44. Type of monetization. 44. List of all objects that can be bought. 44 .... The use of Blockchain technology and crypt
CLASH & GO Whitepaper
Ver 1.0.3 Introducing Clash & GO
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Global Games Market overview
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AR game market overview
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Growth of AR in comparison to VR
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Strategy games
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AR Strategy game opportunities
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Drawbacks of current Strategy Games and AR Games
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Drawbacks of Strategy games
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Differences from other games
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Differences from Strategies
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Differences from GO games
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AR features
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Clash & GO Advantages
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Role of Blockchain in Clash & GO
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Game universe and backstory
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Player’s base
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Buildings
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Units
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Units upgrade
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Nanorobots
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Nanorobots upgrade
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Antimatter (in-game currency)
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Modules (artifacts)
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GO MAP
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Game modes
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PvP
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Capturing objects on the GO-map
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Clans
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Game balance
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Rating (Leagues)
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RPG
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Other game features
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Achievements
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Benefits for players
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Auction
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Modification of the game world
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Tokenomics
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Using Tokens
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Burning Tokens
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Buyback strategy
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Advantages and gains for Clash-token holders
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Regular reports on the product
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Clash & GO token price simulation based on business model Token
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Allocation Token Distribution Pre sale and sale bonus structure
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Presale
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ICO
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Collected funds distribution
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Business Model
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User Acquisition Marketing model of Clash & GO Directions of the marketing campaign
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Demography of users
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User profiles
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Target markets
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Target game metrics
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Clash & GO performance forecast by months
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User retention
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Monetization
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Type of monetization
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List of all objects that can be bought
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List of all paid services we will offer
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Antimatter packs
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Special offers and promotions
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Roadmap
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Advisors
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Core Team
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Andriy Semenyuk - Founder
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Bohdan Repekh - Executive Director
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Oleksandr Sakhnevych - Chief Technology Officer
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Maksym Shash - Chief Marketing Officer
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Yuriy Ostrovskyy - Chief Product Officer
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Jalal Fattouh - Chief Strategy Officer
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+90 more gamedev professionals
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Introducing Clash & GO Clash & GO is a blockchain-using mobile game that combines several genres: a geolocation game in augmented reality (AR), and a city-building strategy game with real-time battles. By means of the CGO token created by our company, players will be able to manipulate the fusion of virtual and real worlds. Blockchain is a reliable mechanical engine for the project, while AR is its living, beating heart. Smart contracts provide the highest level of security and transparency for transactions, while the AR is the fundamental concept of the whole project. Working in symbiosis for the first time, these revolutionary technologies complement and supplement each other. Blockchain and AR together give players the abilityto influence the gameplay and transform the game world. Clash & Go goes far beyond what is normally found in mobile games. Unlike other city-builders and tower defense games, it is not constrained by the boundaries of your smartphone’s screen. Clash & GO gameplay offers two modes: strategic and AR (augmented reality). Simply put, you continue to play even when your smartphone is off, and all your previous actions affect the virtual world. The player’s task in Strategic Mode, is to use careful planning to command the base entrusted to him/her, and develop it so as not to allow other players to seize its resources. In AR-mode, Clash & GO uses geolocation and turns the surrounding world into a real battlefield. Players travel on the map in real time, collect resources on it, perform geolocation quests, search for containers with modules, for mines that generate antimatter, and other rewards. The main task is to capture and retain as many geoobjects (points of interest located in important or interesting places in the city) as possible. If a geoobject is already under the control of another player when you try to capture it, a real-time battle begins. This kind of gameplay encourages players to join clans in order to control territory together with friends and extract even more resources, and as a result, tokens. Whenever you open Clash & Go, you don't know what kind of surprises the dynamic, ever-changing world will bring. You drink your morning coffee, study the game map and get a notification that the warehouses of your mine are filled with antimatter (in-game currency) that you need to collect. The only problem is that the mine is too far from your home and it will only be possible to collect resources from it from time to time. Clash & GO solves this issue gracefully. Players with tokens on their account can movegeoobjects closer to their home or workplace. The decision to move such objects will be made by general voting. In this case, the number of tokens affects only how often a player can vote. However, the tokens will not be spent and will remain in the internal Clash & GO crypto-wallets of the voting participants. 4
Every Clash & GO player earns CGO tokens that can be transferred to their crypto-wallet. You can get tokens in the game by purchasing them at the Auction in exchange for antimatter, which you can collect in mines. You can also get them on the external exchange. To support the demand and prices of the exchange, the Game will spend 15% of the revenue to buy tokens from the exchanges and subsequently burn them. Clash & GO blurs the line between reality and the virtual world. Finally, users will get the opportunity to influences the game in real time, get acquainted, create alliances, advance together to victory, and earn cryptocurrency at the same time. Thanks to its innovative gameplay, high security, and the use of blockchain technology, Clash & GO opens up new horizons not only for players and crypto enthusiasts, but also for the whole industry.
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Global Games Market overview According to research and forecasts ofNewzoo(Q4 2017), by 2020 the game market will reach $143.5 billion with an average growth of 8.2% per year. At the same time, the most tangible growth in both money and market share is projected for mobile games. Thus, the mobile games market in 2018 will receive more than $57.9 billion and more than 49% of the global gaming market.
