People trade and play
Every buy, sell, seed, nutrient dose, listing, craft and day of rent charges a fee. None of it is optional and none of it is a deposit. It is the cost of doing the thing you came to do.

On-chain grow economy
The code it is named after handed you health, armor and cash for nothing. This one cannot. Plant, cure and sell on chain, and every fee the protocol collects buys tokenized stock for stakers and funds the bid that buys your harvest. Nothing is minted, and no deposit ever funds anyone else’s payout.
Example readout. In the app every value here is read from a contract.
Canopy tier bench, 7 day cycle
How the money moves
Most reward systems break at the second step, where the money is supposed to come from and quietly does not. Here it comes from people transacting, which means it is bounded, auditable, and honestly capable of reaching zero.
Every buy, sell, seed, nutrient dose, listing, craft and day of rent charges a fee. None of it is optional and none of it is a deposit. It is the cost of doing the thing you came to do.
All ten revenue lines land in a single router. There is no treasury wallet in the middle and no discretion about where the money goes, because the split is written into the contract.
Half buys tokenized stock for stakers. Just over a quarter funds the bid that buys harvests from growers. The rest deepens liquidity, runs the thing and covers failures.
The grow cycle
Growth is a pure function of time and the care you actually gave. Miss a window and the plant stalls. Ignore a pest event and you lose yield. Attention is worth about 1.8x, which is wide enough to matter and narrow enough that sleeping is allowed.
Three windows, each a day wide. Hitting all three is 40 of your 100 care points, and you can delegate them to a hired player if you will be away.
Mites, mould, heat. Your schedule is fixed at planting and visible from the moment you plant, so responding is a decision rather than a coin flip.
Two extra days for up to 12 quality points. Quality decides which tier your harvest lands in, and premium tiers craft better cards.
Two ways in
Stakers hold and get paid in tokenized stock. Growers play and get paid when the protocol buys their harvest. The split between the two is the main economic lever, and changing it takes a 48 hour timelock.
Lock for longer and your weight goes up. Strain Cards raise it further, capped at 1.42x per wallet so the leaderboard cannot simply be bought.
Sell to another player at your price, or into the Dispensary bid, which opens above market and falls across the day until the budget is spent.
Read this part twice
These are properties of the code, not promises in a document. Each one is a named test in the repository, and the invariants page in the app reads them live from the contracts rather than restating them.
The number you see is trailing arithmetic on fees that were actually collected. It moves every block and we will never print a rate on a banner.
There is no function anywhere that moves staked principal into the reward vault. Not restricted, not guarded. It does not exist.
Supply is fixed at launch and the mint path was never written. Rewards are stock and stablecoin the treasury bought with money it earned.
Referral pay is one level deep, capped at five basis points of revenue, and comes out of the protocol's own slice rather than the person you invited.
Questions
Fees. The transfer tax on the token, bench sales, seeds, nutrients, treatments, utilities, curing, the marketplace take, the craft fee, and land rent. Ten lines, all of them somebody paying for something they wanted.
Every reward credited on chain references the purchase transaction that funded it, so you can click through from a payout to the buy that paid for it.
Rewards drop to zero. Not negative, not a collapse, just zero, because nobody's principal was ever the source. Your stake is still yours and still withdrawable, and the game still runs.
That is the whole point of building it this way. A quiet month is boring rather than fatal.
No. You can stake and never plant anything. But growers and stakers are connected on purpose: burning harvested Flower is the only way to create a Strain Card, and a card raises your share of the reward pool.
So a staker who never grows still wants Flower, and buys it from someone who did.
In aggregate, players pay more into the game than the game pays out. It is a rake, and we would rather say so than let you find out later.
Upside comes from being better than average, which is worth about 1.8x on yield, from owning scarce things like benches and licences that other people pay to use, and from staking what you earn.
A wallet and some HESOYAM. Every action is a normal transaction you sign, so nothing moves without your signature.
You can also walk the grow room without connecting anything, to see what is there before you commit to it.
Testnet first
Every number in the economy is a guess until real players push volume through it. Come break it while the money is fake, and help set the numbers that ship.