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Eternal Paradox — The Litepaper

Eternal Paradox — The Litepaper


Learn the details of the Eternal Paradox economy of rewards and ownership!

Eternal Paradox is an immersive 4x conquest game infused with fast-paced RPG battles, PvP elements, real ownership and player rewards. Players are invited to engage in strategic and competitive gameplay utilizing upgradeable Fortresses and Mercenary characters. At the heart of this captivating game lies the ETIME token, a meticulously designed economic driver that plays a pivotal role in shaping the game’s system of web3 player rewards.

Because of its unique temporal paradox narrative elements, Eternal Paradox creates a world that repeats itself endlessly in 49-day cycles, allowing both for large scale seasonal competition and daily gameplay rewards. While the 49-day story always begins and ends with the same events, what happens in between is entirely up to the players.

Eternal Paradox will be completely free to play, meaning that any user can participate, competing in 4x and RPG gameplay without owning any tokens, and even without a Gala Games account.

The Essence of Eternal Time

ETIME, the lifeblood of Eternal Paradox, serves as the game’s native token, crafted to enhance the overall gameplay experience by adding greater depth to the game’s reward economy. This token, with a maximum supply of 200,000,000, fuels various aspects of Eternal Paradox, from incentivizing player participation to rewarding outstanding achievements.

Official Eternal Time (ETIME) Contract Address (Etherscan link):

https://etherscan.io/address/0x55fA68BcC23Bc2907261F89eB9543f11F4088271

ETIME — The official reward token of Eternal Paradox

The Flow of ETIME: Faucets

The creation of ETIME takes place daily and is carefully calibrated to maintain a balanced ecosystem, as well as a sustainable and engaging environment for all players.

1% of generated ETIME will always go to operators of Gala Games Founder’s Nodes as an ongoing reward for powering the game’s web3 features, and for their ongoing participation and roll into operation of the Gala network.

The remaining 99% of generated ETIME is driven by two key factors:

1. ETIME from Gem Utilization: 0.90 times the total number of Gems consumed in the previous day.

Partially tying token emission to gem expenditure helps enable stability in the system by distributing more to ALL players as and when premium currency usage increases.

2. ETIME from Stamina Expenditure: 0.009 times the total Stamina used in the previous day.

Using stamina expenditure to help determine the remaining emission of ETIME tokens enables the growth of the emissions and distributions schedule to align with the growth of Eternal Paradox and the engagement of its players

NOTE: When multiple game servers are used, multipliers are applied when Victory Points are created, taking into account the Gem purchases and Stamina consumption generated by each server and reflecting the ecosystem activity of each server.

Reaping Rewards: Seasonal and Daily Distributions

ETIME tokens are usable to players as in-game currency, and will also be rewarded to players who dedicate their time and strategic prowess to Eternal Paradox. These rewards are distributed through two primary channels:

1. Seasonal Rewards:

60% of distributable ETIME tokens are allocated to players based on their performance during each season. Players earn Victory Points (VPs) through various gameplay activities (outlined below). At the end of each season, players are rewarded with ETIME proportionate to the VPs they have accumulated.

  1. Conquest: 36% of tokens are allocated to recipients of Conquest Victory Points (CVPs). Conquest VPs will be awarded to the Top 3 placing Guilds per round in each occupation battle over the course of the season based on ranking and Guild contribution. Each season consists of 3 rounds. Guild members will receive VP for each round based on the Guild’s contribution rate. To prevent abuse, the maximum individual contribution within a Guild is limited to 10%.
  2. Arena: 12% of tokens are allocated to recipients of Arena Victory Points (AVPs) per round. Each season consists of 7 separate Arena rounds. Arena VPs are awarded to the top 500 players per round. At the end of each season, tokens are distributed to each individual based on their share of AVP out of the total AVP (all players) for the season.
  3. Battle Power: 12% of tokens are allocated to recipients of Battle Victory Points (BVPs). Battle VPs will be awarded to the top 500 ranked players based on the highest level of combat power during the season. Tokens will be paid out at the end of the season according to the token distribution rate determined by leaderboard rank.