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AR game market overview “We expect that AR will ultimately become a larger market than VR” © Goldman Sachs In the recent report, the Goldman Sachs investment bank claims that augmented reality hardware and software sales will rise from $2.4 billion in 2018 to $48.2 billion in 2025. Key players in the mobile augmented reality market today include Alphabet's Google, Apple, Snap and Facebook. Even more so, Google and Apple are adding augmented reality capabilities to their smartphone platforms, while Snap and Facebook are creating AR software applications. According to theResearch and Marketsreport, Augmented Reality Gaming Market will reach $284.9 billion by 2023.
Growth of AR in comparison to VR AR and VR will be the main driver of mobile games market growth. According toDigi-Capital forecasts, after a period of relatively similar results AR will rapidly break out both in terms of application and profit. Digi-Capital forecasts a staggering $108 billion for the AR industry.
The incredible success of Pokemon GO proves AR’s capability to attract millions of users. SurveyMonkey Intelligencehas named Pokemon GO the most popular mobile game in US history with more than 21 Million DAUs in the United States only. 8
Strategy games Strategy games are the most profitable type of mobile games in terms of revenue. They make 3 times more revenue than any other mobile game category. According to theSurveyMonkey IntelligenceJuly 2016 report for the US market, Strategy games and role-playing games generate more than 30% of all mobile games revenue. Despite the fact that the number of Strategy games downloads accounts for only 5% of the total number of downloads.
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AR Strategy game opportunities If you combine the rapidly growingAR trendwith ARPDAU and LTV ofStrategy games, you can get a product with gameplay and profitability that leave all competitors far behind in the global games market. After the success of Clash of Clans with an income of up to $1.5M daily and Pokemon GO with revenue up to $ 1.6M daily (still heading the charts of themost profitable games), fans of both projects are waiting for something new and grandiose. AR-based Pokemon GO, which has players walking around real life neighborhoods to catch and train Pokemon, has the biggest number of active users, but in revenue terms it fell behind Clash of Clans.
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Drawbacks of current Strategy Games and AR Games Drawbacks of Strategy games ● ●
Limited game area (players want the most spacious game area, this is why games with procedurally generated areas are so popular) The gaming market is oversaturated with “clones” of popular Strategy games
Drawbacks of AR games ● ● ●
Primitive gameplay (the technology behind Pokemon GO is utilizes a primitive version of AR and the technology to come) AR is best implemented in a single game genre — Catch`em`all Little to none social interaction with other players within the game (That's why GoChat was so successful)
Differences from other games Differences from Strategies ● ●
Clash & GO is a true open world geolocation game. The game area is as big as the Earth itself, which has never been offered by any Base Building mobile game before. Clash & GO includes a full-fledged RPG system. Players’ heroes get experience in rating battles with other players (PvP) and have an expanded set of skills and modules.
Differences from GO games ●
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Complex and deep gameplay including: ○ Several types of objects on the AR map ○ Containers with rewards ○ Obelisks and treasure hunting ○ Different type of battle (Tower Defense) Rich social interaction within the Game: 11
○ ○
Internal chat Clan system including Clan wars activities
AR features ● ● ● ●
While exploring the AR map, players collect resources, look for containers and desolate mines with modules and other rewards. While exploring the AR map, players can attack geoobjects (Arenas and Antimatter Mines) of other players or capture unoccupied ones. While exploring the AR map, players can perform geolocation quests with, a treasure hunt. Gameplay stimulates players to join clans
Clash & GO Advantages By mixing the genres, we solve all the aforementioned drawbacks. This has become a popular solution in the game industry. For example, well-implemented RPG elements can give a game added customizability and depth. According to the research, most of the game genres already contain RPG elements. The combination of Strategy and Go Game enriches the gameplay of both genres. The game area is as big as the Earth itself, which has never been offered by any Base Building mobile game before. Even more so, Clash & GO offers players unique opportunity to change the AR world around them. And RPG elements provide yet another layer of gameplay. Social interaction is provided by group tasks, clans and chats created to fulfill the need for communication.
Role of Blockchain in Clash & GO The use of Blockchain technology and cryptocurrency opens new horizons for the whole game industry and Clash & GO in particular. Clash & GO uses Blockchain in 3 different ways: 1. Imagine CGO tokens as a superpower that gives you the ability to manipulate the Clash & GO augmented world, thus making it different for other players as well. You don’t want 12
this power to be spent in vain. Every day we create a report, which includes: distribution of tokens on in-game wallets, tokens transactions inside the game, received revenue to be spent for burning tokens, token sales on the in-game auction, etc. The report will be stored internally. We store the hash of this report in the blockchain. This makes the token transactions inside the game transparent and ready for third-party audit. 2. Clash & GO AR gameplay utilizes CGO token as a balancing tool. Each player wants to manipulate Augmented Reality world because the specific disposition of AR geoobjects gives advantages. If we allow every player to make changes it will collapse the whole gameplay. This is a balancing problem that we are solving by using the CGO token. We came to conclusion that only engaged players should be able to influence the Augmented surroundings of Clash & GO. A player is engaged in case he is willing to make a deposit. Compared to deposit, the CGO token has a few benefits: ●
token transactions are transparent and fair
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players can buy and sell tokens on external exchanges at any time
We allow players to manipulate AR world without actually spending money. Since the changes are free, all players will be more interested in making them. This also ensures high demand for tokens on exchanges. 3. Ethereum smart contracts guarantee that the number of tokens from delayed emission for the in-game auction will not be altered. The token allocation is available for audit. Players can spend in-game currency to buy CGO tokens at the internal Auction. Thus, making the game fairer. To achieve this, 10.5% of tokens are generated with delayed emission controlled by a smart contract.
