Everything the realm is, how it works, and what DRIFTS does. Use the contents to jump to any chapter.
Naevyr is a browser-based isometric MMO set in a realm being eaten, season by season, by a creeping corruption called the Drift. You wander a shared world with everyone else online: gather, cook, forge, fight, trade, stake land, escort caravans, and when the corruption reaches its terminal mark, stand at the Waystation through the Long Night or watch the realm reset and rise again.
Nothing here is a static map. The Drift relocates the resources it swallows, erodes the wardings on claimed land, wakes a Colossus at each new threshold of corruption, and ultimately takes everything that is not held. The loop of the game is the loop of holding on.
You walk in as a guest. Your browser holds a device key that IS your account; no email, no password. Your progress (satchel, skills, gold, cosmetics, quests) is snapshotted to the realm's ledger every few seconds while online, and to your browser when offline.
Linking a Solana wallet binds your wanderer to it by signed message: the wallet signs a one-time challenge, the server verifies the signature, and from then on the wallet is your identity's anchor. No funds move. Nothing is ever requested on mainnet. One wallet binds to one wanderer.
When the door is warded, entering the shared realm requires holding a posted amount of DRIFTS in a connected wallet. The landing page checks your balance against the chain when you press PLAY, and the realm's server checks it again, independently, when you actually join. The game never takes custody of DRIFTS; holding them in your own wallet is the key.
With no wallet, or too few DRIFTS, the door stays shut. The realm can also run with the door open (no requirement), at its keepers' choosing.
Name your wanderer at the gate. Click ground to walk; click a tree, rock or fishing pool to gather. Cook your fish (the Cook button in your satchel), eat to heal, and take your first materials to the Forge. When you carry more gold than you want to lose, the Vault in town will hold it. The day's three quests sit on the left; the activity log and chat sit on the right. Say something. The Drift is less heavy with company.
The realm is a 40×40 island. At its heart lies Wanderer's Rest, the protected town region around the Waystation, where corruption cannot reach. Beyond it the quadrants get stranger: the ash-blown Ashen Flats to the northwest, the boggy Hollowmere Reach to the southwest with its second lake, the Bonefields by the Mine, and the open drift country between. Two lakes carry rich fishing on their banks.
Each season (a 15-minute tick at production pace) the corruption spreads. Corrupt ground hurts to stand on, kills the unwary, and swallows resource nodes, which re-form elsewhere, preferring claimed land if any stands. Seasons carry names: Ashfall, Hollowmere, Gloamreach, Palewake, Vesselrot, Embershade, Duskharrow, Mournveil.
Corruption can be fought: the Shrine's communal pot fires a cleansing when filled, burning the corruption nearest town. At terminal corruption the Long Night decides everything (see World Events).
Nine structures stand in and around town, each with a keeper and a purpose:
The Dyeworks sells cloak dyes, eye glows and auras, and keeps the Drift Mirror: premium avatars are tried on at the glass before any DRIFTS burn. The Vault holds gold safe from your tombstone (2% withdrawal fee). The Wheel spins for gold, shards or nothing, jackpot 500g. The Last Lantern pours drinks that buff gathering, damage or sight. The Furnisher sells furnishings for your claim. The Menagerie sells small followers. The Shrine of the Pale Flame takes donations toward a cleansing. The Pit hosts wagered duels, winner takes the pot. The Mine holds seven gold veins that pay coin and mining experience, strike by strike.
Each building with a door has an interior; walk to the counter and the keeper will talk. They have names, moods, and short patience.
The Husk Den in the Ashen Flats is held by five elite husks guarding a war-chest (60-100g and shards; the den re-seeds a quarter hour after it is cleared). The Ash Obelisk rewrites the day's quests for gold or a DRIFTS burn, and sells a gathering blessing. The Mirewife's Hut in Hollowmere Reach brews stronger drinks that cost coin AND materials, and the Mirewife reads where the corruption will press next. In the Drowned Field, lore graves sink into the bog, and a lost tombstone holding 30-80g surfaces every few minutes for whoever finds it. None of these grounds are protected; the Drift besieges them like anywhere else.
Trees give driftwood, rocks give pale stone, pools give hollowfish. Each gather is a timed swing run by the server; one in ten swings is a rich strike and pays double. Four skills level independently: Woodcutting, Mining, Fishing, Combat. Higher skill means faster, harder, richer. Cooked fish heals; raw fish is a promise.
