DropRate ($DROP) — Whitepaper

A Solana token that pays its holders in games.

Version 1.1 · August 2026


1. Abstract

DropRate is a Solana token, $DROP, built around a single idea: holding it should pay you in real games. There are no staking contracts, no lockups, and no forms. If you hold $DROP, you are automatically entered into recurring prize draws for real, redeemable game keys. If you want to press your luck directly, you can open crates — a published-odds, provably-fair gacha that pays out the same kind of prizes.

Two things make DropRate different from the usual "hold and hope" token. First, every prize is a real game key — a downloadable game you actually own, not a jpeg, not a points balance. (Keys are sourced and redeemed through Steam today; the model isn't locked to any single store.) Second, the fairness is verifiable: draw winners and crate pulls are both resolved from drand, a public randomness beacon, using values that are committed before the randomness exists. Anyone can re-run the math and confirm a result was not tampered with.

DropRate is also a marketplace: verified developers sell game keys directly to players, and players can resell sealed keys they win — paid in $DROP, USDC, or SOL, with a discount for paying in $DROP. A native game launcher, giving players true on-chain ownership of the games they buy, is on the roadmap.

This paper documents how all of it actually works — the token, the draws, the crate system, the developer marketplace, the money flows, and the security model — at the level of the real implementation.


2. At a glance

Token $DROP, SPL Token-2022 on Solana
Supply 1,000,000,000 at launch · deflationary via on-chain burns, balanced by liquidity
Mint / contract 3AyrpVnc8MTDJLVLWGUQbthq4dwAycARygXpm6dSpump
Launch pump.fun · August 5, 2026
Prizes Real, redeemable game keys (Steam today)
Two ways to win Free Draws (hold to enter) · paid Crates (open to win)
Fairness drand-verified, commit-before-reveal, publicly reproducible
Ticket 10,000 $DROP = 1 draw ticket · capped at 100 tickets/wallet
Loyalty bonus Clean-hold streak earns bonus entries · +1/+2/+3/+5 every 2 days by tier · caps at 300
Crate prices $5 / $15 / $25 / $40, priced in USD, paid in $DROP
Every crate spend 70% treasury · 10% burned on-chain · 10% liquidity · 10% marketing
Marketplace Verified devs sell keys direct · players resell sealed keys · escrowed both sides
Payment rails $DROP, USDC, or SOL · same-currency settlement · 5% off when you pay in $DROP
Developer fee 1.5% in $DROP · 7% in USDC/SOL — vs the big platforms' ~30%
On the roadmap Native game launcher · NFT-owned games · resale with dev royalties

3. The $DROP token

$DROP is a Token-2022 mint on Solana. The backend does not hard-code this — it reads the mint account's owning program at runtime and adapts to whichever token program owns it — but in production $DROP is Token-2022, and every transfer and burn the system builds uses that program and the mint's real decimals (6).

Excluded wallets. Infrastructure addresses — the bonding-curve/launch wallet, liquidity pool, and team wallet — are held in an exclusions list and are removed before any draw ticketing. They cannot win.

Where crate revenue goes. Every dollar spent on a crate is split at the moment of purchase, in a single transaction, four ways (see §7): most funds the prize treasury, a slice is permanently burned, a slice deepens liquidity, and a slice funds marketing. The destinations are fixed, public wallets:

All three are fresh, public, on-chain-viewable wallets. The burn has no destination by design: burned tokens are removed from supply, never parked in a wallet anyone controls. The liquidity wallet is more than a holding address — it runs the project's flywheel (see §7.4).


4. Two ways to win

DropRate has two independent prize engines that share the same prize pool of real game keys and the same fairness backbone.

Draws are free and passive. Hold at least 10,000 $DROP and you are automatically entered in every draw — no clicking, no gas, no sign-up. Sell, and you lose your standing. This is the reward for holding.

Crates are active and paid. Buy a crate in $DROP and open it immediately for a chance at a game whose value scales with the crate tier, with published odds. Don't like what you pulled? Sell it back within a short window for 70% of what you paid.

Both resolve from the same public randomness beacon, and both hand out the same kind of prize: an encrypted, redeemable game key.


