Driftbloom is a cozy pixel farming game on one small island. Buy seed packs, cut ground, plant, harvest when the crop comes up. No clock, no season, nothing to miss. That's the whole game.
This page is a design doc, not a whitepaper or an offer. BUILT means it's live. SPEC means it's designed but not coded yet.
No $BLOOM token exists yet. No mint, no presale, no allocation sold. Anything claiming to be $BLOOM right now is fake.
This game has a 40% house edge (section 06). Seed packs are paid random rewards, gambling in many places. Payouts come from other players' spending, so most people finish down. Not investment advice. You can lose everything you put in.
| Item | State | Note |
|---|---|---|
| The island & its map | BUILT | Generated in-browser |
| Parcel reading | BUILT | Read off real terrain, not rolled |
| Cut / plant / harvest | BUILT | Playable, browser-local |
| No clock | BUILT | ~2 min crops, nothing expires |
| Seed packs, 4 tiers | BUILT | Published odds and EV |
| Three-axis roll + pity | BUILT | Rarity, grade, strain · pity at 20 |
| Burn sinks | BUILT | Six, all 100% burned |
| Names | BUILT | Set on connect, browser-stored |
| Standings board | BUILT | Five rankings, needs a server |
| Provably-fair rolls | BUILT | sha256 commit–reveal, verifiable |
| Season Pot payouts | BUILT | No minting, pot-funded only |
| Deeds on chain | SPEC | No program written |
| $BLOOM token | SPEC | Not launched. No address. |
| Shared seasons | SPEC | One pot, standings at the end |
| Audit | NONE | Nothing to audit yet |
An island roughly 0.52 km across, in four bands: shallows (turquoise), sand (pale), meadow (green), and woodland on the high ground. Wildflowers ring the whole shore. Only high, flat meadow can be tilled.
An earlier build had a 120-day growing year and a 20-day planting window. We cut it. It punished people for having jobs.
| Thing | How long |
|---|---|
| A crop | about two minutes, then waits for you |
| An EARLY crop | about one minute |
| Cutting ground | instant |
| Opening a pack | instant, plus the reel |
| Everything else | instant |
Ripe crops wait for you. Seeds don't spoil, parcels don't revert. The only thing you can lose is $BLOOM you chose to spend.
FORCE exists for impatience, and it's priced so using it a lot costs more than waiting.
Open a pack BUILT. Three independent rolls: rarity, grade (00–99), and strain. Rolled separately, so any rarity can land any strain.
Once $BLOOM is live, buying a pack sends three real transfers straight from your wallet. No contract of ours holds your funds first. There's no way to bundle these into one signature without a smart contract, so expect three wallet confirmations per pack.
| Rarity | PACKET odds | Multiplier band |
|---|---|---|
| HUSK | 58.0% | ×0.85 – ×1.15 |
| SPORE | 26.0% | ×1.20 – ×1.60 |
| BLOSSOM | 11.0% | ×1.70 – ×2.40 |
| SUNBLOOM | 4.0% | ×2.60 – ×3.80 |
| HEIRLOOM | 1.0% | ×5.00 – ×7.50 |
| Pack | Price | Floor | Expected multiplier per unit spent |
|---|---|---|---|
| SEED TIN | 0.75× base | none | 1.48, best value, no tail |
| PACKET | 1.00× base | none | 1.36, the baseline |
| GLASSHOUSE | 1.50× base | SPORE+ | 1.30, pay a little for a floor |
| SEED SACK ×10 | 9.50× base | 1× BLOSSOM+ | 1.45, bulk rate |
These four are close on purpose. A pricier tier buys a different risk shape (a floor, a tail, bulk), not a better deal.
Pity. 20 packs without BLOSSOM+ forces the next one. Rare trigger (3.1% chance unaided), it just caps the worst runs.
Strains (rolled independently): EARLY 35% (grows in half the time), HEAVY 30% (+25% yield), HARDY 25% (floors ground quality at 70%), PRIZE 10% (+50% yield).