The Forge turns materials into gear across three slots: weapons (Bone Blade, Shard Saber), tools (Keen Tools, Shardtooth Tools), and wards (Hide Ward, Drift Sigil). Costs are paid from your satchel and validated by the realm. Gear auto-equips when it beats what you wear, renders on your wanderer, and follows you everywhere.
Every beast in the overworld is shared; what you see is what everyone sees, and the realm's server rules every death. Husks (lv1-2) and stalkers (lv3+) wander their territory and only retaliate while you trade blows; you can always walk away. Raiders come with caravan ambushes and the Long Night, and drop coin. The Colossus is a 140-hp walking ruin that rises at each corruption threshold and pays 50g and five shards to whoever fells it. Beasts drop drift shards and hides; loot lands directly on your ledger.
Dying drops half your carried gold into a tombstone where you fell; you have five minutes to walk back and reclaim it before the Drift dissolves it. Banked gold is never at risk. The realm records what fell, so a tombstone pays back exactly once.
A claim stakes a 3×3 plot for 250g (or a DRIFTS burn). Claimed ground resists the Drift, and relocated nodes prefer it, which makes claims the realm's farmland. But every season grinds a claim's warding down, three times faster when corruption stands at the fence; when the warding breaks, the land falls at once. Hold three claims at most. Furnish them; the campfires are yours.
Holders can reinforce: a burn of 10k DRIFTS mends your weakest claim's warding by 25 points, never past 100. It buys time, not immunity; the Drift always comes back, and the warding always needs feeding.
The player market lists up to six offers per wanderer. Listing escrows the goods out of your satchel into the realm's keeping; buying moves gold ledger-to-ledger. Sellers offline when their goods move get paid on their next visit. Prices are yours to set; the Drift does not regulate commerce, only existence.
Every few minutes a wagon rolls from the Waystation toward a map-edge gate. Raider waves take it on the road; the wagon bleeds while they swarm. Kill the wave before the wagon dies and it rolls on; see it through the gate and the pay pool (richer in deeper corruption) splits pro-rata by kills among its escorts, paid live or held for your return.
A guild is a banner with a treasury behind it. Founding one takes both standing and sacrifice: a linked wallet holding 25,000 DRIFTS and a 50k DRIFTS burn. A guild carries up to 20 wanderers; joining is free; your tag rides your nameplate everywhere.
Territory. The four wild regions — Palewater, The Ashen Flats, Hollowmere Reach, The Bonefields — each take one banner (the Waystation takes none). The founder stakes a region for 25k DRIFTS, which holds it for 48 hours. Any member can feed the banner: 10k DRIFTS buys another 48 hours, payable at most 7 days ahead. Let it starve and the banner falls; the region opens to any guild.
What the banner pays. While it stands, members gain +2% rich-strike odds gathering inside their held region, and +0.1 caravan payout weight per kill anywhere (a heavier share of the same pool — zero inflation, like every perk in the realm). An active guild burns about 5,000 DRIFTS a day keeping its ground: territory is the realm's structural, recurring sink.
Driftfall: a falling star of corruption that births new resource nodes where it lands. Ash-storms: passing squalls that dim the realm. The Colossus: rises at 10/25/40/60/80% corruption. The Long Night: at 90% corruption the horde falls on the Waystation with a shared kill quota on a three-minute clock. Hold the line and dawn burns the corruption back to 35% and pays every defender 250g. Fail, and the realm resets: fresh world, fresh Drift, claims and furnishings gone. Your vault, cosmetics and wallet persist; the land does not.
