amperia · complete guide · also readable by machines at /llms.txt

THE FIELD GUIDE

The whole city, page by page — how to play, how the city pays you in Bolts, and how $AMP works. New here? Start at the top and just keep reading.

start · what is amperia

You are a Spark — one of the people who keep a dark city burning. You gather salvage from the heaps, delve brass and amperite, skim glowkoi from the canals, tune signal from the antenna masts, craft and upgrade your gear, run a shop in the night market, and help feed the Great Dynamo that lights the whole place.

It's a cozy, social, open-world game first. The token, $AMP, is the premium layer on top — it buys identity and access, never power. Everything that makes you stronger comes from playing.

The one-line version: gather → sell → spend, and keep the city lit. Everything else is detail.

start · getting in

Amperia runs on your wallet. Connect any Solana wallet — Phantom and friends — sign in, and you're a Spark — no email, no password, nothing spent and nothing leaves your wallet. Your wallet is your account.

Not ready? Spectate the city read-only without connecting anything, and walk in when you want to play.

Holding 1,000 $AMP becomes the key to the full city soon after launch — held in your wallet, never spent or taken. You keep all of it.

Then shape your Spark — skin, hair, jacket, flair. This is who the city knows you as, so make one worth remembering.

start · your first hour

The whole game grows out of one loop, and the city walks you through it the moment you arrive:

01

Gather. Find a glinting junk heap and work it with your Magclaw. It gives Salvage.

02

Sell. Carry your Salvage to a Merchant in the Nightstalls and sell it for Bolts.

03

Spend. Buy a Warmcup, better tools, or a tram ride. Now you're moving.

From there: trades to master, districts to open, a story to find in the dark, and a market that actually moves.

the game · the two currencies

Amperia keeps its game money and its token strictly separate. This is the most important thing on this page, and it's deliberate.

soft currency

BOLTS

The city's own currency. You get Bolts only by playing — selling resources, completing quests, running a stall. Bolts buy tools, repairs, consumables, tram rides, and gear upgrades.

Bolts never convert to the token. The game economy stays a game.

hard currency

$AMP

The premium layer, on Solana. Fixed supply, liquidity locked — no more can ever be made. $AMP buys cosmetics, memberships, market stall deeds, and other identity and access items.

$AMP never buys power. No stats, no faster gathering, no advantage.

Because the two never mix, playing the game can't mint or move the token, and spending the token can't buy your way to the top of the ladder. They live side by side.

the game · the six trades

Six trades, each with its own tool and a Mastery track from 1 to 50. You level them by doing them; higher Mastery opens better nodes, recipes, and cosmetic rewards — never raw power over other players.

TradeToolWhat you work
ScavvingMagclawJunk heaps → Salvage
DelvingDrillhammerBrass & Amperite from the deeps
SkimmingSkimnetGlowkoi from the water
TuningTunerSignal from antenna masts
BrawlingFeral junkbots and city threats
GriddlingRiveterCooking & crafting at the griddle

Gear climbs Tinker → Brassbound → Coilworked → Ampforged → Filament-grade. Hit Mastery 50 and claim the Mastercoil sash — a mark only the city's best wear.

the game · the world

Amperia is one connected city of floating districts, linked by the Tramgates. You leave the market to work the edges, and come back to trade.

The Filament — the beating heart. The Great Dynamo, the Nightstalls market street, the Ledgerhouse, the Amped Bar, the Fortune Coil. Where you start.

The Stacks — a vertical canyon of towers, rooftop markets and stair-runs. The tram between here and the Filament is a free round trip.

The Underworks — the dark beneath the platforms. Bring a lamp. See below.

More districts — the Tangle, the Terrarium, the Boneyards, the Canals and the Circuit open the city outward over time.

Tram rides between distant districts cost a few Bolts — a small toll that keeps the currency circulating. The nearest district is always free, so no new Spark is ever stuck.

the game · the underworks

Below the south platform, the freight lift drops into the Underworks — the one district where the city's light doesn't follow you. Down there you see and touch only what your own lamp reaches.

Craft a Wicklamp, feed it Cellwax, and go. The dark pays for its friction: richer amperite, exclusive rares, and pages of the city's oldest story. Sparkwisps drift visible in the black — the one hazard you can see coming.

Light is social: your lamp-pool merges with everyone else's, and you can rivet a permanent Heatlamp beacon to light a road for every Spark who comes after you. Run dry and the city still brings you home — a trail of embers always leads back to the lift, and the ride up is free, forever.

the game · the dark roads

The districts are islands, and the tram is not the only way between them. Four Dark Roads run the gaps — catwalks slung under the rails, unlit, with a lamp bracket every so often and nothing else.