2. Daily Rewards:

The remaining 40% of distributable ETIME tokens are distributed as daily gameplay rewards to the top 1000 ranked players. Players earn Daily Prize Points in many ways:

  • Increasing Captain level or Headquarters level
  • Completing Daily Missions
  • Reaching reward milestones in Challenge Events
  • Gaining resources through battles in the field while residing on NFT land with available DPP allotment remaining
  • Gathering from resource sites in the field
  • Achieving maximum Mercenary skill level
  • Achieving 3rd Mercenary Awakening or Re-Awakening
  • Leveling a Mercenary to level 40 or level 50
  • Reaching +10 on a 6* or 7* equipment
  • Promoting Mercenaries

Daily rewards are distributed at the end of each day (at 4pm PT, which is 0 UTC), with ETIME distribution determined by Daily Prize Points, which are converted into Daily Victory Points at the time of distribution. Daily Victory Points are then used to determine the portion of the available ETIME rewards distributed to each user for the day’s reward distribution.

In order to take advantage of certain types of Daily Rewards, players must control Land. Land may be GalaChain minted items (which are player-owned and fully transferable), or rented on a seasonal basis for a Gem cost.

Land: Core of Rewards

In Eternal Paradox, playing with other users on a limited-size field makes land a crucial element. Not only does land offer Daily Prize Points, but it also hosts various in-game functions designed to benefit both individuals and Guild members, providing a substantial advantage toward dominating the server.

Land offers the following benefits:

  • Players earn daily prize points when certain resources are hunted on the land. For every 1M wheat obtained on the land, each player on that land acquires 100 daily prize points.
  • Land owners receive a set percentage of resources obtained by users hunting on their land. Land owners can choose to receive wheat, iron ore, or energy resources.
  • Players may select an in-game buff based on their rank:
  • Acquire soldier buffs of the same attribute as the closest exploration site.
  • Land owners have the ability to kick players from their land. Unwanted players or hostile guild members on one’s land may be kicked without any restrictions.

Mercenaries: The Keys to Enhanced Rewards

Mercenaries, the loyal companions of players in Eternal Paradox, play a crucial role in maximizing ETIME rewards. Players who own minted Mercenaries earn Daily Prize Points for completing gameplay activities based on their Mercenaries’ attributes, the number of Mercenaries owned, and the rarities of those Mercenaries. Daily Prize Points determine the amount of DVPs earned, ultimately influencing the ETIME rewards received for that day.

Additionally, players who utilize owned (GalaChain minted) Mercenaries will enjoy Immortal Stats for those Mercenaries. NFT Mercenaries can choose a number of Immortal Stats to grow based on their rarity. When that specific activity is performed in game, the stat will advance. These Immortal Stats do not reset at the end of a season.

These stats allows players to specialize their Mercenaries in certain aspects of gameplay. All Mercenaries’ stats and levels will reset with every season reset — with the exception of NFT Mercenaries’ Immortal Stats. This gives players who use owned Mercenaries the ability to build up a distinct gameplay edge over time as an ownership reward.

Owners of minted Mercenaries can receive additional DVP for holding minted Mercenaries. These additional Mercenary bonuses are cumulative, meaning the more minted Mercenaries you hold, the greater the bonus, with a maximum per player of 100% bonus. The DVP bonuses for different rarities of minted Mercenaries are listed below:

Common: 1%
Uncommon: 1.5%
Rare: 2%
Epic: 2.5%
Legendary: 3.5%
Ancient: 5%

This is Alex (Legendary pictured), Captain Bianca’s faithful first mate!

Immortal Emblems & Mercenary Rarity

Mercenary rarity also affects the base stats and experience gained through gameplay. Specifically, the base stats of minted (NFT) Mercenaries is up to 30% higher (depending on rarity) than their in-game-only equivalents. The rarity of in-game-only Mercenaries may be established through the use of Immortal Emblems, with each rarity requiring varying numbers of Immortal Emblems.

