mythos through interactive storytelling.
NPCs serve as both gameplay anchors and narrative conduits.
- Merchants offer consumables, potions, and rare gear.
- Quest-givers provide optional missions that reveal the history and secrets of each dungeon region.
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# Battle
Enemy encounters form the backbone of Fell the Dragon’s gameplay loop.
Each encounter is procedurally generated and responds to player attributes.
Players can choose between four core actions:
- **Flee** – attempt to escape (success scales with Agility)
- **Beg** – try diplomacy or barter (influenced by Charisma)
- **Warcry** – intimidate enemies or boost morale (depends on Strength and HP)
- **Fight** – engage in direct combat
Combat in Fell the Dragon introduces positional targeting and prediction-based defense mechanics.
### Attack System
Players can aim at individual enemy body parts (head, torso, right hand, left hand, right leg, left leg) to deal bonus damage or apply status effects.
### Defense System
Blocking requires anticipating the enemy’s targeted body part (head, right hand, left hand, right leg, or left leg), and correctly guessing it negates 85% of the damage.
### Onchain Rewards
Defeating an enemy grants the ability to mint them as a unique, allowing players to reuse them in future encounters as special summons/companions.
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# Loot Survivor Beasts
For Season 2, we plan to integrate Loot Beasts as core adversaries and collectible rewards.
- A select pool of Beasts will be locked in a contract on StarkNet.
- The contract generates mirror (“shadow”) copies of these assets on Base, serving as playable proxies.
- When a player defeats a Beast in-game, a Base shadow Beast is airdropped to their native Farcaster wallet.
- The player can then burn/redeem this shadow beast to claim the original Beast on Starknet.
This system connects the Base and Starknet networks, providing players with tangible, interoperable rewards. It also links Fell the Dragon directly with the Loot Survivor ecosystem.
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# Integration Summary
These systems (gear, traps, NPCs, combat, and cross-chain Beasts) combine to form a dynamic onchain world where social activity, player attributes, and contract logic interact.
Every player’s journey is uniquely shaped by their Farcaster identity, making Fell the Dragon: Season 2 both a game and a living experiment in socially composable onchain storytelling.
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# Hall of Saints
The Hall of Saints is an upcoming collection of 8,000 NFTs that will play a significant role in Fell the Dragon: Season 2 and future seasons. The collection is being developed independently of this funding request, but will directly complement the game.
Hall of Saints NFTs enhance the effects of a player’s Loot gear and can grant unique “miracles” when certain stat thresholds are reached (adding depth to both lore and gameplay). The collection will also serve as a long-term revenue source for the ecosystem, with 5% of all mint proceeds routed directly to the Loot DAO Treasury.
A Loot bag (#801) and the Hall of Saints stained-glass window that is minted for the holder of the bag.
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# Team
## Our Team at a Glance
We have spent the last four years building games, art, writing, and tools inside the Loot ecosystem. This includes Lorecast, Fell the Dragon Season 1, Farcastles, Loot Herald, Blitkin, Realmsfolk, and contributions to the Genesis Scrolls anthology, Pixel Banners, and more. We have shipped fully onchain games, CC0 art, Farcaster mini-apps, and foundational storytelling work that the community already knows and uses.
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## Ticklish — @ticklishart
Ticklish is a long-standing contributor to Loot fiction, illustration, and CC0 worldbuilding. His writing includes:
- **Open Quill / Genesis Scrolls / Genesis Eye** — nine short stories
- **Daily Loot Bag** — dozens of micro-descriptions of Loot bags
- **Call the Banners** — backstory + reactive storytelling for the Genesis Eye event
- **Scrips** — short fiction inscribed fully onchain
- **Loot Explorers** — a short story for the Explorer’s Tribune
Beyond writing, Ticklish was a key lead, artist, and administrator on **Blitkin**, an early cross-chain experiment between BTC inscriptions and ETH that emerged from the Blitmap community.
He was also one of the earliest artists invited to **BasePaint**, contributing daily to the onchain collaborative canvas for two years.
As an artist within the broader Loot ecosystem, he has contributed to:
- Pixel Banners
- Blit Adventurer’s Pack
- Genesis Scrolls Illustrated
- Realmsfolk
---
## KingBlack — @kingblack
KingBlack is a full-stack and onchain game developer with 9+ years of experience across Lua, C#, Python, Solidity, React, Node.js, and Next.js.
His work includes:
### **Lorecast — Lead Developer**
- A Loot-based frame game on Farcaster built with Next.js and Solidity.
- Grew to over 1,000 players and received the Arbitrum Frame-It Grant (2024).
### **Fell the Dragon: Season 1 — Lead Game & Contract Developer**
- Built with Lua, Next.js, Solidity, and React.
- Integrated Synthetic Loot and onboarded 500+ players.
### **Battleframe — Developer**
- An AI-powered post generator using Farcaster frames.
Outside the Lootverse, he has shipped AR applications using Unity and Vuforia and contributed to multiple blockchain tools.