DRIFTS lives on Solana and is pure utility. It does two things: opens the door (the entry gate, when warded) and pays for rites by burning. Every rite paid in DRIFTS splits the same way, by formula: for a rite costing c, the realm burns ⌈c/2⌉ on-chain, destroyed forever, and tithes ⌊c/2⌋ to the realm's treasury, the protocol fee that funds development. The burn always rounds up; you can never under-burn. (Until the treasury wallet is posted, the split rests and the full cost burns.)
| Rite | Cost | Burned ⌈c/2⌉ | Treasury ⌊c/2⌋ |
|---|---|---|---|
| Wheel spin | 5,000 | 2,500 | 2,500 |
| Drift Wheel spin (gacha cosmetics) | 5,000 | 2,500 | 2,500 |
| Drift Cache (3 Drift Wheel spins, 20% off) | 12,000 | 6,000 | 6,000 |
| Stake a 3×3 claim (auto for holders in claim mode) | 25,000 | 12,500 | 12,500 |
| Reinforce your weakest claim (+25 warding) | 10,000 | 5,000 | 5,000 |
| Dyeworks aura | 15,000 | 7,500 | 7,500 |
| Shrine cleansing (+150g to the pot) | 10,000 | 5,000 | 5,000 |
| Obelisk quest reroll | 5,000 | 2,500 | 2,500 |
| Drift-touched cloak dye (burn-only) | 15,000 | 7,500 | 7,500 |
| Drift-touched aura (burn-only) | 25,000 | 12,500 | 12,500 |
| Drift-touched title (burn-only) | 40,000 | 20,000 | 20,000 |
| Premium avatar: a whole other body (burn-only) | 30,000 | 15,000 | 15,000 |
| Found a guild (also requires holding 25,000) | 50,000 | 25,000 | 25,000 |
| Stake a guild banner over a region (48h) | 25,000 | 12,500 | 12,500 |
| Feed the banner (+48h, any member) | 10,000 | 5,000 | 5,000 |
Drift-touched cosmetics are the prestige shelf at the Dyeworks: a cloak dyed in corruption, four auras (the Ashen Crown, the Corruption Halo, the Ember Cinder, the Bonewisp) and titles that outrank every earned one. They can only be burned into being, never bought with gold. While the Founder window stands during the beta, the first verified burn from a wallet marks it forever: the Founder title and the Ashen Crown, never grantable again after the window closes.
Premium avatars are the top of that shelf: four whole other bodies, each 30k DRIFTS, each with two dye channels of its own. Every one is tried on at the Dyeworks' Drift Mirror before the burn; what the glass shows is exactly what the realm sees. They are bound to the buyer and never trade.
| Avatar | Who they were | Dye channels |
|---|---|---|
| The Ashbound | a burned penitent of the Ashen Flats. The fire never quite left. | seam · wrap |
| The Mireborn | a bog seer of Hollowmere, lantern guttering at the belt. | flame · shawl |
| The Bonecaller | an ossuary priest of the Bonefields. The mantle clicks when it moves. | socket · mantle |
| The Veilborn | one the Drift gave back. The hem never touches the ground. | veil · mote |
The server builds and fee-pays every burn transaction, so players need zero SOL; your wallet only countersigns the burn itself. A burn signature spends exactly once; replays are refused. The server verifies both halves of the split on-chain, the burn and the tithe, before any effect lands. The realm's lifetime burn count is public: the counter rides the site's nav, fed by the same table that rules the replays.
Holding tiers. What you hold is also what you are. The realm reads your linked wallet's balance and widens your standing with it, enforced by the server on every rail:
| Tier | DRIFTS held | Claims | Stalls | Vault fee | Rich strikes | Caravan share |
|---|---|---|---|---|---|---|
| Holder | 1+ | 3 | 6 | 2% | 10% | ×1 |
| Keeper | 10,000+ | 4 | 8 | 1% | 12% | ×1.1 |
| Warden | 100,000+ | 5 | 10 | 0.5% | 15% | ×1.25 |
| Drift Lord | 1,000,000+ | 6 | 12 | 0% | 20% | ×1.5 |
Weighted caravan shares split the same pool; they never grow it. Sell or move your DRIFTS and the standing leaves with them.
Beside the gold wheel stands a darker one. The Drift Wheel takes only burned DRIFTS — 5k a spin, or a Drift Cache: three spins bundled for 12k (20% off). It pays cosmetics and shards, never DRIFTS — the wheel is a sink with style, not a faucet. The exact odds, the same table the server rolls:
| Odds | Prize | If already owned |
|---|---|---|
| 30% | 2 Drift Shards | — |
| 22% | A cloak dye you lack | 3 shards |
| 15% | An eye glow you lack | 3 shards |
| 12% | 6 Drift Shards | — |
| 10% | An aura you lack | 6 shards |
| 6% | A pet you lack | 6 shards |
| 4% | The title Wheelturned | 10 shards |
| 1% | A Drift-touched prestige aura | 15 shards |
The pity rule. 12 dry spins (no aura, pet, title or relic) force the next spin into the rare band, odds re-weighted 47.6% aura · 28.6% pet · 19% title · 4.8% relic. The counter persists across sessions and resets on any rare. Long-run, a spin returns roughly 4-5 shards' worth of value (60-75g) per 5k burned — the house keeps its edge; the prize is the look.