Walking one is free. The tram costs a fare. That is the whole trade: the road gives you back the fare and asks for your Cellwax and your nerve instead. The same dark law as the Underworks applies — you see what your own lamp reaches, and no further.

Walk a road door to door, in one side and out the other, and it leaves you Road Dust for the Manifest. Turn back the way you came and it leaves you nothing. The dark only remembers the ones who went all the way through.

the game · the long dark

The city keeps its history in a questline called THE LONG DARK — eight chapters, told by the people who lived it: fourteen months when the light failed, and the winter that ended when something warm was found under the south platform.

Chapters are private — the city tells you the story at your own pace, and every chapter leaves you a keepsake: an untradeable curio that proves you heard it. Collect all eight and the Lampkeepers will know your name.

No spoilers here. Start at the Ledgerhouse and ask about the founding.

the game · the nightstalls

The Nightstalls are the market street — a row of stalls under strung lights that never quite closes. Two things happen here.

Buy and sell with the Merchants. NPC merchants like Sable buy your resources and sell you goods. Their prices move with real supply and demand across the whole city, so the resource everyone's dumping pays less, and the neglected one pays more. Watching prices is itself part of the game.

Run your own stall. Rent a stall, stock your shop, and it sells while you're offline. Set your prices, come back to a fuller coffer. Every trade, toll and repair is a real, measured economy — published openly in the City Ledger.

the game · cosmetics & the foundry

The Cosmetic Foundry is the premium shop, priced in $AMP. Everything in it is style — capes, crowns, coats, wings — and nothing in it affects gameplay. Pure look, no stats, ever.

Cosmetics come in three states, shown plainly: Available (in the Foundry now), Seasonal (leaves when the season ends, with the date shown well in advance), and Vaulted (a past season's set, retired for good and never sold again).

Scarcity here is honest: sets are scarce because of time, announced ahead, never through hidden odds or pressure timers. Amperia has no paid randomness anywhere — you always know exactly what you're getting.

the game · keeping the city lit

The Great Dynamo lights the city, and it runs on the whole population. Feed it amperite and the Citywide Charge meter climbs — hit the weekly threshold and the whole city literally brightens, the weekend turns festival, and the top contributors wear an untradeable glow.

The city keeps score of who kept it burning. It's a shared goal, not a grind — and it's the closest thing Amperia has to a heartbeat.

a day · the jobs board

A chalk board stands beside the Ledgerhouse with three contracts on it, and it is re-chalked every day at the reset. Delve brass out of the seams. Skim glowkoi for Vessa's pot. Walk a Dark Road door to door. Light a beacon in the dark.

They are drawn from the same pool for everyone, so the board is the same board across the whole city on any given day — you can ask another Spark what they are working on and the answer means something.

Each contract settles for Bolts at the board. Clear all three and it chalks a full card: a bonus and a keepsake for the Manifest. Miss a day and nothing happens at all — there are no streaks here, no catch-up debt, and tomorrow simply has a new board.

Your Rested Charge is posted beside it, so the one question the board answers is the only one worth asking on a fresh login: what is worth doing right now.

a week · crews

A crew is a name, a short tag, a banner in one of the city's six dyes, and a channel that reaches its Sparks wherever they are standing — the Underworks, a Dark Road, the far side of the Terrarium.

Charters are signed at the Crew Hall, a short walk from the Ledgerhouse, and cost Bolts. After that a crew costs nothing to run and pays nothing out. What it has instead is one shared week: the stokes its members put into the city, added up. Reach the mark together and the banner lights.

That is the only thing a crew grants, and it is regalia — a glow, on a banner, for a week. Crews make the city smaller. They do not make anyone stronger.

a week · a place of your own

A Loftpod berths in the Terrarium. It is a home in the plain sense: it holds nothing, defends nothing and improves nothing about you.

What it does is furnish. Five slots — a rug underfoot, a lamp beside the door, a shelf on the wall, something growing at the step, a banner overhead — each with pieces to choose between and each dyed in one of the six family colours. The lamp throws a real pool of light on the walkway at night.

Furnishing spends Bolts, and swapping a piece spends again; recolouring what is already there costs a little. Nothing about it is refundable and nothing about it pays back. It is the corner of the city that is yours, and the Sparks who walk the Terrarium terraces will see it.

contests · the dark run

A timed run through the Underworks, once a week. One paid entry per Spark, and those entries are the entire pot — nothing is added from anywhere else, so the run cannot print anything into the city.

