One wheel, one direction. Nothing is ever printed — the mint is renounced — and every part of the loop points the same way: supply down.
01Hold 1,000 $AMP. Your key. Held in your wallet, never spent.
02Play for Bolts. The city runs on Bolts. Bolts never touch the token.
03Spend if you want. Cosmetics, memberships, stalls. $AMP only. Identity, never power.
04Every spend burns 30%. Burned onchain at the till. The other 70% goes to the treasury.
05Volume buys back. Creator rewards paid on $AMP's trading volume fund monthly buybacks: half burned, half to the champions' purse.
06The city grows. Purses fund refereed finals. New Sparks bring keys. Supply only falls.
Where the money goes
When you spend $AMP in the shop, 30% is burned onchain immediately and 70% goes to the city treasury — a public wallet with two rules: it never sells, and its only outflows are further burns and the champions' purse (the prize reserve that pays refereed Circuit finals and world-firsts, under fixed caps). From the market's side, the treasury's share is as good as gone.
What funds the buybacks
Amperia's creator rewards — paid on $AMP's trading volume on Solana — fund an automated monthly buyback. Half of what it buys is burned; half tops up the champions' purse. Two independent paths, both pointing supply downward. And because $AMP fair-launched with no mint and no team allocation, none of it can ever be printed back.
Amperia is a game; $AMP is a token you use inside it, not an investment. This page describes how the mechanism works — it makes no promise about price or return, and it never will.