5. Draws (the raffle)

5.1 In plain English

Hold $DROP, get tickets, win games. The more you hold, the more tickets you have — up to a cap, so whales can't run the table. Selling drops you out. Draws happen on a schedule the team commits to in advance, and each winner is picked by public randomness nobody can predict or fake. Winners get a real key to claim.

5.2 Eligibility and tickets

5.3 Snapshots — the part you can't game

Eligibility is measured by snapshots: point-in-time reads of every holder's balance. The system takes one snapshot per window, but it fires at a cryptographically random minute inside that window and never announces when in advance. You cannot top up your bag one minute before a known snapshot, because the snapshot time itself is unpredictable.

5.4 Diamond hands: sell-detection

Holding is the whole point, so the system actively watches for selling across a rolling 12-snapshot lookback. A wallet stays eligible only if, across that window, its balance never decreases between snapshots and it never exits and re-enters. Sell any meaningful amount and you drop out of eligibility until you re-establish a clean holding streak.

The important nuance — spending on crates is not selling. The eligibility engine tracks an adjusted balance: your on-chain balance plus everything you've ever spent on crates. Because crate spending is added back in, buying crates can never make you look like a seller and never costs you your draw standing. Only actually transferring tokens out of your wallet counts as a sell. (This is backward-compatible: with no crate activity the math is identical to a pure holdings check.)

5.5 Diamond hands: the loyalty bonus

The same clean-hold streak that keeps you eligible also earns you extra draw entries — the longer and higher you hold, the more. A wallet's streak length (measured in time, so a single missed hourly snapshot can't reset a multi-day run) places it in a tier, and each tier accrues bonus entries at its own rate:

Tier Clean hold Bonus rate
Paper0–9 days
Bronze10+ days+1 entry every 2 days
Silver25+ days+2 entries every 2 days
Gold50+ days+3 entries every 2 days
Diamond100+ days+5 entries every 2 days

The bonus accumulates across the whole streak, and the rate steps up as you climb — a wallet that reaches a higher tier earns the faster rate only from that point forward, never retroactively. The first bonus unlocks at 10 days (Bronze), and the total is capped at 300 bonus entries, which a wallet fully maxes after roughly six months of unbroken holding.

These entries stack on top of your balance tickets (which are themselves capped at 100 per wallet, §5.2), so loyalty can be worth up to three times what holdings alone can — a deliberate tilt toward time-held over size-held. They are real entries, not a cosmetic badge: the draw runner folds each wallet's bonus into the ticket-weighted pool, and the exact pool — every wallet's identity and final ticket count, bonus included — is recorded per draw, so results stay fully reproducible (§12). Sell or transfer $DROP out and the streak, and its bonus, resets to zero; buying crates never breaks it (§5.4).

5.6 Free entry

You don't have to hold to play. Anyone can submit one free entry per wallet per draw, worth 1 ticket. Free entries run through anti-abuse (a hidden honeypot field and optional Cloudflare Turnstile), are deduplicated per wallet per draw, and sit in the same pool as held-ticket entries. This keeps the door open for everyone while holders still get proportional weight.

5.7 How a winner is chosen

Each draw is resolved in two committed steps:

  1. Commit. When a scheduled draw's time approaches, the system pins the exact future drand round it will use and marks the draw committed. The round number is public before that round's randomness exists — so the seed is fixed in advance and can't be shopped for.
  2. Reveal. Once the scheduled time passes, the system fetches that round's randomness (cross-checked across multiple independent drand relays) and selects winners deterministically:

For each winner slot i: HMAC-SHA256(seed, "drawId:i") mod totalTickets → walk the ticket-weighted pool to that index → that wallet wins. The winner is then removed from the pool (all its tickets leave) and the next slot is drawn. One win per wallet per draw.

Selection is weighted by tickets, without replacement, and is fully deterministic from the public seed — meaning anyone with the seed and the published holder set can reproduce the exact winners (see §12).

5.8 Claiming a prize

On draw cadence: the frequency of draws is set by the team, which schedules each draw and commits its time in advance; DropRate currently runs three draws per day. The snapshot cadence (hourly, random-offset) is automated and is what actually protects eligibility.