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Game universe and backstory Based on AR technology, the game takes place simultaneously in two dimensions.
In the first dimension(strategic mode), players command a base located on the asteroid, construct buildings and defense stores, train and upgrade their troops, extract useful resources (titanium and helium-3). The goal is to build and develop a base - an impenetrable stronghold and not to allow other players to steal your resources.
In the second dimension, players act like commanders of spaceships travelling near the surface of a huge planet (AR mode). On their journey around the planet, players can find various 14
geo-referenced buildings that give certain gaming advantages to their main Bases. A player can find both free and occupied by other players buildings, and they can recapture the latter as well. Also, while traveling around the planet, players can find containers with modules to upgrade buildings, units and heroes. Modules can also be crafted from certain components.
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Player’s base
The base is the main property of a player. Here players extract the main resources, construct and improve buildings, units, and heroes. The base helps to protect buildings captured on the planet, extract antimatter or improve the characteristics of buildings on that same base.
Buildings By nature of use, buildings are divided into: ● Resources (mines and resource storages) ● Army (Military plant, Training camp, Nanorobot factory, Science lab, Hero's outpost) ● Defense (walls, various cannons, air defense, mines, and traps)
Buildings upgrade Players can improve buildings by upgrading their level. Also, to improve buildings, a player can use artifacts assembled from fragments.
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Units ● ● ● ● ●
Engineers (build and upgrade buildings) Ground forces Air forces Medic (heals allied ground troops in battle) Hero
Units upgrade Players can upgrade their troops in a special building - the Science Lab. The hero borrowed the upgrade mechanics from the classic RPG: a player collect experience to upgrade the level; the experience can be obtained when the hero is involved in the attack on an enemy base. Also, to improve the troops and the hero, a player can use modules assembled from fragments.
Nanorobots Nanorobots can be used in battle in accordance with their special functions (for example, heal friendly troops in a certain area, or inflict damage to enemy territory). To create nanorobots, a player needs to use the Nanorobot factory.
Nanorobots upgrade To learn new abilities with the increasing level of the Command Center, it's necessary to increase the level of the Nanorobot factory and explore new abilities in the Science Lab.
Antimatter (in-game currency) In addition to the basic game resources, such as titanium and helium-3, the game uses Antimatter as a in-game currency. Intended uses of Antimatter: 17
● ● ● ● ● ●
to accelerate game processes (construction and upgrading of buildings, units, nanorobots) to increase the number of engineers (builders) to speed up the extraction of basic resources in mines to buy modules to assemble artifacts to buy shields (time safe from other players' attacks) to buy CGO token at the in-game auction
Players can obtain Antimatter (in-game currency) in the game, or by purchasing packs in Play Market or App Store.
Modules (artifacts) The modules are an original approach to the issue of special objects that improve the characteristics of buildings, units, nanorobots and heroes. How to get modules: Players can collect modules in two ways: by finding a case with modules while moving through the GO map, or by disassembling an expendable module into components. They can also be bought at the in-game shop as a set of random modules. How to use modules: With the fragments players can assemble special modules, allowing to upgrade important characteristics of buildings, units, nanorobots or heroes. Only your strategy can determine where to prioritize your efforts.
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GO MAP
The GO map is an alternative reality of the world, with special objects on it and with random useful resources coming across. Objects of the GO map: ● Antimatter pit produces antimatter (in-game currency) ● Arenas reinforce the action of the buildings on the main base (camps, constructors, trainers, pits) ● Obelisks give daily missions and weekly quests 19
Game modes PvP PvP is a battle mode, where the player with an army prepared in advance attacks the base of a random opponent.
Army of the attacker: ● ● ● ●
Army Hero (if he isn’t dead at the moment of the attack) Nanorobots Reinforcements from the Clan Citadel
Army of the defender: ● ● ●
Defense (walls, guns, traps) Hero (if he isn’t dead at the moment of the attack) Reinforcements from the Clan Citadel
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PvP battle tactics Due to the variety and the balance of the battle units and defense buildings, the game gives a lot of possibilities to demonstrate player’s tactical skills. The battle tactics can influence both the choice of units and the choice of the direction to upgrade the army. The tactics of the attacker can vary depending on the target: ● Rating upgrade. In this case, the main goal is to destroy the enemy Command Center and as many other buildings as possible; ● Chase for resources. The goal is to deprive the player of as many resources (titanium and helium-3) as possible. ● Revenge. A player can take revenge on his/her offender by gathering units, asking for clan support or attacking back. ● Heroes leveling. The goal is to upgrade hero’s abilities and make him stronger. The tactics of the defender can also vary depending on the goals: ● Rating upgrade. In this case, a player should surpass the opponent by trapping him and not allowing to destroy the Command Center or 50% of the buildings of the base. ● Protection of resources. In this case, the defense is concentrated around the Storages with titanium and helium-3.