Once Immortal Emblems are appropriately applied to an in-game-only Mercenary, that Mercenary then becomes Mint-Ready, able to be minted into an owned version of the same Mercenary, making it transferable and bridgeable, adding Immortal Stats and other benefits of minted Mercenaries.

Once an in-game-only Mercenary has been minted, its rarity is locked in forever and Immortal Emblems can no longer be used on that Mercenary.

Immortal Emblems (pictured — 100 Immortal Emblem pkg) are available in the Gala Games store.

Sinks: Balancing the Ecosystem

Eternal Paradox implements a system of token sinks, each of which causes ETIME tokens to be removed from circulation. These sinks primarily consist of in-app purchases, where players can utilize ETIME to acquire various in-game assets and upgrades. All spent ETIME tokens are burned, ensuring a balance between token issuance and utilization.

Please note that some items and upgrades will only be available for ETIME.

Sinks may include (but are not limited to):

  • Purchases of Mercenary NFTs
  • Mercenary Summoning
  • Land NFT Purchases
  • Land NFT Rentals
  • Fortress Upgrade Costs
  • Mercenary Upgrade Costs
  • Purchases of Immortal Emblems

For Casual and Competitive Gamers Alike

Eternal Paradox seamlessly integrates on-chain and off-chain assets, creating a captivating and rewarding experience for both casual and competitive gamers. The ETIME token serves as the cornerstone of this ecosystem, incentivizing participation, rewarding achievements, and fostering a dynamic and engaging environment. By encouraging social gameplay and collaboration, Eternal Paradox empowers players to conquer the battlefield and reap the rewards of their strategic prowess.

Eternal Paradox Store

Join the discussion in Discord


NOTE: All details in this Litepaper are subject to change — Changes will be logged in this area when the Litepaper is updated

12/8/23 — Edited “Daily Rewards” section to indicate that the top 500 ranked players receive daily rewards.

12/18/23 — “Arena” section of Seasonal rewards updated for specificity

12/18/23 — Daily rewards updated to top 1000 players (previous top 500)

12/18/23 — Rarity-based stat variation of owned Mercenaries compared to in-game-only Mercenaries updated to 30% (previously 60%)

1/21/24 — Edited for clarity under “Mercenaries: The Key to Enhanced Rewards”

1/21/24 — Added additional ways to gain DPP under “Daily Rewards”

New Year, New Legacy!

New Year, New Legacy!


One month into launch, we’re looking towards the future! Big updates on the horizon for all our enterprising players.

Hello, Legacy fans!

Despite some of our annoying bugs taking their toll and making a real nuisance of themselves, largely we are happy with how the release has gone. We’d like to take this opportunity to thank you all. Our community has been very responsive and forthcoming with questions, concerns and suggestions and we have taken it all on board, and put a lot of effort into alleviating some of Legacy’s growing pains while looking forward to how we might make Legacy into the trailblazing Web3 blockchain gaming definer that we want it to be.

Upcoming Features

On Wednesday 29th November, we rolled out our first planned feature update. We would have loved to do this sooner but we have had to quickly adjust into a flexible hotfix mode and tried to stay light on our feet while we navigated some of the more critical launch bugs. We are thrilled (and surprised) that some of you managed to reach level 23 in such quick time! We are blown away by your ingenuity and dedication to the game, astounded that you reached the soft cap that we had put on for launch so soon. The time has come for new content… Therefore, we are adding two new districts to the map and unlocking an entirely new product line: Teddy Bears! We are also implementing a feature that many of you have asked for — the ability to view winning designs in any given Design Competition.