---
## Raul — @raulonastool
Raul is an early Loot and Realms minter and long-time contributor across storytelling, game design, art, and community coordination.
### His contributions include:
- Founder of **Farcastles**, the largest Loot-based community/game on Farcaster
- Founder of **Call the Banners**, including:
- Discord text adventure
- Starknet onchain strategy game (in development)
- Painted Banners (ETH) & Pixel Banners (Starknet)
- Contributor to **Genesis Scrolls / Open Quill** anthology
- Longstanding admin of the community-run Loot Discord
- Voice actor behind **Blobert** in Season 1
- Led marketing/community activation for Season 1
Raul bridges creative direction, community experience, and the cultural tone of the Lootverse.
---
## Oexcess — @oexcess
Oexcess is a writer, system designer, and long-time contributor to Loot lore.
### Contributions include:
- Founder of **Loot Herald**
- Lead game designer and writer for **Lorecast**
- Lead designer and writer for **Fell the Dragon: Season 1**
- Regular contributor to Realms, Loot fiction, and worldbuilding
He specializes in turning CC0 fragments into expansive narrative structures, designing coherent systems, quests, and lore that align with Loot’s ethos.
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## Shared Philosophy
Across writing, art, development, and community-building, our team is deeply aligned with Loot’s founding principles:
- CC0 openness
- Thou mayest
- Permissionless creativity
All work produced for Fell the Dragon Season 2 — art, code, lore, characters, tools, and assets — will be **fully CC0**.
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# Proposed Funding
Following internal alignment and community feedback, the budget has been optimized for higher efficiency, while maintaining the total request at **13 ETH**.
### Contract Dev — 5 ETH
Synthetic Loot + Farcaster integration; LootMap + Enemy mint contracts; Beast bridge (Base/Starknet).
### Game Dev / Design — 2 ETH
Gameplay systems and integration.
### Story / Writing — 1 ETH
Dialogue trees, quests, and lore integration.
### Art — 2.75 ETH
Lead artist full-time + equipment + environments.
### Music / SFX / Voice — 1 ETH
Optimized; SFX + VO produced in-house.
### Marketing — 1.25 ETH
Farcaster + Base activations, bounties, community rewards.
**Total: 13 ETH**
This distribution reflects lessons learned in Season 1 and community recommendations, emphasizing durable infrastructure, polish, and balanced promotion.
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# Ongoing Development & Pre-Season Momentum
The team is actively shipping new content while preparing for Season 2.
We are currently building **Fell the Dragon: Season 1.5**, an arcade-style adaptation of the core gameplay.
### Season 1.5 includes:
- A streamlined dungeon loop
- Score-based runs
- A global leaderboard integrated into Farcaster
- Lightweight UI for mini-apps
Season 1.5 is self-funded and serves to:
- Keep community momentum strong
- Onboard new players
- Stress-test UI + analytics
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# Ecosystem Partnerships & Marketing Efficiency
## Farcaster Support
Members of the Farcaster team (Dan & Linda) have proactively expressed interest in:
- Featuring Season 2 in the client
- Highlighting the launch
- Amplifying through official channels
Equivalent to several ETH of ad spend.
## Base Support
Base team has signaled interest in featuring Fell the Dragon inside **The Base App**, reaching hundreds of thousands of users.
This reduces marketing cost while increasing reach.
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# Timeline
### Pre-Season (Nov – Dec 2025)
Proposal ratification, Farcaster/Base promo, etc.
### Contracts (Jan – Feb 2026)
Deploy core contracts; internal testing.
### Alpha (Mar 2026)
Playable alpha with placeholder art; open playtests.
### Launch (Apr 2026)
Full release; Farcaster feature; Base collaboration.
### Post-Launch (May 2026)
Analytics + revenue distribution to DAO.
The DAO may structure milestone-based payouts for transparency.
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# Transparency and Accountability
- Regular updates on Farcaster (#loot, #fellthedragon)
- Contracts + progress verifiable via GitHub and BaseScan/StarkScan
- Milestone summaries + playtests before release
- Open playtests, including Season 1.5
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# Risks and Mitigation
**Technical risk:** cross-chain complexity → mitigated by modular contracts + experience
**Adoption risk:** low traction outside Farcaster → mitigated via Farcaster/Base support
**Financial risk:** overruns → mitigated by fixed deliverables + structured budget
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# Benefit to Loot
Fell the Dragon Season 2 strengthens Loot’s presence across:
- **Farcaster** (social layer)
- **Base** (economic layer)
- **Starknet** (onchain logic layer)
Providing:
- Chain-agnostic interoperability
- User acquisition through Farcaster
- Revenue return to DAO (10% + 5%)
- Open-source contracts for future Lootverse builders
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# Long-Term Impact
Season 2 establishes:
- A self-sustaining multichain Loot ecosystem
- DAO-supported revenue flows
- Reusable infrastructure for future seasons
- Lower development overhead moving forward
**Total Funding Requested:** 13 ETH
**Duration:** ~5 months
**Target Launch:** March – April 2026