Capturing objects on the GO-map Unoccupied object: When you capture an object on the GO-map while it is not occupied by players from your league, the game creates a clone of your base at that very moment. The reinforcements of the Clan Citadel will also be cloned (if any). Occupied object: To capture an occupied object on the GO-map, the offender attacks a clone of the defender’s base and fights against his defense, hero and reinforcements from the Clan Citadel, if any. If the attacker wins, he captures the object, and from that moment a clone of his base defends the objects from the players of his league. The towers system are divided into layers. So beginners won’t meet experienced players in battle and vice versa.
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Clans Clans are implemented to improve the in-app social dynamics Joining a clan Each player has a possibility to create his own clan or join an already existing one. Due to in-app AR geo-targeting functionality, it seems more reasonable and useful to unite in clans with people nearby. This facilitates capturing the objects on the GO-map. Clan chat for clan members communication Clan members can write messages and send battle reports that only clan members can read. Clan wars (available in the future addon) with valuable rewards Each clan consisting of 5 members or more can participate in Clan Wars, where they fight against an enemy clan with the same power and the same number of members chosen according to a complex algorithm. The war lasts 48 hours and consists of two stages: 1) 24 hours for preparation, receiving reinforcements from the clan mates. 2) 24 hours for attacking the opponent’s clan. The clan war is a “team play” where the general results, and not the individual merits of each member, count. Clan Citadel The Clan Citadel is a special building on the player’s base. The reinforcements from the clan mates are being held in the Clan Citadel. The Clan Citadel also stores the resources, gained in the victories during the Clan Wars.
Game balance Rating (Leagues) The rating allows to divide the players according to their progress level (Command center level) and their general combat power (army strength and defense), keeping an ideal game balance. Earning rating: The rating grows after victories in PvP battles and decreases after a defeat in a PvP battle. Influence of the rating: Depending on their rating, players are divided into Leagues. While moving around the GO-map, you can only see objects on the GO-map that are occupied by players of your League. 22
Your rating will respectively influence the difficulty of capturing and defending the objects on the GO-map. The battle rating doesn’t affect battles on the GO-map.
RPG An important difference from other similar games is the RPG element. The hero increases his level by gaining experience in battles. This approach stimulates players to fight more often, to level-up their heroes faster and highlights the strategic component of the game. With each hero’s level, he increases his characteristics (life bar, damage, etc.), gains access to more powerful skills. Each hero has 4 passive and 2 active skills that can be activated in battle.
Other game features Achievements There are rewards for completing various achievements, for example, a certain number of victories in battles, a certain number of stolen resources in PvP, reaching a certain level for some buildings etc. The experience and the antimatter (hard currency) serve as rewards for those achievements.
Benefits for players The players will be able to gain cryptocurrency when playing Clash & GO, and exchange it later for other cryptocurrencies.
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Auction Every day, the daily ratio of emitted Clash & GO tokens will be divided into lots with various nominals, and they will be disposed of in the game auction, where players can bid with antimatter (in-game currency) and buy Clash & GO tokens. Considering that the game provides the extraction of antimatter (hard currency) from special pits in the GO map, the players who possess such pits can exchange the antimatter (hard currency) he gathered for tokens, with their further extraction into fiat money. Antimatter can be in both in City-builder and GO parts of the game by destroying obstacles (geysers, meteors, etc.)
Manipulating the game world The players who possess tokens will be able to manipulate the Augmented Reality gameplay by voting. Each player with tokens on his/her crypto wallet can make a suggestion to move an object on the GO-map, for example, closer to his/her home or workplace. The decision to move such object will be made by general voting, where the suggestion of players possessing tokens will win. The more tokens a player has the more often he/she can vote. The tokens won’t be spent and will remain in the crypto wallets of the voting participants.
Tokenomics Introduction ● Users will be able to install the game and play it for free ● The app will have Antimatter (in-game currency) and Clash & GO Tokens (CGO tokens). Antimatter ● Antimatter is the in-game currency. Users can gain it in the game or buy packs in the Play Market or App Store; ● Antimatter is used for: ○ Speeding up game processes (building and upgrading buildings, units, etc.); ○ Increasing the number of engineers (builders); ○ Speeding up the production of main resources in mines; ○ Purchasing components to craft modules; ○ Purchasing shields (safe time from attacks from other players). ○ Filling up the warehouses 24
Clash & GO Tokens ● How to get tokens: buy during the ICO, buy on the third-party exchanges, buy with in-game currency at the in-game auction; ● Tokens give superpower to players to modify Augmented Reality world via a voting system. The more tokens you have, the more often you can vote to move geoobjects; ● To stimulate the growth of the token cost, the Game spends 15% of the revenue from the mobile stores to buy back CGO tokens on the exchange and burn them; ● The auction will be supplied daily with tokens generated by the smart contract. The emission formula is similar to the Bitcoin formula. During first four years smart contract generates 50% of all tokens, next four years - half from the left 50% of tokens (25% from the initial amount), third four years half from the left 25% of tokens (12.5% from the initial amount), … and so on until at least a part of the token is left. We round down when dividing.
