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Circle RPG Whitepaper

Technical documentation for the Circle RPG ecosystem, $RPG token, and Play-to-Earn mechanics on BNB Smart Chain.

BEP-20
Token Standard
3%
Transaction Tax
3D MMO
Game Engine

Table of Contents

  1. Introduction
  2. Technology Stack
  3. Game Mechanics
  4. Character System
  5. Combat & Abilities
  6. Equipment & Items
  7. World & Quests
  8. Multiplayer Architecture
  9. $RPG Tokenomics
  10. Economy & Rewards
  11. Roadmap

1. Introduction

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.

2. Technology Stack

ComponentTechnologyVersion
3D EngineBabylon.js8.28.3
MultiplayerColyseus0.15.57
State Sync@colyseus/schema2.0.37
ServerExpress + Node.js4.19.2
DatabaseSQLite / MySQL5.1.7 / 3.10.2
LanguageTypeScript5.4.5
BundlerWebpack5.92.0
BlockchainBNB 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.

3. Game Mechanics

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.

Core Loop

Progression

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.

4. Character System

Player Stats

StatEffect
StrengthPhysical damage
EnduranceHealth pool, durability
AgilityAttack speed, evasion
IntelligenceSpell damage, mana pool
WisdomHealing power, mana regen
Armor ClassDamage reduction

Character Customization

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 Progression

LevelXP RequiredLevelXP Required
1011344,700
21,00012441,442
35,71313553,700
415,90014682,500
532,96015828,700
658,13716993,480
792,590171,177,700
8137,420181,382,400
9193,690191,608,300
10262,450201,857,000

5. Combat & Abilities

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 List

AbilityTypeDamage/EffectCooldownRequirements
Base AttackPhysical10-20 dmg1sNone
Slice AttackPhysical AoE20-40 dmg (6u radius)2sNone
Fire DartFire Spell50-60 dmg, costs 5-10 mana1sLevel 2, INT 21, WIS 21
PoisonWater DoT5-10 dmg x5 ticks, costs 5-10 mana10sLevel 3, INT 25, WIS 19
Light HealHealing+100-200 HP, costs 2-3 mana1sLevel 2, INT 15, WIS 19

Damage Calculation

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.

6. Equipment & Items

Equipment Slots (10)

Head, Amulet, Chest, Pants, Shoes, Weapon, Off-Hand, Ring 1, Ring 2, Back.

Item Rarity

Available Items

ItemTypeStatsRarityValue
SwordWeapon+10 STR, 1-3 dmgNormal100g
ShieldOff-Hand+5 ACNormal2,000g
HelmHead+5 ACNormal2,000g
Mage HatHead+5 ACLegendary2,000g
Purple RobeChest+5 ACNormal2,000g
White RobeChest+5 ACRare2,000g
AmuletAmulet+5 INT, +5 WISLegendary2,000g
Health PotionConsumable+25 HPNormal150g
Mana PotionConsumable+25 MPNormal150g

Inventory

Players have 23 inventory slots and a 9-slot hotbar. Items can be equipped, consumed, dropped, sold, or traded. Consumables stack, equipment does not.

7. World & Quests

Locations

ZoneTypeContent
Lighthaven TownHub / Open World10+ NPCs, vendors, trainers, quests, 15 bandits in south forest
Training GroundPractice AreaTraining dummies for combat practice
Lighthaven Dungeon L1Dungeon25 rat enemies, dark environment

NPCs

NPCRoleLocation
Blacksmith GarinEquipment VendorLighthaven Town
Merchant ElaraPotion VendorLighthaven Town
Mira The SorceressMagic Trainer (Fire Dart, Poison)Lighthaven Town
Priestess AliceHealer / Quest GiverLighthaven Town

Additional ambient NPCs patrol Lighthaven: Farmer Jorin, Bartender Morin, Caretaker Ren, Madame Seraphina, and various citizens.

Quest System

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.

8. Multiplayer Architecture

Circle RPG uses Colyseus for server-authoritative real-time multiplayer. All game logic runs server-side to prevent cheating.

Server Specs

ParameterValue
Max Players Per Room64
State Sync Rate100ms (10/sec)
Database Save Rate10,000ms
TransportWebSocket
AuthenticationToken-based

State Synchronization

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.

AI System

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.

9. $RPG Tokenomics

Token Details

PropertyValue
NameCircle RPG
Ticker$RPG
BlockchainBNB Smart Chain
StandardBEP-20
DEXPancakeSwap
Transaction Tax3%

Tax Breakdown

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.

10. Economy & Rewards

Earning $RPG

Players earn $RPG tokens by playing the game. Rewards are distributed from the in-game reward pool funded by the 2% transaction tax.

ActivityReward
Kill Monster+10 $RPG
Defeat Boss+100 $RPG
Complete Quest+50 $RPG

In-Game Gold Economy

Gold is the in-game currency separate from $RPG. It is used for:

Loot Drop System

Defeated enemies drop items based on weighted loot tables. Drop probabilities from bandits:

ItemDrop Weight
Mana Potion40%
Health Potion25%
Sword10%
Shield5%
Purple Robe5%
Amulet (Legendary)1%

11. Roadmap

PhaseMilestoneStatus
Q13D Game Engine (Babylon.js 8.28)Done
Q1Multiplayer Server (Colyseus 0.15)Done
Q1Character Classes & Real-time CombatDone
Q1Landing Page & WhitepaperDone
Q2$RPG Token Deploy on BSC (BEP-20)Upcoming
Q2PancakeSwap ListingUpcoming
Q2Wallet Integration (MetaMask)Upcoming
Q2Community BuildingUpcoming
Q3In-Game $RPG Reward SystemPlanned
Q3NFT EquipmentPlanned
Q3New Dungeons & ZonesPlanned
Q3LeaderboardPlanned
Q4PvP ArenaPlanned
Q4Guild SystemPlanned
Q4NFT MarketplacePlanned
Q4Mobile VersionPlanned

© 2025 Circle RPG. $RPG is a utility token. Not financial advice. DYOR.