Project Vanta Whitepaper

Version 0.9 — Working Draft · August 2026 · Vanta Studios

This document describes the design of Project Vanta and the $VANTA token economy as currently planned. It is a living draft: figures marked subject to audit may change before the token generation event. Nothing in this document is investment advice or an offer of securities.

1. Abstract

Project Vanta is a AAA two-faction battle royale and team-deathmatch shooter built in Unreal Engine 5, backed by a fixed-supply token economy in which players own their items and earn for performance. Two factions — AEGIS and ВОЛГА — fight a persistent seasonal war. Every kill, placement, and faction victory pays out $VANTA from a pre-allocated, auditable rewards pool. Every item — weapon finishes, operative skins, blueprints — is an on-chain asset the player can hold, trade, or sell.

The design goal is simple to state and hard to execute: a shooter good enough to play for free, with an economy strong enough to reward the people who make it competitive. The economy serves the game; the game is never allowed to serve the economy.

2. The Problem

Modern free-to-play shooters run on player-funded economies. Players collectively spend billions per year on skins, passes, and cosmetics — and own none of it. Inventory is a database row in the publisher's account system: non-transferable, non-sellable, revocable at will. Secondary demand exists (grey-market skin trading proves it at scale) but is pushed into unsafe, unsanctioned channels.

Three failures follow from this structure:

Earlier "play-to-earn" games attempted a correction and mostly failed, because they inverted the priority: token first, game later. Their emissions were uncapped or reflexive, their sinks were weak, and their gameplay could not retain users without the subsidy. Project Vanta's economy is designed from those post-mortems.

3. The Game

3.1 Core modes

ModeFormatEconomy role
Faction Royale24 players · AEGIS vs ВОЛГА squads · collapsing zonePrimary staked mode; pot split by winning squad
Team DeathmatchFaction vs faction · respawn · kill targetBaseline earn mode; per-kill micro-payouts
Arms RaceFFA · respawn · weapon ladderFree warm-up; no emissions, no stakes

3.2 The faction war

Enlistment locks each account to one faction per season. Match outcomes move a persistent front-line score. At season end, the winning faction's members split a protocol-funded war chest proportional to individual seasonal contribution (capped per account to prevent whale capture). Faction populations are balanced through queue-priority incentives rather than hard locks.

3.3 Technology

4. The $VANTA Token

4.1 Supply and allocation

Fixed supply of 1,000,000,000 $VANTA. No inflation mechanism exists; no further mint is possible after genesis.

Allocation%TokensUnlock terms
Play-to-Earn Rewards35%350,000,000Emitted in-game across five seasons (§5)
Ecosystem & Treasury20%200,000,000Governance-controlled; 48-month linear release
Team & Advisors15%150,000,00036-month vest, 12-month cliff
Private Round12%120,000,00024-month vest, 6-month cliff
Liquidity & Listings10%100,000,000Deployed to DEX/CEX market depth at TGE
Public Sale8%80,000,000Fully unlocked at TGE

4.2 Utility

4.3 Chain selection

The deployment chain is announced with the TGE, after audit. Hard requirements: sub-cent transaction fees at consumer scale, mature marketplace and custody infrastructure, and email-based custodial onboarding so non-crypto players never see a seed phrase. A custodial default with self-custody export is a launch requirement, not an option.

5. Emissions

5.1 Seasonal schedule

The 350M rewards pool is released on a declining seasonal schedule. Unspent season allocation rolls into the treasury, never forward into later seasons — emissions can undershoot but never overshoot.

SeasonAllocation% of pool
Season Zero90,000,00025.7%
Season One80,000,00022.9%
Season Two70,000,00020.0%
Season Three60,000,00017.1%
Season Four50,000,00014.3%

Beyond Season Four, gameplay rewards are funded from recirculation: marketplace fee share, treasury allocations approved by governance, and sponsored prize pools. The economy is designed to reach fee-funded sustainability before the emissions pool is exhausted.

5.2 Skill weighting

Per-match payouts are computed server-side from placement, eliminations, objective actions, and opponent strength, normalised by mode and lobby MMR. Payouts scale with the quality of opposition — farming low-MMR lobbies yields marginal returns. Per-account daily emission caps apply, with diminishing returns inside a session.

5.3 Anti-farming controls

6. Sinks and Burns

Every major player action that consumes value removes tokens from circulation:

SinkMechanicDestination
Staked-queue rake5% of every pot100% burned
Crafting & rerollsToken cost per craft90% burned · 10% treasury
Marketplace fee5% of every trade40% burned · 40% staker share · 20% treasury
Wear-grade upgradesEscalating token cost100% burned
Season pass (token path)Optional $VANTA purchase50% burned · 50% treasury

Sink volume scales directly with play activity, which is the property that failed economies lacked: the more the game is played, the faster tokens are removed. Economic simulation across ten thousand bot-driven seasons (varying whale concentration, bot pressure, and churn) was used to tune emission and burn coefficients before any real token is minted; the simulation methodology will be published alongside the audit.

7. Staking and Governance

7.1 Staking

Tokens may be staked in 30 / 90 / 180-day locks with escalating weight (1.0× / 1.5× / 2.2×). Stakers receive the staker share of marketplace fees pro-rata to weight, paid continuously. Staking also gates access to premium queues and the seasonal pass.

7.2 The Vanta Council

Governance operates in seasonal epochs. Staked weight elects proposals into a binding queue. In scope: emission-curve adjustments within audited bounds, treasury grants, arena funding, and esports pools. Out of scope permanently: minting new supply, altering vesting schedules, and seizing player assets. Protocol-critical parameters carry a 14-day timelock; the community can exit positions before any change takes effect.

8. The Item Standard

Items are on-chain assets carrying immutable provenance: float value, pattern index, wear grade, mint season, and an optional kill-counter register. Cosmetic only — no item affects damage, recoil, movement, or hit registration. Items are minted exclusively through gameplay (drops, crafting) and never sold directly by the studio, which keeps the studio out of competition with its own players on the marketplace.

9. Security

10. Risk Factors

11. Roadmap

PhaseWindowMilestones
FoundationH1 2026Core build, first arena, closed alpha, economy simulation — complete
Season ZeroH2 2026Reveal, waitlist, closed beta waves, contract development and third-party audit
LaunchH1 2027TGE and listings, open beta, marketplace and crafting, staked ranked queues
ExpansionH2 2027+Console and cross-play, new arenas and operatives, esports circuit, full council governance

12. Glossary

TermDefinition
$VANTAThe fixed-supply utility token of the Project Vanta ecosystem
TGEToken generation event — the moment tokens first exist on-chain
EmissionTokens released from the rewards pool into player balances via gameplay
Sink / burnA mechanic that permanently removes tokens from circulation
FloatPer-item randomised value determining a finish's exact appearance
War chestSeasonal protocol-funded pool split by the winning faction

© 2026 Vanta Studios. This document is informational and subject to change without notice.