Using Tokens ● ●
CGO tokens can be stored in ETH wallets that support ERC20. In the game, each user will have their own ETH wallet, to which the user will be able to transfer their CGO tokens in order to use them in the system. 25
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A user can transfer their CGO tokens from his in-game wallet to any other ERC20 wallet. In order to participate in voting to modify the AR world, the user has to put some CGO tokens in their internal wallet. For any actions with the CGO tokens in the system, it is required to put some CGO tokens in the internal wallet.
Burning Tokens ●
● ●
Users will spend CGO tokens to transfer them to one another via external wallets, to pay for various services and products, etc. The users will also accumulate the tokens on their accounts in order to vote for changes in the AR world; Every day, we will spend 15% of the revenue received on the previous day, to buy CGO tokens and subsequently burn them. This will increase their market value; The 2 above-mentioned steps are aimed at stimulating the growth of the CGO token price, since the number of available tokens will keep decreasing, and a certain number of CGO tokens will be bought back every day. With a growing number of users and the project’s revenue, we plan to get an exponential increase in the CGO token’s value.
Buyback strategy Every day, we will spend 15% of the revenue received on the previous day, to buy CGO tokens and subsequently burn them. This will constantly increase the market price of CGO tokens.
Advantages and gains for Clash-token holders Clash & GO will stimulate the growth of the CGO token in three ways: ● Promotion of CGO tokens. The game’s key mechanics will promote the tokens and increase the demand: ○ Motivate the users to buy the CGO tokens for in-game currency; ○ Transfer the CGO tokens to another user as a thank-you for help/services in the game. ● Buying the CGO tokens on exchanges and burning them daily.
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Token Allocation The total amount of tokens to be emitted is 20 000 000 CGO. 89.5% of tokens will be emitted on the Token Generation Event, which will take place no later than 7 business days after the ICO. Emission of the remaining 10.5% tokens will last for more than 140 years and is strictly limited by Ethereum smart contract. For emission of 10.5% tokens we inherit the Bitcoin generation formula. During first four years smart contract generates 50% of all tokens, next four years - half from the left 50% of tokens (25% from the initial amount), third four years half from the left 25% of tokens (12.5% from the initial amount), … and so on until at least 1 token exists. The goal of this is to secure a specific amount of tokens that will be sold on the Auction inside the Game. If some tokens available for presale will not be sold during the Presale stage, they will be transferred to ICO stage. All unsold tokens during the ICO stage will be destroyed and the stated token generation distribution will be obeyed.
Token Distribution Token Sale 50% 50% of tokens will be sold to ICO participants. 15% of tokens during the Presale stage and 35% during the ICO stage. Company Service Fund 34.5% Topgames will keep 34.5% of all tokens amount. (Elyland is a subsidiary company of Topgames. Topgames and Elyland are partners in ICO. Topgames creates and stores tokens, while Elyland is responsible for marketing and PR). These tokens will be stored on cold multisig wallet and used for different needs and operational expenses such as team motivation, customers support, community development, attracting strategic partners, different growth opportunities, etc. Keeping 34.5% of tokens proves the long-term interest of Topgames in the token. Slow emission for in-game Auction 10.5%
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CGO token is tightly integrated into Clash & GO gameplay and provides users the superpower to change the Augmented Reality world. The one part of the integration is the in-game Auction. Every day the Ethereum smart contract creates the limited amount of tokens and transfers it to the in-game Auction. The emitted amount is divided into lots and is sold to the gamers for the in-game currency. In-game currency can be bought for cash or earned in the Game. Advisors 3.5% 3.5% of tokens will be given to Advisors in exchange for different services such as product improvement, growth opportunities, technical and marketing expertise, etc. Bounty marketing 1.5% 1.5% of token will be used for marketing and bounty needs during the ICO. The main goal is to grow the product awareness and create early-adopter community. Why we do not provide tokens to the team Team motivation is the only reason for providing tokens to team members. Using tokens to motivate the team is required to ensure the team will finish the product and will launch it. This protects the ICO participants’ interest and influence the token price. Most of the teams who collect funds using ICO do not have any experience in product development, product launch and product operation. Also, most of the teams collect money to develop the product. The average time from the ICO to product launch is approximately 1 year. Unlike most of the teams, Elyland is a stable and successful company with 100 employees. Elyland has a long history and 6 successful product on the market. Elyland completed all the products it started and there are no unfinished projects. Elyland has long-standing business procedures that ensure the product development is finished on time and with high quality. One of the main parts of these procedures is a motivational system for the internal team. Elyland has enough funds to produce and launch the product to market. The release date is planned for summer 2018. The delay from the end of the ICO till the product release is 2 months only. The main goal of the ICO is to collect fund for user acquisition in order to launch the product on a global level. Topgames keeps 34.5% of tokens to guarantee the ICO participants that Topgames and Elyland are highly interested in token price growth. To sum up, Elyland has its own internal motivational system and 10 years of experience to prove it’s reliability. Not providing tokens to the team will not affect the release date, product quality, and token price. 28
Table. Token distribution Item
Million tokens
% of tokens
Presale
3
15%
ICO
7
35%
Slow emission for in-game Auction
2.1
10.5%
Advisors
0.7
3.5%
Bounty, marketing
0.3
1.5%
Company service fund
6.9
34.5%
Total
20
100%
Pre sale and sale bonus structure Presale Funds collected during the Presale stage will be used for promotion of the ICO stage. Clash & GO will hold a limited access Presale and allows early contributors to get an extra bonus before the ICO stage begins. The exact Presale dates will be announced on the website and social networks of the project. 29
Presale hard cap is 3 000 000 CGO tokens. Presale soft cap is 1 000 000 CGO tokens. In case soft cap is not reached, the ICO will be canceled and collected funds will be returned to the participants.