The relic market. Drift-touched cosmetics — and only those, because only their ownership lives on the realm's ledgers — trade wanderer to wanderer, priced in DRIFTS (1,000 minimum, 4 listings per seller). The buyer pays the seller's wallet directly on-chain; the realm takes 5% and burns it. Worked through: a relic sold at 30,000 DRIFTS pays the seller 28,500 and burns 1,500 forever. Titles and premium avatars are soul-bound and never trade. The server verifies both legs of every sale and moves the ownership itself — a relic worn is a relic owned, provably.
At the Vault keeper's counter, gold and DRIFTS change hands at fixed rates — anchored to the realm's own arithmetic. The economy already prices 100 DRIFTS ≈ 1 gold (a 50g spin or a 5k-DRIFTS burn buy the same wheel; a 250g claim or 25k DRIFTS stake the same land). The counter trades around that anchor with a 10% spread each way:
Buying gold costs 110 DRIFTS per 1g, paid by on-chain transfer into the realm's escrow pool, capped at 2,000g per wallet per day.
Selling gold pays 90 DRIFTS per 1g, out of that same pool — and ONLY out of it. Payouts come from what other players paid in, never minted, never a house faucet. When the pool runs dry, the merchant's purse is light and the counter waits for buyers.
The sell side opens late. At launch the pool is empty — there is nothing to pay out — so buying gold opens first and the merchant only begins buying gold (paying DRIFTS) a few days in, once players have filled the pool. Until then the counter takes DRIFTS for gold but not the other way around.
| Standing | DRIFTS held | Daily sell cap | Max DRIFTS out/day |
|---|---|---|---|
| Holder | 1+ | 200g | 18,000 |
| Keeper | 10,000+ | 500g | 45,000 |
| Warden | 100,000+ | 1,500g | 135,000 |
| Drift Lord | 1,000,000+ | 5,000g | 450,000 |
The 20-DRIFTS round-trip spread (buy at 110, sell at 90) stays in the pool as its buffer — it blocks wash-trading and keeps the counter solvent. Trades start at 10g. The grind loop is complete: items sell for gold, gold trades for DRIFTS, DRIFTS burn for standing. Play feeds the coin; the coin never prints.
| Ticker | DRIFTS |
| Network | Solana |
| Standard | SPL Token |
| Total supply | 1,000,000,000 (fixed, minted once) |
| Decimals | 6 |
| Launch | pump.fun, fair-launch bonding curve |
| New issuance | none. Mint authority revoked at launch |
| Entry gate | hold 1,000 DRIFTS to enter the realm |
| Contract | posted here at launch (verify on Solscan) |
The coin. DRIFTS is an SPL token on Solana with six decimals. The beta runs on a devnet test mint with no value; the real coin launches on pump.fun. The supply is one billion, minted once; after launch nothing can mint more, and the realm's design only ever removes coins from circulation.
Distribution. It is a fair launch, not a raise. There is no presale, no private round, no venture allocation, no team set-aside and no vesting schedule. The entire supply enters circulation through pump.fun's public bonding curve, where the first coin and the last are bought on the same terms. Any DRIFTS the realm's keepers hold were bought on that open curve, like yours. Nothing was minted to insiders, and there are no locked tranches waiting to unlock on you.
Demand. Three forces pull DRIFTS into wallets, all of them utility:
1. The door. Entering the shared realm requires holding the posted amount in a connected wallet; the production door posts 1,000 DRIFTS, proven by a signed message, checked again at every join. Every active wanderer is a holder by definition.
2. Standing. The holding tiers above: claims, stalls, vault fees, rich strikes and caravan weight all scale with what the wallet holds. The realm reads balances live; standing follows the coins.
3. The rites. Spins, claims, reinforcements, auras, cleansings and rerolls can be paid in DRIFTS; the Drift Wheel, the Drift-touched shelf and every guild banner take nothing else.
