Technical documentation for the Circle RPG ecosystem, $RPG token, and Play-to-Earn mechanics on BNB Smart Chain.
Circle RPG is a browser-based 3D multiplayer RPG built on BNB Smart Chain. Players explore an open world, fight monsters in real-time combat, complete quests, and earn $RPG tokens through gameplay. The game runs entirely in the browser with no downloads required.
The project combines proven game engine technology (Babylon.js 8.28) with real-time multiplayer networking (Colyseus 0.15) and blockchain token integration on BSC. The game features a persistent world with NPC vendors, trainers, dungeons, and a full progression system up to level 20.
| Component | Technology | Version |
|---|---|---|
| 3D Engine | Babylon.js | 8.28.3 |
| Multiplayer | Colyseus | 0.15.57 |
| State Sync | @colyseus/schema | 2.0.37 |
| Server | Express + Node.js | 4.19.2 |
| Database | SQLite / MySQL | 5.1.7 / 3.10.2 |
| Language | TypeScript | 5.4.5 |
| Bundler | Webpack | 5.92.0 |
| Blockchain | BNB Smart Chain (BSC) | BEP-20 |
The client runs on Webpack dev server (port 8080) while the Colyseus game server runs on port 3000 with WebSocket transport. State synchronization happens at 100ms intervals (10 updates/second) with database persistence every 10 seconds.
Circle RPG is a top-down 3D MMORPG with real-time combat, NPC interaction, inventory management, and quest progression. The game supports up to 64 concurrent players per server room.
The level cap is 20. Each level requires progressively more experience, from 1,000 XP for level 2 up to 1,857,000 XP for level 20. Each level grants +50 max health, +50 max mana, and 5 stat points to distribute across Strength, Endurance, Agility, Intelligence, and Wisdom.
| Stat | Effect |
|---|---|
| Strength | Physical damage |
| Endurance | Health pool, durability |
| Agility | Attack speed, evasion |
| Intelligence | Spell damage, mana pool |
| Wisdom | Healing power, mana regen |
| Armor Class | Damage reduction |
Players choose from 6 character archetypes: Knight, Barbarian, Engineer, Mage, Rogue, and Paladin. Each has unique head models with 24 material/texture variants. Base stats are identical, allowing full build freedom through stat point allocation.
| Level | XP Required | Level | XP Required |
|---|---|---|---|
| 1 | 0 | 11 | 344,700 |
| 2 | 1,000 | 12 | 441,442 |
| 3 | 5,713 | 13 | 553,700 |
| 4 | 15,900 | 14 | 682,500 |
| 5 | 32,960 | 15 | 828,700 |
| 6 | 58,137 | 16 | 993,480 |
| 7 | 92,590 | 17 | 1,177,700 |
| 8 | 137,420 | 18 | 1,382,400 |
| 9 | 193,690 | 19 | 1,608,300 |
| 10 | 262,450 | 20 | 1,857,000 |
Combat is real-time with ability cooldowns, cast times, and stat-based damage scaling. Players can auto-attack or manually cast abilities from the hotbar (keys 1-9).
| Ability | Type | Damage/Effect | Cooldown | Requirements |
|---|---|---|---|---|
| Base Attack | Physical | 10-20 dmg | 1s | None |
| Slice Attack | Physical AoE | 20-40 dmg (6u radius) | 2s | None |
| Fire Dart | Fire Spell | 50-60 dmg, costs 5-10 mana | 1s | Level 2, INT 21, WIS 21 |
| Poison | Water DoT | 5-10 dmg x5 ticks, costs 5-10 mana | 10s | Level 3, INT 25, WIS 19 |
| Light Heal | Healing | +100-200 HP, costs 2-3 mana | 1s | Level 2, INT 15, WIS 19 |
Each ability scales with its affinity stat. Physical abilities scale with Strength, fire spells with Intelligence, and heals with Wisdom. Damage ranges are rolled randomly between min and max values per ability. Armor Class reduces incoming physical damage.