ICO The exact ICO dates will be announced on the website and social networks of the project. The ICO is divided into five stages (ICO Stage 1, …, ICO Stage 5). Next ICO stage happens as soon as all the tokens from the previous stage are sold. The CGO token exchange rate is shown in the table below
Stage
Tokens
Token price
Bonus
Pre-sale
0~3M tokens
$0.7 - 0.92
84.67 - 88.34%
Sale stage 1
first 2M tokens
$1.4
76.67%
Sale stage 2
2M-4M tokens
$2.8
53.33%
Sale stage 3
4M-5M tokens
$3.8
36.67%
Sale stage 4
5M-6M tokens
$4.8
20%
Sale stage 5
6M-7M tokens
$6.0
0%
This Whitepaper does not constitute a Public Offer Contract, any legal or binding document or shall not be considered as any terms of a crowdsale campaign or providing any legal, investment or tax advice.
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Collected funds distribution User acquisition, PR and marketing - 66% The main goal of the ICO is to launch Clash & GO on global level. That’s why 66% of collected funds will be spent on user acquisition, PR, and marketing. The specifics of the successful MMO launch, especially AR MMO, is to acquire millions of players to the game. That makes possible many cool gameplay interactions. The more players we attract, the higher virality we get. Thus our average CAC will become lower. Also, a huge amount of players is one of the strongest reasons for token growth: 1. The more players we get, the bigger token demand on the exchanges will be. According to the gameplay principles, players would input tokens to the game and store them inside the game. This provides players the superpower to influence the Augmented Reality World. Tokens storage inside the game will lead to additional demand for tokens on exchanges. 2. The more users we get, the bigger daily revenue we get. The more revenue we get daily, the bigger amount of tokens we’ll buy on exchanged and burndown. The Game is going to spend 15% of total revenue for tokens buyout and burning. The more tokens we burn, the lesser amount of tokens will be left. Buyback and burndown lead to higher demand for tokens on exchanges, and finally leads to higher token price. Attracting many users also has a marketing benefit. Getting many users in short period of time will push the application to the top ratings in mobile app stores. Reaching the top levels of mobile stores brings more free installs as well as free reviews and publications in the media. Such publications lead organic installs growth, total revenue growth, and token price growth.
New features and updates development - 13% Regular updates in the gaming projects lead to much better customer retention and monetization. That’s why we plan to allocate 13% of the collected funds for new features and updates. Six updates are planned to be launched during one year after the Game release. Servers and Network infrastructure - 3%
Gaming projects get much higher technical requirements from users. This is mainly caused by 2 factors: graphics overload and low ping requirements. 31
High-end servers and network infrastructure are required to ensure the stable connection and comfortable game. Bad ping and network delays irritate players and will decrease revenue. Gamers support - 5% Creating gamers community and providing gamers support are also important for Game operations. Launching the Game in different countries requires players support on different languages 24x7. Support should be also provided in different social channels. Strong community and social links between players are important for better engagement and better retention rate. That’s why we plan to allocate 5% of collected funds on gamers support and community management.
Offline events and activities for gamers - 5% Offline events and activities for gamers are parts of community management. It also helps to create stronger social connections between players.
Other costs - 8% Game operation requires different expenses. We allocate 8% of collected funds for different unexpected issues and potential opportunities. Table. Collected funds distribution Item
% of amount
User acquisition, PR, and marketing
66%
New features and updates development
13%
Servers and Network infrastructure
3%
Offline events and activities for gamers
5%
Gamers support
5%
Other costs
8%
Topgames keeps the right to change the planned fund distribution between categories in case of operational needs.