4. The grind loop. The Exchange turns play into demand: gold sells for DRIFTS only out of what buyers paid in, so every seller needs a buyer first.
5. The banner. Guilds hold ground only while they keep burning: founding 50,000, staking 25,000, upkeep 10,000 per 48 hours — about 5,000 a day per active guild, forever.
Supply sinks, by the numbers. Every rite splits by the formula above: half burned forever, half tithed to the treasury. Worked through: a 5k spin burns 2,500 and tithes 2,500; a 25k claim burns 12,500 and tithes 12,500; a 40k Drift-touched title burns 20,000 and tithes 20,000. Burned coins are destroyed on-chain and the supply never recovers. Gold sinks keep the in-game economy hungry so the rites stay used: the Wheel takes 50g a spin and returns about 42.5g in gold and a sixth of a shard on average, a house edge near 10-15%, verified math, working as a sink; claims erode every season; the vault takes up to 2% on withdrawal; death drops half your purse.
The tithed half is not profit skimmed off players; it funds the realm and, by design, pushes back toward the coin. It pays for development and servers, tops up the relayer wallet that fee-pays every burn so players need zero SOL, and seeds the Exchange's float once that opens. After the mainnet launch the treasury also funds buyback-and-burn: coins bought back off the open market and destroyed, the same direction as every rite. The treasury is a wallet the keepers control and post publicly; every coin it receives arrives as an on-chain tithe leg anyone can read.
pump.fun provides liquidity from the first second through its bonding curve: the curve itself is the market, so there is always a price to buy or sell at. As the curve fills it graduates to a decentralized exchange, where its liquidity migrates into an open pool and ordinary on-chain trading takes over. Price is whatever the market sets, moment to moment. There is no price floor, no guaranteed buyback, and no promise the pool stays deep. Liquidity can thin and the price can fall to zero.
The flywheel. The loop is mechanical, not a promise: rites consume DRIFTS; half of every rite is burned, shrinking supply with play; the other half funds development and, after the mainnet launch, buyback-and-burn and the Exchange's float. The relic market burns 5% of every resale; the Exchange's spread feeds its own pool; guild banners burn daily by design. More play means more rites; more rites mean fewer coins. No part of the loop mints, yields, or pays holders.
What the house never does. The realm's treasury only ever receives the protocol fee; it pays no players, sells no coins in-game, takes no custody (the gate reads balances; linking signs a message; burns are countersigned by your own wallet), and promises no yield. Gold, the earnable currency, lives on the realm's ledgers and is not the coin. Anything that would make DRIFTS flow FROM the realm TO players is designed out on purpose.
None of this asks for trust. The coin is an SPL token anyone can inspect on a Solana explorer: total supply, the revoked mint authority, every holder and every burn. Each rite's burn and tithe are on-chain transactions; the realm's lifetime burn counter sums them in public, and the leaderboard shows the live wealth distribution. The entry gate and the standing tiers only ever READ balances; you can confirm that on-chain too. When in doubt, read the chain.
Ahead. After the mainnet launch comes the Exchange: a two-sided gold-for-DRIFTS market where payouts come only from what other players paid in, with daily caps scaled by holdings. Player to player, never house to player. Until then, the loop is simple: hold to enter, hold more to stand taller, burn to act.
The realm runs on an authoritative server: movement, gather timers and loot, the gold and item ledgers, every overworld beast's life and death, claims, the market's goods and coin, the vault, the wheel's rolls, duel wagers, caravan and night quotas, and every DRIFTS burn are all server-ruled. What remains client-side is cosmetic or being hardened next: experience, quest progress, drink buffs, and your own vitals.
Offline, the game runs a full local simulation: you can wander, gather and forge alone, and the shared features wait for the realm to return.
The realm is hardened and deployed; the beta stands on public infrastructure now. Next, and only on its own word: the DRIFTS mainnet launch on pump.fun, then the Exchange. The realm does not rush its own door.
Naevyr is in beta. DRIFTS is game utility: it opens the door and feeds the burn rites. It is not an investment, promises no return, and its market price can fall to zero. Nothing in the realm, this paper, or its keepers' mouths is financial advice. The Drift takes everything eventually; spend accordingly.