There has been a lot of work on one of the major concerns that the community have raised around Player Levels and imbalance. At its heart, Legacy is a competitive game. We initially came up with a system that was designed for lots of users that would effectively filter them into balanced and equal leagues, in doing so creating a set of Legacy leagues where the elite town managers would battle against each other in high stakes competitions for high stakes prizes, while players with less experience would compete in lower leagues. Unfortunately, due to some bugs knocking the participation numbers in events and the blockage caused by Vic’s Big Challenge, our demotion system led to players being mismatched in their events. We apologise for this, it is a problem that we wish we did not have as any unfairness in competitions was something we always wanted to remove from Legacy. The best laid plans of mice, men and game designers…

In response, we are initialising a revised matchmaking system with handicaps.

The handicap system assigns all players in an event a handicap score of 0. If an advanced player drops down one league, they are given a handicap relative to their original league, and the event league they have been moved to. This increases as the disparity between player levels increases, and is tuned to the lowest handicap score in the lobby. This handicap takes various forms depending on the event you are participating in, but generally it means that players with far more advanced towns will have to overcome an initial deficit, whilst newer players do not feel at a severe disadvantage when matched with an advanced player.

This will require some tweaking as we go, but it is the start of a journey that we will venture on together. Over time, as our player base grows, there will be fewer instances of imbalanced matchmaking, however in the short term we feel this is the best way to level the playing field in these cases.

We have taken your feedback onboard and designed it with the long term future of Legacy in mind. This handicap system will not have an immediate effect on users as it will still require a larger pool of players to fill out the gaps, however, once we roll out our upcoming User Acquisition campaign, these wrinkles ought to iron themselves out. Which nicely leads us into the next topic.

What’s to come in Legacy

Over the Christmas Holiday period, we are going to be rolling out a campaign to engage our existing users, bring in the current Deed Holders who have not yet activated their guilds, and attract new players into the existing Guilds.

In the New Year, we have some grander User Acquisition plans, with increased marketing spending to attract brand new users to join our community. We want Legacy to flourish, so we are laying the foundations for this influx of users by increasing the maximum keys per deed by up to 5 times their original amount, at no additional cost to the Deed Holder. This means more potential players in your Guilds, and more players in Events.

We will also be working on revamping the Events schedule, adding new types of Events, and creating an opt-in lobby based model that will give players the opportunity to see exactly what league the event is for and allow them to decide whether they wish to enter or not. Crucially, this choice is made before the Gems are deducted. We are still ironing out the details alongside other update plans, and we will keep you informed as this motion progresses. The update can be expected to arrive some time in Q1 2024.

Finally, we are looking at community sourced suggestions and prioritising them based on what we think is feasible in line with our current plan, and also reasonable in the context of the game. There is a high level of variance between player levels, and what is good for the beginner is usually damaging to the more advanced player, and vice versa.

Together with Gala, we are putting funds into marketing and user acquisition to expand the horizons of Legacy beyond this amazing community and bring in new faces to compete with.

The long term future of Legacy is at the forefront of our minds, and we believe that these changes are the beginning of a journey toward a healthier, fairer and more enjoyable experience for everyone. These feature updates, combined with a concerted marketing campaign and consistent content drops, will lead to a much improved Legacy experience. We appreciate your patience and feedback through this launch period. Thank you for your support, suggestions and constructive critiques — together we will cement our Legacy!

Thank you, 
The 22Cans Team


NOTE: This letter was originally shared in Discord by the Legacy dev team.

Play Legacy

Alex Reborn 2: Cry of the Misfit

Alex Reborn 2: Cry of the Misfit


Fear not, misfit. Fate has a plan for you in the end, and the future will know your name.

The sole survivor of the Izu massacre emerged from the depths of his cave, a boy reborn. The world that greeted him was a desolate canvas painted with the hues of death and destruction. His home, once a haven of laughter and love, was now a haunting reminder of the brutality that swept through his life.

The once vibrant village of Izu lay in ruins, its streets littered with the remnants of shattered lives. The silence was deafening, broken only by the mournful cries of carrion birds circling overhead. The corpses were so unrecognizable that he couldn’t even find the bodies of his parents.