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Business Model User Acquisition Marketing model of Clash & GO Goals of the marketing campaign We plan to acquire 20 000 000 players in 3 months: a. 5 500 000 players through advertising; b. 14 500 000 players will be organic and PR. Resources for the realization of our marketing campaign We expect to reach an equivalent of 25 000 000 USD from the ICO. Marketing composes 66% of the collected funds. Thus the marketing resource for reaching the above-mentioned goals is 16 500 000 USD. Stages of the marketing campaign The marketing campaign can be theoretically divided into 3 stages: 1. Launch - July 2018; 2. Boost - August 2018; 3. Accomplishment - September 2018. The estimated costs for each stage is submitted below:
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Period
Spent, %
Spent, $
Paid Installs
July 2018
30%
4,95M
1,77M
August 2018
60%
9,9M
3,3M
September 2018
10%
1,65M
0,55M
Total
100%
16,5M
5,62M
Directions of the marketing campaign 1. PR & TV Commercial Goal ● To provide the penetration and recognizability of the game’s brand within the target audience; ● To attract the attention of the top gaming Youtube bloggers to our game, and also to gain authority in their eyes. Means ● Spreading the information about the game via profile and business mass media, influencers; ● Placing TV ads on the top channels with our potential target audience; ● Generating news hooks and spreading them through profile mass media afterward. ● Participating in the profile conferences and events for gamers ● PR in cyber competitions etc. Realization ● Generation of not less than 6 news hooks during 3 marketing activities ● Spreading of the news hooks through regional PR agencies. Costs ● The period of the campaign for reaching the objectives is 3 months; ● The price of the TV ads are ~$3 000 000 (planned coverage ~ 10M people, with an average CPMof $30); ● Costs of the PR agency services will amount to ~$50 000 per month for a region; ● Number of regions is 3 (NA, EU, Asia); ● The total budget for the time of the campaign amounts to $3 450 000; 2. Advertising Goal ● To acquire players to the game ● To enter the TOP stores in various categories ● To get a featuring from Apple/Google Means 34
● Placing game advertising on various channels with the potential player audience; Channels/Tools ● CPA-networks - with the huge coverage worldwide they are one of the main traffic providers in the gaming industry. Main CPA-networks advantages are paying a fixed price for the result (install, various targeting possibilities and anti-fraud protection; ● YouTube (pre rolls, integrations, reviews) - YouTube is №2 Search Network in the world with more than one billion users. Cooperation with YouTube influencers gives possibility to cover a significant auditory and create a viral hype effect for the game; ● Contextual advertising - the purchase of traffic through a target contextual and banner advertising is a standard instrument of digital strategy. Among others, we plan to use advertising from Google Adwords, Yandex Direct, Baidu, Bing, Yahoo; ● Facebook Ads - advertising in the biggest world social network gives a good opportunities for targeting specific audience by age, gender, interests, devices and GEO with a high accuracy; ● Twitter Ads - using Twitter ads we can target people playing specific games or having distinct interests; ● Reddit Ads - advertising in the biggest world social news sitegiving opportunities of flexible targeting by topics, search keywords and users interests; ● Instagram Ads - advertising tools providing opportunities for targeting specific audience by age, gender, interests, devices and GEO with a high accuracy; ● Media advertising on the game portals/websites will give us possibility to attract attention of gaming community as well as build a strong awareness about our product; ● Promotion in messengers and groups (Telegram, Snapchat) - rapidly growing popularity of chatting apps is an additional possibility to reach targeting audience; ● Other sources (Twitch TV) - among the other sources, we should name the promotion in a streaming service like Twitch which is extremely popular among gamers. Costs ● The period of the campaign for reaching the objectives is 3 months; ● The price of the TV ads are ~$13 050 000 (planned coverage ~ 10M people, with an average CPMof $30);
Channel
CPA-networks Youtube (pre rolls, integrations, reviews)
Number of installs to buy
Price of install, $
Total costs, $
750000
2,5
1875000
1250000
3
3750000
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Contextual advertising (Google Adwords, Yandex Direct, Baidu, Bing, Yahoo)
750000
3,5
2625000
1000000
4,5
4500000
Twitter Ads
150000
3
450000
Reddit Ads
150000
2,5
375000
Instagram Ads
100000
4
400000
Media advertising in the game portals/websites
50000
2,5
125000
Promotion in messengers and groups (Telegram, Snapchat)
50000
2,5
125000
100000
2
200000
PR & TV Commercial
1150000
3
3450000
Total
5500000
3
16500000
Facebook Ads
Other sources (Twitch)
Demography of users Proceeding from the demographic data]for the most popular games in “AR” and “strategy” genres, our potential audience looks the following way: 1. Men, 18-49 years old (60%); 2. Women, 18-49 years old (40%).
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User profiles The profile of our average potential user is as follows: a user of an iOS/Android-based device who plays/played Pokemon GO and/or Clash of Clans, as well as their analogues; who has a yearly average income of $24000-$50000:
Target markets We picked up as the main markets for the game: USA, Canada, Great Britain, Australia, France, Germany, Italy, Singapore, Korea, Japan, Malaysia, Vietnam, Thailand, Russia, Poland, Hungary, Czech Republic, Slovakia, UAE, Saudi Arabia. These countries were picked up using the information about the entry of the most popular games in the “strategy” and “AR” genres among users of mobile devices from open sources, and also considering the general quantity of revenue by countryin games sector, as the most prospective and remunerative:
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Target game metrics Based on our business model, gameplay and data from previous AR project our analysts have prepared a target metrics to ensure their predictions ● Number of players required to provide an interesting gameplay ~ 10M to 20M during first three months; ● Period of the campaign for achieving the goals - 3 months; ● Retention - Ret.1 = 61%; Ret.7=29%; Ret.30=17%; Ret.60=13%; Ret.90=11% ● LTV - $6,44; ● Average Cost Per Instal (CPI) - $3; ● Coefficient of virality - 2,8; ● The general marketing budget for 3 months is $16 500 000.
Clash & GO performance forecast by months. Our analysts prepared a prediction of User growth, DAU, Revenue and Ad costs based on the business model.
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* EoM (End of Month) means on last day of the month
User retention When you speak about the retention it is crucial to understand what attracts players to your game in the first place. There are some main retention strategies, game mechanics, and tactics that enable users to enjoy that aspect of your game as soon as possible in gameplay. Another way users will quit the game and unlikely give you one more chance. In Clash & GO we pay a significant attention to user retention. That’s why we implement retention strategies and tools that have been successfully used in our previous projects. Here are some key Clash & GO retention features: 1. Daily playable quests; 2. Clan system with plenty of possibilities of interaction between players; 40
3. 4. 5. 6.
