As we have already explained in the section on the solutions we propose, this new model brings with it greater monetization options, including for less competitive and more casual users (F2P). The different forms of user monetization are as follows:

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Revenue for the F2P system:

  1. Income from direct "in-app" purchases: We will use a classic system of selling game coins. These will be the Coins and the Gems. With them, it will be possible to improve the cars that are obtained for free, be able to make them better, and acquire other digital assets such as hats, tires, and others for the car, while with the gems, it will be possible to advance the waiting processes to obtain new cars, buy envelopes where there are chances to get new cars and other assets, etc.

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  2. Revenue from incentivized advertising: in many cases, it represents the total revenue of many F2P games; in most casual and mobile games, advertising represents more than 50% of revenue. While most DLT solutions advocate the elimination of advertising, we follow the market trend that benefits both the player and the developer.

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Revenue for the P2E system:

  1. Revenue from the purchase of $TOG: The game's cryptocurrency will be launched, with which users will be able to buy in-game NFTs from the developer and other users. However, the direct income comes from a pre-sale from the developer of the cryptocurrency. Indirect income will come from each transaction made between users, as explained in the following section.
  2. Transaction fee revenue: A large part of the profit will come from the 5% charge on each transaction between users. This will be possible thanks to smart contracts within the blockchain. Players will have at their disposal an auction house where they can freely trade NFT items obtained in the game.
  3. Income from NFT sales: There will be exclusive vehicles with different functionalities within the game; of these, limited units will be released, which the user can buy using $TOG. In that case, we can use two different platforms to sell it: in-game stores and through our own marketplace on our website. Additionally, it could be on common markets such as the AQUA marketplace. We will sell it on different platforms in order to reach different target users and make the buying process easier for them.