With a heart heavy with grief but hardened by darkness, Alex wandered through the wreckage of his past, his young mind struggling to grasp the enormity of his loss. With nowhere to turn and no one to call his own, he ventured into the unforgiving wilderness, seeking solace in the embrace of nature.

The land, scarred by the Black Sun’s reign of terror, offered little sustenance and shelter. Driven by an instinct to survive, Alex honed his primal skills, learning to hunt and trap the elusive creatures that roamed the wilderness.

His body grew lean and wiry, hardened by the harsh elements. His hands, once the soft and delicate hands of a child, became calloused and strong, bearing the marks of his newfound struggle. His back hunched over as he imitated the prowl of night monsters. The boy who once played in the streets of Izu was now a feral creature, a survivor shaped only by twisted darkness and an unforgiving world.

Months turned into years, and Alex, now a young man, roamed the land, a solitary figure haunted by the ghosts of his past. Civilized folk wherever he found them, wary of his wild appearance, twisted back and haunted eyes, shunned him and treated him as an outcast.

One day, as the sun dipped below the horizon, casting long shadows like knives across the darkening ground, Alex found himself drawn hopefully to a village. The flickering lights of homes and the sounds of laughter and conversation stirred a long-forgotten yearning within him.

With an anticipatory pounding in his heart, Alex approached the village, hoping to find acceptance and companionship among its inhabitants. But his hopes were soon dashed as the villagers, upon seeing his ragged appearance and feral demeanor, recoiled in fear and disgust. In the town square, onlookers called out to friends and family to join in the ridicule. Eventually, someone threw a stone and Alex was forced to withdraw when it struck his forehead.

Alex, his heart shattered once more, turned away from the village, sinking deeper into the abyss of despair. He climbed a nearby hill that overlooked the village, his eyes burning with tears of humiliation and rage.

As the sun dipped with finality below the horizon, painting the sky in hues of crimson and gold, Alex unleashed a primal cry, a guttural roar that echoed through the valley and chilled the bones of everyone in the village. It was a cry of defiance, a cry of rejection, the cry of a misfit who had finally accepted his place in a world that had no place for him.

From that day forward, Alex embraced his solitude, his misfit identity becoming his shield against the cruelty of the world. He vowed to never again rely on others for survival, for he was a creature of the wild, a survivor who had conquered the harshest of trials.

And so, Alex, the misfit, the survivor, the child of Izu, forged his own path in the unforgiving world, his spirit unbroken, his heart scarred but resilient, forever marked by the dark sun that had once threatened to extinguish his light. But his light would not be extinguished.

Legendary Alex!

COMING SOON:
Alex Reborn 3: Faith in Fire

PREVIOUS CHAPTER:
Alex Reborn 1: Childhoodwinked

Join the discussion in Discord

New Dragon Slayer Reveal: Selqet

New Dragon Slayer Reveal: Selqet


The new Dragon Slayer Selqet is coming through The Summoning Portal for the first time this week, just in time for the Dragon Strike event!

“37th of Solstice: Three subjects expired. No new information.”

Selqet stared at her notebook with furrowed brow after writing the summary of the day. Similar entries sprawled across countless pages. She had to learn something. Not just to prove the value of her program, but to get ahead of this unstoppable invasion force for everyone’s sake!

She stood up forcefully, slamming shut the notebook. She knew they had information… they just were tougher than she’d imagined. Somehow, the fear of Malum must still be greater than their fear of her. She’d have to change that.

She left her office and walked down the hall to the hatch that accessed the cage. The guards stepped aside as she approached. She walked through the door and the pristine aesthetics of her tight and tidy military corridor gave way to an assault on the senses.

This place always smelled of death. She was quite resistant to that now. She casually walked by the bloodstains on the rock floor without a glance. Now that they’d moved all subjects to confinement, such messes weren’t her concern anymore.

The door she approached was a great iron vault marked with the simple label “Subject 17/17.a”. She opened the door to a cold and dark rock cell. A small torch burned at the top of the room, but provided little light. A man was strapped to a table in the center of the room, and a sickly looking wyrm with one wing cut cleanly off was chained by each foot and its remaining wing to the back wall.