The week settles, the fastest take the purse, and it waits for you to come back rather than landing in an empty pocket. Full standings and every settled week are published in the City Record.

contests · duels

Two Sparks, an agreed stake, a ring at the Sparyard. The stake is put up by both sides; the rake is the city's cut and it is a sink, so a duel moves Bolts between Sparks and quietly removes a little. It never creates any.

Any path that does not end in a clean result — a disconnect, a walkout, a timeout — returns both stakes whole. Duels never touch the weekly goal board, and losing one costs you exactly what you agreed to and nothing else.

contests · the stoking

Every night the districts compete to keep the Great Dynamo fed. Spend Bolts and Amperite into your district's meter; the meter with the most at close lights that district for the night.

A stoke is spent the moment it lands. It is a sink, not a wager — the city consumes it whether your district wins or not. The night's purse returns only a published cut of what was consumed, to the winning district's contributors, in proportion to what each of them put in.

the token · the $amp flywheel

One wheel, one direction. Nothing is ever printed — the mint is renounced — and every part of the loop points the same way: supply down.

01

Hold 1,000 $AMP. Your key. Held in your wallet, never spent.

02

Play for Bolts. The city runs on Bolts. Bolts never touch the token.

03

Spend if you want. Cosmetics, memberships, stalls. $AMP only. Identity, never power.

04

Every spend burns 30%. Burned onchain at the till. The other 70% goes to the treasury.

05

Volume buys back. Creator rewards paid on $AMP's trading volume fund monthly buybacks: half burned, half to the champions' purse.

06

The 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.

the token · the city ledger

Every Bolt, trade, toll, burn and buyback is recorded. The City Ledger is the public dashboard where those numbers live — players, Bolts in circulation, Bolts removed by sinks, trades settled, the Citywide Charge, and (once the token layer opens) $AMP burned, the treasury balance, buybacks and the champions' purse.

It's updated in public, and nothing on it is ever estimated. Open the live City Ledger →

reference · controls & commands
Clickwalk, work a node, or talk to an NPC
Einteract with whatever you're standing next to
1–6tool belt / hotbar slots
I · K · G · J · Mpack · skills · goals · Manifest · minimap
Enterchat — hold E for emotes
Hrivet a Heatlamp beacon (Underworks)
Pposter mode — frame the city as key-art

Handy slash commands: /haul /park /near /crew /charge /help. The Manifest is your collection log — every first-find, craft and rare pays a one-time bonus and fills a page.

Poster mode (P). The HUD steps out, the frame letterboxes, and the city is graded for a still. A composition guide marks the three corners the house style asks for — the brightest light, the colour accent, and the void that gives the shot its depth — and tells you when the frame has all three. Inside it: L cycles the framing (2.39:1, 1.85:1, 16:9, 4:5), G hides the guide, C drops the grade, S saves the picture with the wordmark on it, Esc or P puts you back. Nothing pauses — the city carries on around the frame, and you can walk out of your own shot.

reference · the rules we keep

These aren't marketing lines — they're built into the code and the ledger, and they don't bend:

never a wage never pay-to-win never printed treasury never sold no paid randomness

Free and premium Sparks share identical rates, stats, drop tables and stall slots. Progression comes from playing. $AMP buys breadth and identity — memberships gate content, never advantage. And no randomized outcome ever follows a payment, anywhere.

reference · faq
How do I get in?
Connect a Solana wallet — Phantom and friends — and sign in. No email, no password — your wallet is your account. Or spectate the city read-only without a wallet, and connect when you want to play.
Do I need $AMP to play at launch?
No. At launch you just connect your wallet and play. Holding 1,000 $AMP becomes the key to the full city soon after — held in your wallet, never spent or taken. You keep all of it.
Can I turn Bolts into $AMP?
No. There is no path from Bolts, resources or items to the token. That wall is deliberate and permanent.
Does spending $AMP make me stronger?
No. $AMP buys cosmetics, memberships and stalls — identity and access. Power comes only from playing.
Is $AMP an investment?
No. $AMP is a utility token you use inside a game. This guide explains mechanism, not markets, and makes no promise about price.
How do I know the numbers are real?
The City Ledger publishes them in public, from the game's own records. Nothing is estimated.
the warden · docs helper

The Warden wakes with the token launch. Until then: the search box on the left reads every page of this guide, and machines can read the whole thing at /llms.txt.