Head, Amulet, Chest, Pants, Shoes, Weapon, Off-Hand, Ring 1, Ring 2, Back.
| Item | Type | Stats | Rarity | Value |
|---|---|---|---|---|
| Sword | Weapon | +10 STR, 1-3 dmg | Normal | 100g |
| Shield | Off-Hand | +5 AC | Normal | 2,000g |
| Helm | Head | +5 AC | Normal | 2,000g |
| Mage Hat | Head | +5 AC | Legendary | 2,000g |
| Purple Robe | Chest | +5 AC | Normal | 2,000g |
| White Robe | Chest | +5 AC | Rare | 2,000g |
| Amulet | Amulet | +5 INT, +5 WIS | Legendary | 2,000g |
| Health Potion | Consumable | +25 HP | Normal | 150g |
| Mana Potion | Consumable | +25 MP | Normal | 150g |
Players have 23 inventory slots and a 9-slot hotbar. Items can be equipped, consumed, dropped, sold, or traded. Consumables stack, equipment does not.
| Zone | Type | Content |
|---|---|---|
| Lighthaven Town | Hub / Open World | 10+ NPCs, vendors, trainers, quests, 15 bandits in south forest |
| Training Ground | Practice Area | Training dummies for combat practice |
| Lighthaven Dungeon L1 | Dungeon | 25 rat enemies, dark environment |
| NPC | Role | Location |
|---|---|---|
| Blacksmith Garin | Equipment Vendor | Lighthaven Town |
| Merchant Elara | Potion Vendor | Lighthaven Town |
| Mira The Sorceress | Magic Trainer (Fire Dart, Poison) | Lighthaven Town |
| Priestess Alice | Healer / Quest Giver | Lighthaven Town |
Additional ambient NPCs patrol Lighthaven: Farmer Jorin, Bartender Morin, Caretaker Ren, Madame Seraphina, and various citizens.
Quests are given by NPCs and tracked with status progression: Not Accepted → Accepted → Objective Update → Ready to Complete → Completed. Current quest types include Kill Amount (defeat X enemies) and Talk To (interact with NPC).
Dangerous Errands (Repeatable): Defeat 5 Bandits in the south forest for Priestess Alice. Reward: 500 XP + 50 gold.
Circle RPG uses Colyseus for server-authoritative real-time multiplayer. All game logic runs server-side to prevent cheating.
| Parameter | Value |
|---|---|
| Max Players Per Room | 64 |
| State Sync Rate | 100ms (10/sec) |
| Database Save Rate | 10,000ms |
| Transport | WebSocket |
| Authentication | Token-based |
The server maintains authoritative state for all entities (players, NPCs, enemies, loot). Player-specific data (inventory, abilities, quests, gold) is filtered so each client only receives their own private data. Public data (position, health, level, equipment) is synced to all clients.
Enemies use a state machine with 4 states: Idle, Patrol, Chase, and Attack. Enemies detect players within 6 units and chase for up to 4 seconds. They attack when within 2 units. Defeated enemies respawn after 20 seconds.
| Property | Value |
|---|---|
| Name | Circle RPG |
| Ticker | $RPG |
| Blockchain | BNB Smart Chain |
| Standard | BEP-20 |
| DEX | PancakeSwap |
| Transaction Tax | 3% |
The 3% tax applies on every buy and sell transaction. This ensures a continuously funded reward pool for active players while sustaining marketing efforts to grow the community.
Players earn $RPG tokens by playing the game. Rewards are distributed from the in-game reward pool funded by the 2% transaction tax.
| Activity | Reward |
|---|---|
| Kill Monster | +10 $RPG |
| Defeat Boss | +100 $RPG |
| Complete Quest | +50 $RPG |
Gold is the in-game currency separate from $RPG. It is used for:
Defeated enemies drop items based on weighted loot tables. Drop probabilities from bandits:
| Item | Drop Weight |
|---|---|
| Mana Potion | 40% |
| Health Potion | 25% |
| Sword | 10% |
| Shield | 5% |
| Purple Robe | 5% |
| Amulet (Legendary) | 1% |
| Phase | Milestone | Status |
|---|---|---|
| Q1 | 3D Game Engine (Babylon.js 8.28) | Done |
| Q1 | Multiplayer Server (Colyseus 0.15) | Done |
| Q1 | Character Classes & Real-time Combat | Done |
| Q1 | Landing Page & Whitepaper | Done |
| Q2 | $RPG Token Deploy on BSC (BEP-20) | Upcoming |
| Q2 | PancakeSwap Listing | Upcoming |
| Q2 | Wallet Integration (MetaMask) | Upcoming |
| Q2 | Community Building | Upcoming |
| Q3 | In-Game $RPG Reward System | Planned |
| Q3 | NFT Equipment | Planned |
| Q3 | New Dungeons & Zones | Planned |
| Q3 | Leaderboard | Planned |
| Q4 | PvP Arena | Planned |
| Q4 | Guild System | Planned |
| Q4 | NFT Marketplace | Planned |
| Q4 | Mobile Version | Planned |
© 2025 Circle RPG. $RPG is a utility token. Not financial advice. DYOR.