“Hello #17. Our work for the day isn’t quite done yet.” She approached the restrained, shirtless man who thrashed wildly and spouted curses as she approached.

“More torture, witch? You’ll get nothing from me.” Selqet leaned over the man, surveying his wounds while jotting notes in her book. He spat in her face. “Why don’t you unstrap me and see how well you can burn me?”

Selqet wiped the spit from her face and quickly reached out her other hand to the man’s chest. It began glowing red as the man screamed. She lifted her hand and his screams gave way to gasps as he looked down at his scorched flesh where her hand was.

“Just tell me what I need to know. I don’t want to hurt you, but I can’t tolerate that kind of disrespect.”

“DISRESPECT!?” #17’s obvious anger quickly overcame his distress. “You cast us out of our homes, kill our people, torture me… and cut off Azrael’s wing and talk to me of disrespect !?”

“You’re the invaders here. We have to do what must be done to survive.” While she was taken aback by his accusations, she quickly regained her fervor. “My home was burned by Malum’s forces. How many has your wyrm over there killed before we took him off the battlefield?”

“We’re recon troops, he’s never hurt a soul!” The man’s anger faded as his eyes drifted over his head towards his wounded dragon. “I was born here. This was my home. We’re not invading… we just want to come home.” He hesitated for a moment, then saw a hint of compassion in Selqet’s eyes. “Please, just let Azrael go and I’ll tell you what you want. He’s just a kid.” The dragon stirred in pain behind him, as if arguing with this desperate plea.

“That’s not how this works,” Selqet said, shaking any sign of sympathy out of her face, leaving only cold professionalism. “Your dragon is awaiting execution. You, however, could still walk out of here if you give me the information I need.”

#17 tightened his lips, letting his eyes break contact with Selqet’s and drift to some faraway place beyond the top of the ceiling. “So be it.” Selqet put her hand on the man’s lower abdomen and began to burn. He held back his screams bravely. Interesting, this one was tougher than most of the others. Perhaps she should note that along with his interesting claims of origin. Better to do it now than forget–

As Selqet reached for her notebook to record her thoughts, she momentarily lost concentration enough to miss a sudden quiet from the dragon’s continual bleating and crying.

#17a was on her in a moment, not-so-gently removing the arm burning his master with the assistance of his great teeth. As the wyrm continued to devour her, she thought coldly to herself “most interesting. The beast does seem to display extreme loyalty to its master, even at its own expense.”

When she opened her eyes on the other side of The Summoning Portal, she was rather annoyed that her notebook had not traveled with her for her to record her observation.


Yellow Dragon Slayer Hero: Selqet

Selqet is devoted to her land, her people and her cause. War creates many ethical pitfalls, but Selqet long abandoned absolutes in the face of so much suffering and death. Sometimes at night, she ponders her actions and place in the world… but she always faithfully returns to her duty the next day, for better or worse.

Selqet is a master of the ability Torch. Summoning an intense fire from inside, she is able to burn all enemies and cause them to continue to smolder for several turns. She will sap enemies ability to attack as well for an even longer duration.

Selqet will arrive on Thursday, November 30th for the next Dragon Strike event. Will this slayer help lead your troops in the Strike?

Dragon Slayers, Attack!

As usual with a new Hero, Selqet will have a 10x modifier to all Tournament and Dragon Strike damage that will scale down gradually to a 5x modifier for the Legendary version.

The Rare Selqet will have a 5x modifier for all Tournament and Dragon Strike damage that will scale down gradually to a 2x modifier, where it will eventually remain permanently.

Like other Heroes before, Selqet is available all week as a possible bonus summon and will enter the permanent summoning pool.

Selqet will be a great help in this weekend’s Dragon Strike. Don’t miss this new slayer!

Coming up next week is a Red Tournament… What hero will be unveiled then?