6. Crates (the gacha)

6.1 In plain English

Buy a crate, open it, get a game — instantly, with odds published right on the page. Bigger crates mean better games and better odds. Every pull is provably fair: it's resolved by the same public randomness beacon as the draws, from values locked in before the randomness exists. Pull something you don't want? You've got a few minutes to sell it back for 70%.

6.2 Crate tiers, prices, and odds

Crates are priced in USD and paid in $DROP at the live rate. The odds are fixed in code and validated to sum to 100% on every deploy.

Crate Price Common Rare Epic Legendary Pity floor
Common $5 90% 8% 1.8% 0.2% Rare
Rare $15 40% 45% 12% 3% Epic
Epic $25 20% 38% 32% 10% Epic
Legendary $40 0% 10% 50% 40% Legendary

A prize's rarity maps to the game's list price (MSRP), not its current sale price:

No crate may ever be priced above a $70 ceiling, enforced at load time.

6.3 Pity — no infinite cold streaks

Every crate has a pity floor: a rarity it will guarantee if you go cold. Within any window of 10 pulls, you are guaranteed at least one result at or above that crate's floor. Practically: a Rare crate can't leave you stuck in commons forever, and a Legendary crate's floor is Legendary. Pity is tracked per player and applied automatically.

6.4 Provably fair — how a pull is resolved

  1. Commit. When your payment confirms, the system pins a future drand round plus a unique per-pull nonce. Both are fixed before that round's randomness exists.
  2. Reveal. ~6 seconds later, the round's randomness is fetched and combined with your nonce:

u = (top 52 bits of sha256("seed:nonce")) / 2^52 → a uniform number in [0,1) → mapped through the crate's odds table (inverse-CDF) to a rarity.

  1. Reproduce. The result is a pure function of public inputs (crate, seed, nonce, pity-misses). The site's verify endpoint returns exactly those values so anyone can recompute the rarity and confirm it (see §12). Nothing about the outcome depends on hidden state.

6.5 The reveal gate — see the game, then decide

When a pull resolves, you're shown the game and its store price — but not the key yet. You then have a 4-minute research window to decide:

Sell-back is denominated in tokens, not dollars — you get back 70% of the $DROP amount you actually paid.

6.6 Out of stock, and the "owed" system

Prizes are finite. The system won't sell you a crate it can't honor: a crate is only openable if every materially-offered rarity (its pity floor, plus any rarity with odds of 1% or more) has at least one key in stock. Immaterial long-tail odds don't block a crate — e.g. a $5 Common crate keeps selling even when Legendaries are out, because its Legendary odds (0.2%) are below the 1% materiality line.

If a bucket happens to empty in the seconds between resolving and claiming, the pull becomes an "owed" IOU for that rarity, automatically fulfilled on the next restock. You never lose a won prize to a race condition.

6.7 The key vault and the sold-back lock

Keys are stored AES-256-GCM encrypted and only decrypted for their rightful owner. Sold-back keys rotate straight back into the mystery pool — a key you sold back can be won by someone else later.

That reuse is safe because of a strict two-condition ownership gate: a key's plaintext is only ever returned if the pull is in a revealed/kept state and the key is still bound to that pull. A sold-back key fails both conditions, so even though its ciphertext gets reused for the next winner, its previous holder can never see it again. Database-level uniqueness guarantees one key backs at most one live pull at a time, and one payment can back at most one pull (replay protection).


7. Payments and the split at source

7.1 One transaction, four destinations

Every crate purchase is a single buyer-signed transaction that splits the payment at the source into four legs with no dust lost:

The treasury leg takes the exact remainder after the other three are floored, so the four always re-sum to precisely what you paid. Each leg's destination is a fixed, public wallet you can watch on-chain.

7.2 A real burn, not a dead wallet

The 10% burn is a genuine on-chain burnChecked — the tokens are destroyed and total supply actually decreases. It is not a transfer to a burn address that quietly holds them. The confirmation step verifies the burn happened on-chain before crediting a pull. Because $DROP is Token-2022, the burn (and every transfer leg) is built against the correct token program and the mint's real decimals, detected automatically.

