BattleFly: Season 1 Overview
BattleFly, one of the most anticipated projects coming to the TreasureDAO/$MAGIC ecosystem, just dropped their official Whitepaper today. The Whitepaper brings us the first glance under the hood of these battle tested butterflies, and there is a lot to digest so let’s get right to it!
BattleFly is an idle strategy game consisting of PVP and P2E gameplay mechanics. Every BF will hatch from a cocoon with four random base Mods (weapons, shields and utilities). Players can stake in the Gardens to forage for upgraded/different Mods. When your BattleFly is ready to fight they are staked in the Hyperdome, an auto battle PVP arena where 2 BattleFlys fight for a percent of each other’s staked $MAGIC.
The game functions in 12-week seasons with Season 1 serving as a simpler onboarding experience vs future season. Season 1 will randomly assign 100 BFs per server, micro worlds where players must compete for resources and battle, even BFs within the same wallet may not be assigned to the same server. Season 2 and beyond will further the storyline and introduce more of the social aspects; choice of server, guild collaboration, and teamplay.
- Cocoons – All BattleFlys start as cocoons, there is a 2-week staking period to hatch
- BattleFly – Each BattleFly emerges from the cocoon with randomly generated wing armor and four base mods. BFs have limited battery life and must consume Nectar to recharge. If a BattleFly’s battery life gets to 0 it dies and is gone forever
- AI Trait Cards – Not available until the end of Season 1, they represent the 10 factions fighting for control of the metaverse
- Founders NFT – v1 were sold to raise funds for game production, v2 will be released at a later date. Improve battery life of a BattleFly. Outside of the game they also give access to a host of profit-sharing opportunities that I won’t be covering but suggest you read up on
- Nectar – In-game consumable with many uses; Recharge BFs, Cloning (breeding), Rebooting, Improving drop rates in Garden, Increase AI bribes during Ascension Ring (end of season). Nectar has many uses but does not carry over season to season, have a plan but plan to use it all or it goes to waste
Phases of Season 1
The game begins in The Silo where you must stake your Cocoon with 5 $MAGIC for 2 weeks in order to release the BattleFly. Over the course of the hatching period your BattleFly will gradually reveal its Wing Armor and Base Mods in addition to earning Nectar.
Stake & Kill
This 6-week phase takes place in the Gardens and Hyperdome. Players can move back and forth from each within this phase. Is your BattleFly getting its ass kicked in the Hyperdome…? Go farm better Mods in the Gardens.
My focus will be on finding a Mod loadout with synergy ASAP and getting into the Hyperdome to test it out, we can always go back to the Garden and farm if our build fails to ROI.
Each BattleFly should average 10 battles a day, more active players can jump back and forth between Gardens and Hyperdome in-between battles, but beware there is no timer so you risk missing your next battle and potentially paying gas both ways.
At the end of Season 1 players will have two choices:
- Spend Nectar and reboot their BattleFly; this would remove all Mods and return the BattleFly to a cocoon, essentially starting over for Season 2 and hoping for better luck.
- Players will stake their BattleFly in the Ascension Chain. This will lock in the ROI and Mod Loadout used to determine that BattleFly’s overall rating. While staked in the Ascension Chain players will begin to receive bribes from the 10 AI Factions. The goal of each AI Faction is to construct the strongest and largest army. Saving some Nectar for the Ascension Chain can draw more attention to a player’s BattleFly increasing the bribes received. There is also a small chance that staking with Nectar can trigger some rare mutations only to be revealed in Season 2.
Things to Consider
- The Whitepaper left me with a few questions that have since been answered in the FAQ section of their Discord.
- In Season 1 will NOT have an inventory, if you want to replace a Mod the one being removed is burned for Nectar. Speculation, you may be able to store unused Mods found in the Gardens, if so than it would be most beneficial to not equip anything until you are 100% on the build you want to run in the Hyperdome. Season 2 may have a more robust inventory system to allow players to swap and save old Mods.
- Mods will not be transferable in Season 1. The most dominant strategy I have seen in chats is having an army of BattleFlys to farm with and funnel all Mods to one BattleFly for the Hyperdome, this will not be doable in Season 1. Personally, I really enjoy this, the founders have made it clear they want all of them to have a chance at ROI while not pricing anyone out. “The ability to hoard, trade and sell Mods will come in future seasons.”
- Only T4 & T5 treasures from Bridgeworld can be staked in the Gardens to increase drop rates, no Smol treasures. A max of 3 treasures can be staked.
Check out some of our ther reviews here.