Cut BUILT. Breaks a parcel out of the meadow, permanently. First parcel's free; the rest need a deed: 1.5× base × parcel number (at launch pricing, that's 60,000 for #2 up to 300,000 for #6).
Plant BUILT. Costs one seed, works anytime.
Harvest BUILT. Ready in ~2 minutes, then waits for you.
spore = round( (6 + quality × 18) × size × rarity × strain )
payout = spore × rate. Rate is set by the pot fill level, see the payout curve in section 06
quality: parcel score 0–1, floored at 70% by a HARDY strain · size: area ÷ 700 m² · rarity: seed's multiplier · strain: 1.25× on HEAVY, 1.50× on PRIZE, otherwise 1. Nothing else counts.
| Axis | Read from | Weight |
|---|---|---|
| Soil depth | Mean elevation under the parcel, above the waterline | 45% |
| Sun load | Position on the sunward side of the island | 30% |
| Flat ground | Elevation spread across the parcel, flatter is better | 25% |
All three come from the same terrain data that draws the picture. What you see is what you get.
BUILT Every purchase splits three ways, permanently:
| Slice | Share | What it does |
|---|---|---|
| Season Pot | 60% | Only source of payouts |
| Burn | 30% | Destroyed permanently |
| Treasury | 10% | Seeds next season, pays standings |
Since only 60% of spend ever returns as payouts, players collectively lose 40% of everything they put in. Same as a casino edge, just printed on the page instead of hidden.
The one exception: the treasury seeds each season's pot, so early players can briefly take out more than they put in. Funded by whoever refills it later.
$BLOOM launches on Solana as a standard SPL token: a fixed 1,000,000,000 supply, $5,000 opening market cap. Any standard Solana wallet (Phantom, Solflare, Backpack, and similar) can hold and trade it.
Pack prices are fixed in $BLOOM at launch: SEED TIN 30,000 · PACKET 40,000 · GLASSHOUSE 60,000 · SEED SACK×10 380,000. Deed prices, sinks, the pot target, and the payout rate all scale off that same base.
$BLOOM carries a fixed 1% or 3% transfer tax, paid to holders. You pay it buying a pack and again cashing out. 1% costs 2.0% round trip; 3% costs 5.9%, dragging return from 60% to 56.5%. We're picking 1%.
Upside: the pot itself holds $BLOOM, so it earns transfer-tax rewards too. Real income that doesn't come from a player's pocket.
In-game sinks burn $BLOOM permanently, on top of the 30% every pack already burns. Liquidity is locked permanently, no rug-pull vector.
Packs burn 30%. Everything below burns 100%, none to the pot or treasury.
| Sink | Cost | What it does |
|---|---|---|
| Cross | 0.50× base | 3 seeds of one rarity → 1 of the next rarity up |
| Re-grade | 0.35× base | Re-roll grade. Rarity and strain kept. |
| Feed soil | 0.80× base, ×1.6 each time | +2% parcel quality, permanent, caps at 7 |
| Splice | 0.45× base | Re-roll strain. Rarity and grade kept. |
| Force | 0.60× base | Bring a crop up right now |
| Name a plot | 0.25× base | Nothing, pure vanity |
Cross, re-grade and splice are re-rolls with no guaranteed outcome. Naming is vanity. Feed soil is the one exception: a guaranteed, permanent +2% quality per purchase. It's capped at 7 (+14% total) and gets 60% pricier each time specifically so that cap stays small next to skill in picking good ground and seeds.
Deliberately left out: referral trees, staking yield, insurance that pays more than it costs, buying rarity outright. These wreck token charts or make the odds table a lie.
rate = (0.045 × base) × min(1, pot ÷ (250 × base)). At the $50k–$100k rung that's 1,800 $BLOOM per spore against a 10,000,000 pot target. A half-empty pot pays half; an empty one pays nothing until it refills. The pot can never go negative, and the game never mints to cover a shortfall.