Every crate opened is therefore permanently deflationary on supply.

7.3 USD pricing, paid in $DROP

Crates are priced in USD but paid in $DROP. At quote time the system converts:

tokens = round( (price in USD ÷ live $DROP price) × 10⁶ )

and locks that amount for 2 minutes. You approve the exact token amount in your own wallet; an expired quote is rejected and re-quoted. Price drift between quote and payment can't break or exploit an order.

7.4 The liquidity flywheel

The liquidity leg isn't a passive parking spot — it's the engine that makes DropRate self-sustaining.

The 10% that flows to the liquidity wallet is deployed into concentrated liquidity positions for $DROP. That does two jobs at once: it deepens the market and tightens spreads for everyone trading $DROP, and it earns trading fees, largely in USDC.

That USDC is where the loop closes. Fee revenue from the liquidity positions is used to buy prize inventory — the game keys that fill the draws and crates — and to fund the team. So the economics run as a cycle rather than a one-way spend:

Crate opened → 10% deepens liquidity → liquidity earns USDC fees → USDC buys more prizes and sustains operations → a richer prize pool drives more activity → repeat.

Every crate that gets opened strengthens the pool that funds the next wave of prizes. The treasury (70%) directly backs prizes and buybacks; the liquidity flywheel is a second, compounding source of prize funding layered on top of it — and because the fees accrue in USDC, that funding doesn't depend on selling $DROP.

How the fees are allocated — prizes first. Liquidity fees are variable by nature: concentrated-liquidity positions only earn while price is trading through their active range, so fee income rises and falls with both volume and price. Because none of it is a dependable fixed amount, the USDC is allocated by a waterfall, not a flat cut:

  1. Inventory first. Fees top the prize inventory up to a healthy buffer — enough keys to comfortably cover expected payouts — before anything else is taken.
  2. Then split the surplus. Only fees beyond that buffer are shared, roughly 70% back into inventory and 30% to the team.

In lean weeks the buffer absorbs the fees and the team leans on its other income; in strong weeks the team shares the overflow. Prizes are funded before the founder, every time.

There's a monetary-policy angle here too. The burn (§7.2) steadily removes tokens from existence, while the liquidity leg pushes tokens back into circulation as tradeable float. The two are meant to pull against each other: the burn builds scarcity, the liquidity keeps the market deep and the circulating supply healthy. The result is measured, sustainable deflation — scarcity that compounds over time without starving the market of liquidity or lurching into a supply crunch.

7.5 The treasury as reserve

The treasury (70%) is the project's primary reserve, and its first duty is always prize solvency — funding draws, crates, and the 70% sell-back buybacks. Prizes come first, full stop.

Beyond that floor, the treasury doubles as a flexible reserve for the other three functions. When it holds a comfortable surplus above its prize and buyback obligations, the team may move some of that surplus out to deepen liquidity, fund marketing, or add to the burn — reinforcing whichever lever the project needs at the time. This only ever happens from genuine abundance: the treasury is never drawn down to a level that could put prize payouts at risk. These movements are discretionary and separate from the automatic at-source split above — the 70/10/10/10 on every purchase is fixed; treasury redistribution is an occasional, surplus-only action layered on top of it.

7.6 How the team is funded

The team takes no allocation from the token supply and nothing off the top of purchases. Team compensation comes from two variable, volume-linked streams:

Both rise and fall with activity, neither is a fixed draw, and neither is ever paid ahead of prizes. The team is funded by the same thing that funds the prizes — usage — which keeps incentives pointed the same direction as holders'.


8. The developer marketplace

Beyond winning games, DropRate is a place to buy them. The marketplace has two storefronts that share one escrow engine.

8.1 Direct and Resale

Direct is a store where verified developers sell their own game keys straight to players — no 30% platform cut, no middleman. Resale is a player-to-player market for sealed, never-revealed keys: a key you won in a draw or crate and don't want can be listed and sold on, because a sealed key still carries its full value.

Developers apply and are reviewed by a human before they can list. Approved developers also seed a small number of keys (about five) into the draw and crate pools — free exposure for them, more prizes for holders — which ties the store back into the prize engines.

