⛏ Mine-to-Earn on TON · Whitepaper v1.0

The mining game with a real economy.

Rignite is a crypto-mining game inside Telegram where rewards are backed by real advertising revenue — not by the deposits of the next player. RGNT is a GameFi utility token on The Open Network: fixed 100B supply, minting permanently revoked, verified on Tonkeeper. Not a meme coin — a working in-game economy you can withdraw from.

Token
RGNT
Total Supply
100B fixed
Network
TON
Standard
Jetton · 9 dec
Jetton Master · mint revoked 🔒 EQD4s-7jCQ_OBxNMjNagrLO3yFGAKadmwYc2jnpRMw1fcl2E
01 — ABSTRACT

Abstract

Most "tap-to-earn" games collapse because their tokens have infinite supply, no real backing, and no sinks — value depends entirely on new players arriving. Rignite is built to survive that trap.

Rignite is a mining-themed idle/clicker game that runs entirely inside Telegram as a Mini App. Players tap to mine, buy hardware to earn passive income, build a colony, climb leagues, and recruit teams. The in-game currency, Gold (RGT), is unlimited and off-chain — a score. Its on-chain counterpart, RGNT, is a fixed-supply TON jetton that players withdraw to their own wallets at a fixed rate of 3,000 RGT → 1 RGNT.

The defining property of Rignite's economy is that reward value is a fraction of real external revenue (advertising and Telegram Stars), captured in a transparent pool. The internal price of Gold is pool ÷ circulating supply. Because rewards are always a share of money already earned from outside the game, the operator cannot mathematically run at a loss, and the system is not a Ponzi: there is no presale, no deposit, and no promise of returns.

02 — CONTEXT

The Telegram & TON opportunity

Telegram's ~1 billion users and its native Mini App platform created the largest distribution channel in crypto's history. Games like Notcoin and Hamster Kombat onboarded tens of millions of wallets to The Open Network (TON) in months — proving a simple, tap-based game can bootstrap a token economy at web-scale, with zero install friction and built-in social virality.

But the same wave exposed a structural weakness. The overwhelming majority of these games share one flaw: the token is a pure faucet with no tap. Supply inflates without limit, there is no external revenue backing the reward, and the price holds only while new users keep arriving. When growth slows, the token — and the game — collapses.

Rignite keeps the frictionless, viral front end that works, but puts a sustainable, revenue-backed economy and a fixed-supply token underneath it.

03 — PROBLEM

Why tap-to-earn tokens die

♾️

Infinite inflation

Unlimited minting dilutes every holder. Scarcity — the source of value — never exists.

🎭

Ponzi dynamics

Rewards paid from new-player inflow, not revenue. Inflow stops → the floor disappears.

🤖

Bot farming

Automated multi-accounts drain the pool and poison fair distribution.

🕳️

No sinks

Tokens only created, never destroyed — supply grows forever, price only falls.

📉

Whale dumps

Unvested team & mega-holder allocations flood the market on day one.

⚖️

Legal fragility

Selling withdrawable coins to users for money is an unlicensed securities sale.

04 — THE GAME

Rignite: the product

A polished, mining-themed idle game — playable today at @RigniteBot in eight languages, on any phone, with no wallet required to play.

Core loop — tap to mine

Players tap a live mining circuit to earn Gold. Tapping consumes energy (base 1,000, regenerating over time), which caps grind sessions and creates natural return visits. A server-side rhythm multiplier rewards sustained, human-like tapping (×1.0 up to ×3.0 at peak "overload") — adding skill and feel without letting bots run away with rewards.

Hardware & passive income

Gold buys mining hardware along a single 40-tier ladder — CPU → GPU → ASIC → … → Quantum → Cosmic — across six unlockable districts. Each purchase raises passive income per hour, turning active play into an idle economy. Passive output accrues into a Shift Bucket (4–14 h capacity) that stops when full — converting idle income into a scheduled "come back and collect" mechanic rather than uncapped offline farming.

Meta-game & social systems

🏙️

Colony

Buildings produce internal ⚡ electricity (non-convertible) that powers deeper mining — no new coin emission.

🏆

Leagues

Six tiers, Bronze → Legend, by lifetime earnings. +2% mining per tier; Legend (100M) is aspirational.

🛡️

Teams

Up to 40 members, +10% mining, weekly & monthly leagues with per-member prizes — a recruiting engine.

🎁

Referrals

Two-sided bonuses + 2% capped commission + one-time rewards when an invitee proves to be real.

🔥

Daily hooks

Streaks, Daily Cipher, Daily Combo, and a skill-based Crystal mini-game drive return visits.

Contests & Stars

Leaderboards pay top players; Telegram Stars buy 1.5×–10× passive boosts. Real revenue, real prizes.

Every faucet is balanced and capped, and multiple coin sinks (hardware upgrades, bucket upgrades, cosmetic flair badges) permanently burn Gold — pulling supply down and supporting the internal price.

05 — ECONOMY

The revenue-backed economy

This is the heart of Rignite. Reward value is not invented — it is a transparent share of money the game has already earned from advertisers.

The price formula

Reward Pool (TON) ÷ Circulating Gold = Priceads grow the pool → price up · mining grows supply → price down · sinks burn supply → price up

The reward pool is funded by a fixed share of real advertising revenue. Watching ads grows the pool and raises price; mining more Gold raises supply and softens price; burning Gold in sinks lowers supply and lifts price. Cashing out does not move the price — it is paid from the pool at the current rate.

Why it cannot run at a loss

Only a share of revenue — the pool share — ever enters the reward pool; the remainder is a permanent margin and buffer. At launch the project runs a 100% pool share to maximise player value and bootstrap trust; roughly two months in, it settles to 60% pool / 40% operator margin. Because the pool is always a fraction of revenue already received, payouts can never exceed income. This is the structural opposite of a Ponzi.

Not a Ponzi — by construction

No user ever deposits money to receive a withdrawable coin (that would be an unlicensed securities sale). Revenue comes exclusively from advertising and Telegram Stars — non-refundable, off-chain purchases of convenience. The token's value is backed by that revenue plus real DEX liquidity, never by the next player's buy-in.

Two currencies, one clear value system

 Gold (RGT) — in-gameRGNT — on-chain
WhatScore / soft currencyReal crypto (TON jetton)
WhereGame database (off-chain)TON blockchain (on-chain)
SupplyUnlimited (mined)Fixed 100B — never re-mintable
ValueInternal (pool ÷ supply)Market (DEX + liquidity)
ObtainedEarned free by playingWithdrawn from Gold, or bought on a DEX

The bridge between the two is a fixed conversion: 3,000 Gold = 1 RGNT, withdrawable to any TON wallet (minimum 1 RGNT). Play converts effort into a real, tradeable asset.

06 — TOKEN

The RGNT token

RGNT is live on TON mainnet today — a standard jetton with a fixed supply and revoked mint authority.

100B
Total supply (fixed)
9
Decimals
TON
Network · jetton
🔒
Mint revoked

The jetton's mint authority is set to the zero address, meaning no new RGNT can ever be created — the 100 billion supply is permanent and verifiable on-chain. Contract metadata (name, symbol, image) is embedded on-chain, and the token already trades against TON on the STON.fi decentralized exchange.

Jetton MasterEQD4s-7jCQ_OBxNMjNagrLO3yFGAKadmwYc2jnpRMw1fcl2E
STON.fi RGNT / TON PoolEQDlWP6kFShkKH12YwoDrVAczrl6uZy4si7APPTG6AP2GJ8M

Utility. RGNT is the settlement layer of the Rignite economy: the asset players withdraw their mining effort into, trade on-chain, and — on the roadmap — hold for future in-game utility, governance, and ecosystem rewards.

07 — TOKENOMICS

Tokenomics & distribution

Of the fixed 100 billion RGNT, a strict 60 billion (60%) is reserved as the play-to-earn emission pool — the only source from which player withdrawals are paid. The remaining 40% underwrites liquidity, future listings, the team, and the ecosystem.

60% · Play-to-Earn 15% · Liquidity 15% · Treasury 8%
60% · 60B — Play-to-Earn rewards pool
15% · 15B — DEX liquidity (STON.fi / DeDust)
15% · 15B — Treasury (listings, market makers, marketing)
8% · 8B — Team (vested)
2% · 2B — Ecosystem & partnerships

Emission & the conversion rate

Players do not receive tokens in a single airdrop event. Instead, RGNT is emitted continuously as players convert earned Gold at the fixed rate of 3,000 Gold → 1 RGNT, up to the 60B cap. Because in-game Gold is uncapped but the on-chain conversion is hard-capped, the token supply released to players is bounded and predictable while the game economy stays flexible.

Vesting & anti-dump schedule

TrancheUnlock
Play-to-Earn (60B)Released gradually as players withdraw — never front-loaded
Liquidity (15B)Paired with TON in DEX pools; LP locked
Team (8B)12-month cliff + 24-month linear — a hard trust signal
Treasury (15B)Released only as needed for listings / market-making — transparent wallet
Ecosystem (2B)24–36-month linear for ongoing rewards

Value accrual: buyback & burn

A share of advertising revenue funds ongoing buyback & burn: RGNT is purchased from the open market and permanently destroyed, reducing supply and providing genuine price support. This is a treasury operation — not a promise of returns — keeping it clear of "guaranteed yield" legal risk.

08 — SAFEGUARDS

Anti-dump & anti-bot design

The failure modes that kill tap-to-earn projects are addressed explicitly, in code and in tokenomics:

Failure modeRignite's safeguard
Infinite inflationFixed 100B cap, mint authority revoked on-chain
Founder dumps tokenTeam locked — 12-month cliff + 24-month linear vest
Bot / multi-account farmingDesktop blocked at the edge, server-authoritative state, per-user write locks, tap-heat validation, bot flagging
Day-one sell pressureGradual emission, locked LP, no front-loaded unlocks
Shallow-liquidity manipulationDedicated liquidity tranche + accumulated ad-revenue TON; LP locked
"Rug pull" perceptionTransparent treasury, revoked mint, public vesting, on-chain verifiable
Unlicensed-securities riskNo presale, no deposits — revenue is ads + Stars only
Endless price declineMultiple coin sinks + revenue-funded buyback & burn
Server authority & fair distribution

All balances, energy, and income are computed and validated on the server — the client only displays. Combined with edge-level desktop blocking and behavioural tap validation, this keeps automated farming out of the reward pool and protects the integrity of any future snapshot-based distribution.

09 — TECHNOLOGY

Architecture

📱

Client

React + Vite + TypeScript Telegram Mini App. Zustand state, eight languages with RTL, optimistic UI with batched server sync.

⚙️

Server

Fastify + TypeScript, server-authoritative game logic, grammY Telegram bot, HMAC init-data auth, rate limiting.

🗄️

Data

PostgreSQL, production-grade — scales to hundreds of thousands of users. Lazy energy & passive-income computation.

💎

TON integration

Jetton transfers from a distributor wallet, TON Connect linking, ton-proof signature verification, on-chain settlement confirmation.

The codebase has passed an internal security review (130+ checks) covering distribution caps, per-user write locks, residual-balance protection, real transaction-hash verification, gas alarms, and timing-safe admin authentication. A third-party smart-contract & infrastructure audit is planned as the project scales.

10 — SUSTAINABILITY

Revenue model

Rignite earns real, recurring revenue independent of the token — the engine that funds the reward pool and buybacks:

Because both revenue streams are off-chain purchases of convenience — never withdrawable financial products — they are sustainable and carry low regulatory risk.

11 — ROADMAP

Roadmap

Foundation Shipped
  • Full game live on TON — 40-tier hardware, leagues, teams, referrals, daily hooks, 8 languages
  • Revenue-backed economy with transparent pool pricing; multi-network ads + Telegram Stars
  • RGNT jetton deployed on mainnet — 100B fixed supply, mint revoked
  • STON.fi RGNT/TON liquidity pool live; in-game Gold → RGNT withdrawal live
  • Colony meta-game (v2) rollout; internal security review (grade A)
Growth In progress
  • Measurable, in-Telegram user acquisition across mini-app ad networks
  • Deepen DEX liquidity & volume → aggregator visibility (GeckoTerminal live; DexScreener next)
  • Retention & first-session optimization; grow real active players and holders
Legitimacy Next
  • Token verification on Tonkeeper & ecosystem asset lists as growth metrics mature
  • Third-party smart-contract & infrastructure audit
  • Revenue-funded buyback & burn program at scale
Expansion Later
  • Centralized exchange listings funded from treasury (market-maker + liquidity)
  • Deeper token utility: staking, governance signalling, ecosystem rewards
  • New game content, seasons, and NFT/cosmetic layers
12 — TEAM & GOVERNANCE

Team & governance

Rignite is developed and operated by Rignite Labs, an independent studio building consumer crypto games on The Open Network. The core team is intentionally pseudonymous — a common and accepted practice across the TON and wider crypto ecosystem — and spans game design, full-stack and blockchain engineering, token-economy design, and growth.

The team's RGNT allocation is fully vested (12-month cliff + 24-month linear) to align long-term incentives and prevent dumping. The project treasury is held in a transparent, on-chain-visible wallet. A formal legal structure — for example, an offshore foundation — will be established with qualified crypto-legal counsel ahead of any formal token offering or centralized-exchange listing.

13 — LEGAL

Risks & disclaimers