DDD — Degen Droolhouse Dollar

Whitepaper & Tokenomics · v0.1 · 2026-08-08

Status honesty first. This document describes a system partly live and
partly shipping. Every claim below is tagged [LIVE] (works in
production today), [SHIPPING] (built, in adoption/rollout), or
[DESIGN] (specified, not yet built). Nothing is dressed up as done that
isn't. A whitepaper that lies gets you rugged by your own community.

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Not financial advice. DDD is the in-game currency of a game franchise.
Nothing here is an offer, a promise of return, or investment advice. If you
buy a token, assume you can lose all of it.

1. What this actually is

Drooly is a two-game franchise in one shared world — Maple City:

Both run in the browser (web-first, no install) and share one economy. DDD is the scarce currency of that economy. It is not a governance token, a security, or a yield instrument. It's the hard currency you spend on guns, upgrades, cosmetics, and — in WetDrool — the speakeasy.


2. The dual-currency economy [LIVE]

The game runs on two currencies with deliberately opposite designs. Both live in one local balance shared across both games.

TIXDDD
RoleSoft / free-to-playHard / scarce
SupplyInflationary — earn fastScarce — earned slowly or bought
Earned byKills, tickets, wins, jobsRare drops, match residue, daily crumb
BuysGuns, upgrades, cosmeticsSame shop — the fast lane
FeelGrind it outSkip the grind

This is the honest core: TIX is the earn-it path, DDD is the pay-to-skip path. Every paid item is buyable with either. Whales pay DDD; grinders farm TIX; both reach the same content. That tension is the whole design — a scarce currency only has meaning next to an inflated one.

Sinks (what removes DDD from circulation) [LIVE]

Sinks matter more than faucets. A currency with only faucets inflates to zero.


3. The token [stepped back]

A DDD token exists on Solana from an earlier launch — a standard SPL token with mint authority renounced and no transfer-tax and no revenue-share mechanics. The mint was created and controlled by the project owner, not by this software. The project has stepped back from the token/financial layer to focus on the technology. Nothing here is an offer, a solicitation to buy or sell, or a promise of return. NFA.

The product hard-codes no contract address. In games/shared/economy/economy.js:


export const DDD_MINT = "";                 // empty by design — no hard-coded CA
// injected at runtime via window.__DDD_MINT__ only

There is no placeholder contract address in the product, deliberately. A retired pump.fun address is kept in the code *only* as a do-not-use marker so old UI can't accidentally show it as the mint. The site makes no market claims and shows no buy CTA; the in-game economy runs on a local balance, not a wallet.

No tax, no revshare

The DDD mint carries no transfer tax and no revenue-share distribution. Earlier drafts described a revenue-share launch model; that financial layer was not pursued and the project has stepped back from it. There is no tax rate, no yield, and no distribution to state — and no buy CTA anywhere on this site.

Bridge: game bags ↔ chain [DESIGN]

Today the in-game TIX/DDD balance is local to the device (localStorage) — it is *game score*, not on-chain custody, and the product says so. A settlement bridge that mirrors earned/spent DDD to real token flows is design-stage and not built. We will not claim your game bag is your wallet until it provably is. Conflating the two is the single most common crypto-game lie and we're not telling it.


4. The network: DroolNet [MIXED — read the tags]

The marketing line is "decentralized mesh." Here is the truth about each layer.

Multiplayer transport

Convergence [SHIPPING]

Peers who briefly disconnect reconcile with a CRDT-style last-writer-wins model (Lamport clocks + deterministic peer-id tiebreak), inspired by the any-sync / Anytype convergence design. Two peers applying the same edits in different orders reach the identical state with no central authority. Original implementation; the concept is credited.

Compression [SHIPPING]

State frames on the wire use middle-out content-defined chunking + delta + dedup, ported from the WokeNet codebase, with a transparent lossless JSON fallback for shapes that don't compress. Losslessness is the hard requirement — a lossy codec silently corrupts gameplay.

"Mesh powered by Seeker phones" [DESIGN — aspirational]

The vision is Solana Mobile Seeker phones as first-class mesh nodes, carrying the network peer-to-peer. The WebRTC mesh [SHIPPING] is the first real step: a phone browser is already a mesh peer. A dedicated Seeker app that runs as a persistent node, and any local-radio mesh beyond WebRTC-over-internet, is not built and is labeled as vision, not fact. We'd rather ship one real P2P hop than caption a slide.


5. What you can verify yourself, right now [LIVE]

Skepticism is correct. Check these:

If a claim in this doc isn't tagged [LIVE], don't trade on it being live.


6. Roadmap, honestly ordered


*Maple City, DDD, WetDrool, DroolNet, and "Degen Droolhouse Dollar" are original works. San Andreas is referenced as an art-direction influence only; no third-party game assets are used. "any-sync/Anytype", "WokeNet" are cited as design influences — this is original code. Web-first forever.*

DDD is a game currency — not a security, not governance, not yield. Nothing here is financial advice or a promise of return. Source: docs/DDD_WHITEPAPER.md