8.2 Escrow and safety

Keys in the store are protected the same way DropRate protects prize keys, with an added escrow layer for the money:

8.3 Fees, currencies, and the $DROP advantage

Buyers pay in $DROP, USDC, or SOL — whichever a developer accepts — and settlement is same-currency: pay USDC, the developer is paid USDC; pay SOL, paid SOL. The escrow never holds one asset against a payout in another, so there is no currency risk on an open order. USD prices are converted at a live rate from the same public price source used for crate pricing (§10), locked for a short window at checkout.

The fee a developer pays depends on the rail, and it is designed to pull everyone toward $DROP without the platform subsidizing anything:

The buyer discount is self-funding, not a give-away. It is sized to the fee gap: because USDC/SOL cost a developer 7% while $DROP costs 1.5%, a developer nets about the same on a $DROP sale (after granting the 5% discount) as on a full-price USDC/SOL sale — a touch more, in fact. So the buyer is rewarded for paying in $DROP, the developer is neutral-to-better accepting it, and the treasury never dips into its own funds to cover the discount. Every rail still leaves a developer with far more than the big platforms' ~70% take.

8.4 Why these keys aren't NFTs

A redeemable third-party key is deliberately not wrapped in an NFT. Once such a key is revealed and redeemed it is spent, so an NFT "wrapper" around it would guarantee nothing and could be gamed. True on-chain ownership only becomes meaningful for native games delivered through DropRate's own launcher, where holding the token is what grants the right to play — that is the roadmap in §9.


9. Roadmap — the game launcher

This section describes planned functionality that is not yet live. It is on the record so the direction is clear; it is aspirational, not a promise (see the forward-looking note in §14).

The marketplace above resells keys. The next step is to sell games you truly own. DropRate plans a native game launcher — "buy a game and play it" — where the purchase mints an NFT of ownership to your wallet. Because the launcher checks that ownership at play time, the NFT is the license: transferring it transfers the game. (This is exactly why redeemable Steam keys can't be wrapped, but launcher-delivered native games can.)

Ownership here is a transferable license to play, not a transfer of the game's intellectual property. Timing and specifics will be documented when the launcher ships.


10. The price oracle

Pricing crates in USD means the system needs a trustworthy live $DROP price. It gets one, defensively:

Both guard parameters — the TWAP window and the deviation bound — are operator-tunable. They are deliberately run loose during volatile early trading and tightened as the market stabilizes, trading off manipulation resistance against not blocking sales during genuine rallies.


11. Security and trust model

DropRate's guarantee is "don't trust, verify." Here's the full picture, honestly stated.


12. Verify it yourself

Nothing here asks for blind trust.

A draw is reproducible from three public things: the committed drand round, the snapshot holder set (with its Merkle root), and the deterministic selection rule (HMAC-SHA256(seed, "drawId:i") mod totalTickets, without replacement). Fetch the drand value for the committed round, rebuild the ticket-weighted pool from the published holders, and you will land on the exact same winners.

A crate pull is reproducible from the values the verify endpoint returns for it: the crate, the drand round, the seed, your nonce, and your pity state. Compute u = (top 52 bits of sha256("seed:nonce")) / 2^52, map it through that crate's published odds, and you'll get the same rarity the site gave you.

Because the seed comes from a round that was named before it existed, no one — including the team — could have known or steered either result.


13. Team

DropRate is built and operated by a single anonymous developer. The team is intentionally lean and pseudonymous. That's a deliberate choice: the project is designed so its guarantees rest on verifiable mechanics — public randomness, on-chain burns, reproducible results — rather than on who is behind it. You don't have to trust the builder; you can check the chain. [TODO: add socials/contact here if you want them public.]


14. Risks and disclaimer

This document is for informational purposes only. It is not financial, investment, legal, tax, or accounting advice, and it is not a recommendation to buy, sell, or hold any asset. Nothing here is an offer to sell, or a solicitation of an offer to buy, any security, token, or financial instrument in any jurisdiction.