The pot fill used in that formula is a 10-minute rolling average, not the instant value. Crops never expire, so without this, banking harvests and dumping them the moment the pot tops up would draw a premium paid for by whoever harvested normally in between. Averaging removes that payoff. The pot has to stay full for a while to earn the full rate.
Simulated over 40,000 packs, the pot settles around 85% full and players get back 60.0% of spend, the structural cap, reached either way.
Provably fair. Each season commits sha256(serverSeed) before play opens. Every roll is sha256(server:client:nonce) and fully recomputable after the fact.
Total supply and allocation. The emission schedule. Treasury signers. Pack odds and payout curve (both immutable). The season seed commit. Missing any of this when a contract appears means it's not us.
No dates, two people, no funding. SPEC means designed, not coded. IDEA means neither, and may never happen.
| Thing | State | What it means |
|---|---|---|
| $BLOOM token launch | SPEC | 1B supply, $5k open, 1% tax. Address published here and on X together. |
| Deeds on chain | SPEC | Own a parcel for real, sell it to another player. |
| Server-side pot | SPEC | Pot, burn, treasury read from chain, not this tab. |
| Published season commit | SPEC | Server seed hash posted before a season opens. |
| Shared seasons | SPEC | One pot for everyone, standings published at close. |
| Standings server | Board is built, ranks burn/harvests/parcels/packs. Needs a server. Shows only your row until then, never fake players. |
| Standings prize | A fixed treasury prize for each board's top, announced in advance. |
| Seed market | Sell a graded seed to another player, all stats visible. |
| More islands | A second and third island, different terrain and economics. |
| Burn ranks | Status titles at burn thresholds. Zero power, pure vanity. |
| Read-only public isles | A share link to view an island without a wallet. |
| Co-op isles | Several players sharing one island. Harder economy to keep honest. |
| Strain breeding | Two crops make a seed inheriting a strain. Needs careful economy modeling. |
| Weather | Temporary shifts to a parcel's sun load. |
| Mobile-first client | Two-minute crops suit a phone better than a desk. |
| Open-sourcing the island generator | No secrets in the terrain code. May as well be public. |
Referral trees. Staking or yield on a balance. Buying rarity outright. Changing odds, splits, or the payout curve after launch. Any mint authority that survives deployment. If this box quietly disappears one day, that's your signal to leave.
Economic. Late entrants pay more for the same ground. It's negative-sum for whoever arrives last.
Smart contract. No contract exists yet, so no audit either. It'll be unaudited until this page says otherwise.
Gambling. Paid packs with random outcomes count as gambling in many places (banned outright in Belgium/Netherlands, scrutinized in the UK and parts of the US). Not legal advice. Check your jurisdiction.
Regulatory. The token itself may be treated as a security where you live.
Team. Two people, day jobs, no funding. Dates will move.
Total loss. You can lose everything you put in.
| Term | Meaning |
|---|---|
| Isle | One island, one player. Isle 214 is this build. |
| Parcel | A rectangle of tillable ground. |
| Cut | Breaking a parcel out of the meadow. Permanent. |
| Strain | EARLY, HEAVY, HARDY or PRIZE. Rolled separately from rarity. |
| Spore | What a harvest measures, converted to $BLOOM at the pot rate. |
| Season Pot | The only source of payouts. Filled by 60% of every purchase. |
| Burn | 30% of every purchase, destroyed permanently. |
| Pack | One seed, published odds, verifiable roll. Priced in $BLOOM, four tiers. |
| House edge | 40%, the share of spend that never returns to players. |
| Grade | 00 to 99, where a seed sits in its rarity's band. |
| Date | Change |
|---|---|
| TBD | Manual opened. Nothing published yet. Every number here becomes dated the moment it becomes real. |
DRIFTBLOOM · FIELD MANUAL · v1.0.0 · draft
Not investment advice. Not a promise. Not a whitepaper.