Regular offers and discounts for in-app purchases; A system of rankings and leagues; A system of achievements and rewards; Push-notifications.
As a result, we can show the prediction curve of Clash & GO retention during first 90 days as follows:
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Monetization
Type of monetization We designed the game as a Free-to-play with in-app purchase(in-game purchases). Currently, Free-to-play + in-app purchase is the most lucrative type of monetization of mobile games.
Free-to-play + in-app purchase are used in the most profitable games for mobile devices: Clash of Clans, Pokemon GO, Clash Royale
List of all objects that can be bought In the virtual store through App Store/Google Play Market, you can buy in-game currency (Antimatter) for cash. The in-app currency can be used to: - Purchase resources - Purchase an additional engineer (constructor) (not more than 5 units) - Purchase packs of modules - Purchase scanners - Instantly construct buildings/units - Instantly recover your hero - Purchase shields (prevent attacks on a player’s base for 1, 2 or 7 days)
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List of all paid services we will offer The player will be able to temporarily boost some processes in the game using the in-game currency (Antimatter). - Units training boost - Nanorobots production boost - Hero’s recovery boost - Resource production boost
Antimatter packs The in-game currency will be sold in the Play Market and App Store: ● 4.99 USD ● 9.99 USD ● 19.99 USD ● 49.99 USD ● 99.99 USD
Special offers and promotions We are planning to organize events and make our players good offers to increase the spending of the in-game currency. - Examples of events: players receive 1 free module pack daily, when a player opens the in-game Shop. - Example of a special offer: sale of module packs at reduced prices. How it influences monetization The obvious benefit of a special offer or a temporary event stimulates players to speed up all game processes and spend more time in the game (increases retention). At the same time, the players start spending their in-game currency more actively on non-special offers, justifying such actions with time limited offers.
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Roadmap 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16.
2007 - Foundation of Elyland 2010 - 2017 - 6 successful projects released 2017 - Creation of the AR platform January 2017 - Clash & GO development start August 2017 - Alpha version release April 2018 – Website launch with full ICO documentation May-June - 2018 –- Limited Access Token Presale June 2018 – Public Token Sale Early July 2018 – Going public on Exchanges Late July 2018 – Clash & GO Release September 2018 - Game update: GO-map editor November 2018 – Game update: Clan Wars December 2018 – Game update: parallel universes February 2019 – Game update: new levels for units and buildings June 2019 – Game update: new resource type, new types of buildings and units September 2019 – Game update: new galaxy
Advisors We are currently in search of Advisors. Feel free to apply:
[email protected]
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Core Team
Andriy Semenyuk - Founder LinkedIn Andriy is the founding father of Elyland. He is a passionate visionary and an innovator with 22 years of experience in business and game development. Being a college dropout just like Steve Jobs or Bill Gates, Andriy went extra mile each day to make his dream come true. Andriy’s persistence and guidance allowed Elyland to become one of the leading game development companies in the region.
Bohdan Repekh - Executive Director LinkedIn Bohdan is an industry veteran with 15 years of experience in game development at various positions (CEO, Producer, Project Manager, Game Designer). Bohdan has a strong grasp of the industry and understands the crypto business requirements easily, and hence he is able to make sound executive decisions for each project he works on. 45
Oleksandr Sakhnevych - Chief Technology Officer LinkedIn Oleksandr is a diligent Technology Officer who sets the technical strategy andconceptualises how technology is to be used in the company. His diverse set of skills includes: Java, Unity, C#, Groovy, Scala, Python, HTML, CSS, JavaScript, Linux, bash scripting, etc. Yes, he does know all that stuff.
Maksym Shash - Chief Marketing Officer LinkedIn Maksym is a dedicated marketing specialist with 11 years of experience in marketing and sales. His professional expertise helped the company to launch successful projects with high level of ROI and low CAC. Maksym is a true go-getter and just gets things done.
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Yuriy Ostrovskyy - Chief Product Officer LinkedIn Yuriy is a devoted Product Officer with 10 years of experience in product launching and internet marketing. Yuriy has already launched a few Elyland projects (Draconius GO, Wormax.io and Age of Musketeers). Yuriy is a team player all the way. Wake him in the middle of the night and he’ll name each and every one of his colleagues names and habits. We think it’s kinda scary.
Jalal Fattouh - Chief Strategy Officer LinkedIn Jalal has a diverse background in game development, strategic planning and creative problem solving. Throughout his career in Elyland, Jalal has occupied almost every position in the company. So he can switch roles in a blink of an eye. Like Superman.
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+90 more gamedev professionals
The list of developers, artists, QA specialists, support managers goes on
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Advisors We are currently in search for Advisors. Feel free to apply:
[email protected]
Disclaimers This document as well as any other documentation or information supplied together with, do not constitute or form part of, and should not be construed as, any offer for sale or subscription of, or any invitation to offer to buy or subscribe for, any securities or other financial instruments.None of the information presented is intended to form part of, and should not be deemed a basis for any investment decision. Our company does not provide investment advice or solicitation for investment in any security and shall not be construed in that way. Please notice that all the financial data and legal documentation related to this token sale are available separately from this White paper upon request.
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