$DROP is a speculative digital asset. Its price can be extremely volatile and may go to zero. You could lose some or all of the value of any $DROP you acquire. Never commit funds you cannot afford to lose entirely. $DROP is not a share, equity, deposit, or debt instrument; holding it grants no ownership, dividend, or profit-sharing right, and no expectation of profit should be derived from the efforts of the team or any other party.

Crates and draws are entertainment. Opening a crate is a paid activity with a randomized outcome, offered for entertainment. Outcomes are determined by public randomness as described in this paper; no outcome is guaranteed, and past results do not indicate future results. Prize inventory, odds, tiers, prices, splits, windows, and every other parameter described here may change, and any feature may be paused, modified, or discontinued at any time.

Legal eligibility is your responsibility. You must be of the age of majority in your jurisdiction (at least 18) and legally permitted to hold digital assets and to take part in randomized-reward or prize activities where you live. Paid random-reward mechanics are regulated or prohibited in some places. DropRate makes no representation that the token, the draws, or the crates are lawful in your location. Do not participate where doing so would be unlawful; you are solely responsible for compliance with all laws that apply to you, including any tax reporting on winnings or gains.

Prizes are third-party products. Game keys are issued by third parties and are subject to those third parties' terms, availability, and regional restrictions. DropRate is not affiliated with, endorsed by, or sponsored by Valve, Steam, or any game publisher or platform. Redemption, activation, and use of any key are governed by the relevant platform's and publisher's terms.

No warranties. Everything described here is provided "as is," without warranties of any kind. Smart contracts and third-party infrastructure — including Solana, drand, price feeds, and storefronts — and the DropRate application itself may contain bugs, fail, or be exploited. To the maximum extent permitted by law, the DropRate team disclaims all liability for any loss or damage arising from use of the token or the platform.

Forward-looking statements. Any statements about future plans, features, or performance are aspirational, not promises, and are subject to change without notice.

By acquiring $DROP or using DropRate, you acknowledge that you have read, understood, and accepted this notice.


Appendix A — System constants

Every meaningful tunable, as implemented. Values marked (tunable) are set via configuration and may change.

Parameter Value
Decimals 6
Tokens per ticket 10,000 $DROP
Whale cap 100 tickets (1,000,000 $DROP)
Minimum to enter 1 ticket (10,000 $DROP)
Consecutive-snapshot requirement 4
Snapshot window 1 hour, random offset (tunable)
Sell-detection lookback 12 snapshots (tunable)
Winner key claim window 7 days
Randomness drand quicknet, 3-second rounds
Winner selection HMAC-SHA256(seed, "drawId:i") mod totalTickets, no replacement
Key encryption AES-256-GCM
Crate prices $5 / $15 / $25 / $40
Common odds 90 / 8 / 1.8 / 0.2 %
Rare odds 40 / 45 / 12 / 3 %
Epic odds 20 / 38 / 32 / 10 %
Legendary odds 0 / 10 / 50 / 40 %
Pity guaranteed floor within 10 pulls
Rarity by MSRP <$15 / $15–24.98 / $24.99–49.98 / $49.99+
Crate price ceiling $70
Sell-back 70% of $DROP paid
Reveal / research window 4 minutes
Out-of-stock materiality 1% odds
Payment split 70% treasury / 10% burn / 10% LP / 10% marketing
Burn real on-chain burnChecked (supply reduction)
Quote lock 2 minutes
Price TWAP window 30 min (tunable)
Price deviation guard 15% (tunable)
Conservative price max(spot, TWAP)
Marketplace fee — $DROP 1.5% (tunable)
Marketplace fee — USDC / SOL 7% (tunable)
Buyer $DROP discount 5% (tunable)
Escrow dispute window 72 hours (tunable)
Purchase quote lock 15 minutes (tunable)
Dev keys seeded to prize pools ~5 per approved developer
Loyalty tiers (clean-hold days) Paper 0 · Bronze 10 · Silver 25 · Gold 50 · Diamond 100
Loyalty bonus rate (per 2 days) Bronze +1 · Silver +2 · Gold +3 · Diamond +5 (tunable)
Loyalty bonus cap 300 entries (tunable)

DropRate ($DROP) · droprate.xyz