Token status
Pre-token. The BERRY token is not live yet. Every balance you see is tracked by the BERRY game server, and nothing settles on-chain until the token launches.
1. What is BERRY?
BERRY is a community Pokémon ranch on Solana. You spend $BERRY to adopt Water Pokémon (they live in the Pond) and Grass Pokémon (they live in the Meadow). Every Pokémon forages BERRY into its basket each second, paid from a fixed 50M BERRY emission reserve that halves its output every 14 days.
You raise output by leveling Pokémon up with Rare Candy, fitting them with gear from the Poké Balls your ranch finds, and upgrading your ranch to make room for more. Your share of each second’s emission depends on how your ranch compares with everyone else’s.
2. Quick start
- 1
Connect a wallet
Open the ranch and connect a Solana wallet (Phantom, Solflare, Backpack, or another detected Solana wallet). Before launch, a new wallet gets a one-time 1,000 BERRY credit on its game balance so it can afford a first Pokémon.
- 2
Adopt your first Pokémon
Pick Water (1,000 BERRY) or Grass (750 BERRY). It appears on your ranch and starts foraging right away.
- 3
Let it forage
Its basket fills every second. A basket holds up to 12 hours of output, then stops filling until you harvest.
- 4
Harvest, open balls, grow
Harvest (2% fee, once per 1h), open the Poké Balls your ranch finds to get gear, feed Rare Candy to level up, and upgrade your ranch for more room.
3. Adopting: Water vs Grass
Both families earn BERRY from the same emission on the same formula. The differences below are the only ones the game applies:
Water Pokémon
Lives in the pond.
- ›Adoption costs 1,000 BERRY
- ›Finds Poké Balls 1.5× as often as a Grass Pokémon
- ›Harvest only: can’t use the reduced-fee compound
- ›Gear: Mystic Water, Oran Berry, Sea Incense, Damp Rock
Grass Pokémon
Lives in the meadow.
- ›Adoption costs 750 BERRY
- ›Compound its basket at a 0.75% fee instead of the 2% harvest fee
- ›Bonus meadow slots (+2 at Lv5, +3 at Lv7, +4 at Lv9)
- ›Gear: Miracle Seed, Sitrus Berry, Rose Incense, Big Root
How many of each you can keep depends on your ranch level: 2 per family at Lv1, up to 8 per family at Lv10, plus the meadow bonus for Grass. The game records the adoption price as 70% / 30% burn / treasury (see section 9 for what that means on-chain).
Species is cosmetic. Which line you get (for example Squirtle or Bulbasaur) is derived from the Pokémon’s id. It never affects yield.
4. Levels, evolution & auras
Each Pokémon has its own level. Feeding it Rare Candy raises the level by one for a BERRY price that grows with each level; the exact price is on the button. The game records that spend as 50/30/20 burn / reserve / treasury. Level is one half of a Pokémon’s grow power:
| Level | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 | Lv6 | Lv7 | Lv8 | Lv9 | Lv10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Yield multiplier | 1.00× | 1.25× | 1.55× | 1.90× | 2.30× | 2.75× | 3.25× | 3.80× | 4.40× | 5.00× |
Past Lv10 each level adds another 0.6×.
Evolution is cosmetic. A Pokémon evolves at Lv4 and Lv7: the sprite changes to the next stage of its line, and nothing else does. The yield comes from the level multiplier above, not from the evolution.
Each level also gets its own aura colour under the Pokémon:
Preview with example values, not your ranch
- Level
- 1.00×
- Gear
- 1×
- Grow power
- 1
Grow power sets your share of emission relative to the whole network. It is not a BERRY amount, and the same numbers apply to every species.
5. Gear (held items)
Each Pokémon has 4 gear slots. Gear only fits its own family and its own slot: a Mystic Water fits a Water Pokémon’s Mystic Water slot and nowhere else. Gear comes out of Poké Balls (section 6) or from other players on the Market. Every item has one of seven rarities, each shown as the ball it came out of:
| Rarity | Ball | Multiplier | Extra boost |
|---|---|---|---|
| Common | 1× | — | |
| Uncommon | 1.8× | — | |
| Rare | 3× | — | |
| Epic | 10× | ×1.05 | |
| Legendary | 50× | ×1.15 | |
| Mythic | 300× | ×1.4 | |
| Divine | 3,000× | ×2 |
A Pokémon’s gear multiplier uses Formula D: take the average of its 4 slots’ multipliers (an empty slot counts as Common, 1×), raise it to the power 0.75 (capped at 500×), then multiply by the extra boost of every fitted item. Grow power = level multiplier × gear multiplier. Gear doesn’t wear out.
Use the Bag to move gear between Pokémon. Fitting an item to a filled slot sends the old item back to your Bag.
Every slot, every rarity
| Water gear | Common1× | Uncommon1.8× | Rare3× | Epic10× | Legendary50× | Mythic300× | Divine3,000× |
|---|---|---|---|---|---|---|---|
| Mystic Water | |||||||
| Oran Berry | |||||||
| Sea Incense | |||||||
| Damp Rock |
| Grass gear | Common1× | Uncommon1.8× | Rare3× | Epic10× | Legendary50× | Mythic300× | Divine3,000× |
|---|---|---|---|---|---|---|---|
| Miracle Seed | |||||||
| Sitrus Berry | |||||||
| Rose Incense | |||||||
| Big Root |
6. Poké Balls
You can buy a Poké Ball for 10,000 BERRY, up to 20 a day per wallet, recorded as 50/30/20 burn / reserve / treasury. Pick a Water or a Grass ball; it goes into your bag unopened. Your ranch also finds balls for free: while your Pokémon forage, each one has a small chance per second to turn up a ball. A Water Pokémon finds a ball holding Water gear, and a Grass Pokémon finds one holding Grass gear.
- The whole network can find at most 75 balls per day, and one wallet at most 6 per day (days reset at 00:00 UTC).
- Your expected finds scale with your share of network grow power, the same basis emission uses.
- Water Pokémon roll at 1.5× the Grass rate. The daily caps still bound the total, so this changes who finds balls, not how many exist.
- Your ranch level does not change how many balls you can find.
Opening any ball you own is free, whenever you like. It reveals one item for a random slot of that family. You can also sell an unopened ball, bought or found, on the Market.
The odds depend on your ranch level, because the top tiers unlock with it (Legendary at ranch Lv4, Mythic at ranch Lv6, Divine at ranch Lv8):
| Item rarity | Ranch Lv1–3 | Ranch Lv4–5 | Ranch Lv6–7 | Ranch Lv8–10 |
|---|---|---|---|---|
| 52.0% | 49.0% | 48.0% | 47.9% | |
| 25.0% | 25.0% | 25.0% | 25.0% | |
| 15.0% | 15.0% | 15.0% | 15.0% | |
| 8.0% | 8.0% | 8.0% | 8.0% | |
| locked | 3.0% | 3.0% | 3.0% | |
| locked | locked | 1.0% | 1.0% | |
| locked | locked | locked | 0.10% |
Bad-luck protection. The game counts how many balls you’ve opened since your last top-tier item:
- Legendary or better: after 20 opens without one, Legendary odds ramp up toward 4×, and open #30 is guaranteed Legendary.
- Mythic or better: after 100 opens without one, Mythic odds ramp up toward 4×, and open #150 is guaranteed Mythic.
- Divine: no ramp. Open #1500 without a Divine is guaranteed Divine.
Guarantees only apply once your ranch has unlocked that tier. The odds above are base odds; the ranch shows your live odds, including any bad-luck ramp.
7. Harvesting & compounding
BERRY accrues every second into each Pokémon’s basket. