Promotion · Our gameBELT WARS

Mine. Build. Conquer.

Free entry · Base network gas required
Play Belt Wars ↗
UNOFFICIAL — Cambria's public "Genesis — First Look" deck, with a plain-HTML breakdown. Not affiliated with Cambria.
← Wallet Checker 📜 Genesis field notes ▶ DeckRoadmapYieldGearArmourTech
Genesis

First Look

Oct 3rd, 2026 · 14 slides
The original

The deck

Genesis First Look — slide 1
Slide 1 / 14← → keys work too
SLIDE 3World design

Regional cities & trading posts

Five major cities, each with its own bank and auction house. Every city over-produces some goods and runs short of others, so prices drift apart. That gap is the whole engine: price gaps → arbitrage → caravans → ambushes, escorts and scouting intel. Goods moving between cities are taxed by player-owned buildings whose deeds are themselves auctioned and traded.

Separate markets

Five banks, five auction houses — no single global price.

Moving hotspots

The best farming spots shift around the map in real time, so farmers keep moving and colliding.

Where materials go

Crafting and enchanting is the sink — "gamba" crafting sessions that can mint Heirlooms and enchanted sub-tier gear.
SLIDE 4Launch sequence

Roadmap

Only the first step has a date. The others are relative — TGE, then testnet one step later, then mainnet.

TGE · ahead

TGE

$RSGP is issued. Mint proceeds have seeded the Treasury; day-one pools open and Bribes go live.

TGE + 1 · ahead

Testnet

Founding Charter holders get in first. Paid testnet + bug bounty to run the expedition loop, Treasury price and cities at scale.

Testnet + X · ahead

Mainnet

The persistent world opens: Energy burns, the Treasury buys, Silver mints, and the first era starts.

SLIDE 5The W1 loop

Charter ↔ Favor ↔ RSGP

The intended flywheel. Favor emission is fixed, so if the token price goes up, every Charter's share of that fixed emission is worth more in dollars.

6More settlers chase a fixed emission
1RSGP rises
2The fixed Favor emission is worth more
5Favor and Silver burned into the fund
W1Charter ↔ Favor ↔ RSGP
3Yield per Charter rises
4More proving up and commuting

Read it 1 → 6 clockwise, then back to 1

SLIDE 6Four kinds of reward

What pays, and who pays for it

Each reward type is graded on three questions: does it cost the Crown anything, does it only have value if someone else buys it later, and can it be dumped.

Real yield · Silver / stables

Alpha Pool capture, province tax, plot fees, sponsorship splits, Bribe yield on locked RSGP, loan interest, insurance premiums, jackpots, PvP loot.
Costs the Crown
Only the Alpha Pool — everything else is players paying players
Needs a next buyer
No
Dumpable
Cash out at the Gate (tariff)
Yields are always quoted in Silver, never in RSGP.

Token

Royal Favor (fixed, declining emission; 90-day vest), Royal Commissions (vested, clawed back if you miss a quarter), Bribes as a gacha.
Costs the Crown
Emission, plus stables for the gacha pool
Needs a next buyer
No, but moves with the price
Dumpable
Only via the exit path
Locked by default and the liquid route is strictly worse — a price rise lifts the dollar value of a fixed emission, not the number of tokens.

Appreciation

Charters, land, titles.
Costs the Crown
Nothing
Needs a next buyer
Yes
Dumpable
Yes
A cyclical harvest, never a budget line. Supply grows with work (proving up, commuting) and shrinks through promotion and upkeep.

Zero-dilution

Access (next Voyage allowlist, early entry to new regions, stake caps by tier), information (survey reports, early vein data), status (Renown, Nobility, titles, leaderboards), cosmetics.
Costs the Crown
Nothing
Needs a next buyer
No
Dumpable
No
Hand these out before stables — they can't be sold off.
SLIDE 7Gear rework

One stat formula for every item

S = 1.15(tier − 4) × (1 + 0.05 · enchant) × spec

+15% per tier · +5% per enchant step (0–3) · base stats are today's T4 numbers

T4 Adamantineequip 40 · floor of the real economy
T5 Obsidianequip 60 · serious grinders
T6 Dragonsteelequip 80 · the guild tier
T7 Cambrianequip 90 · needs raid catalysts

Tiers

Bronze, Iron and Steel (T1–T3) become tutorial/vendor gear. Requirements drop a tier — Adamantine goes from mining 80 to 40, so a casual player reaches T4 within days. Tier becomes an explicit number across all 313 equipment configs.

Enchant steps

A 0–3 enchant value stored on each item, not separate items — one order book per item type with a "4.1+" style filter. Done at city stations with odds that get worse each step; step 3 needs raid-boss cores.

Heirlooms

A 1–3% crafting outcome that comes out at step 3: named, visually distinct, shows who crafted it, announced to the city. Can't be enchanted further and is lost on death like everything else.
SLIDE 8Genesis expansion

The Royal Road

As the Treasury's buying grows each season, the Crown builds a paved road linking five chartered cities, with New Mortis and new settlements tied into one tax network centred on Dreadfort. The network itself — deeds, tolls, concessions — is sold at auction.

The slide shows the road drawn in red across the map, from Dreadfort in the west to the Capital in the south-east and up the east coast.

SLIDES 9–11Armour archetypes, T4 → T7

15 armour sets

Each archetype gets a body + head at every tier from T4 to T7. "Today" is the closest existing item in the current game. In the deck many T7 leather and robe slots are still empty placeholders.

ArchetypeRoleToday's closest item
Plate
KnightBaseline plate; best stab & slash defenceAdamantine Plate
JuggernautEven defence against every physical style; heaviest setObsidian
BerserkerTrades defence for melee strengthDragonsteel
StoneguardMagic defence and ailment resistanceReinforced Stoneplate
Royal GuardBest ranged defenceElite Crownlands
Leather
RangerBaseline leatherDragonhide + Robin Hood Hat
MercenaryChainmail; crush defence for long fights (chain stops being its own class)Adamantine Chain
TrapperUtility and ailment resistanceDelver's Leather
SkirmisherLight half-plate built for movementNone yet — the art is in the client but unused
AssassinOffence first, little defenceBlack Mask
Robes
WizardBaseline robeNightmare Robes + Wizard's Hat
MonkPhysical defence on a robe, less powerBattlemage Robes
ArchmageTop power with some defence; the expensive setAether Clocktower
CultistGlass cannonCultist Robes
WraithResists crowd control and ailmentsGhostly Robes and Hood
SLIDE 13Engineering

Genesis client v0 & server rework

Client overhaul

  • Entity engine v2 — 1,000+ entities on screen
  • Rebuilt on Svelte 5, Vite 8 and Tailwind 4
  • All 137 in-game interfaces load on demand: 392 up-front components → 44 (−89%)
  • Screens prefetch when you hover an NPC or object
  • Sprites, item art, projectiles and sound stream in
  • Off-screen art freed after 60 s; map tiles stream with you
  • Dropped connections on world entry retry up to 6×
  • Net ~80% less client CPU and memory

Server rework

  • New 120 GB RAM server sized for 10,000 concurrent players, with room for several worlds
  • Game server moved from Node.js to Bun — single-digit-ms latency in load tests
  • Stress-tested with bot players over live Colyseus connections; in extended stability testing
  • Memory per process cut from 12 GB to 1–2 GB
  • Map rework: startup memory ~800 MB
  • Smaller network payloads and a leaner client build

Slides 1–2 are the title and the Royal seal · slide 12 is blank · slide 14 is "Thanks~!"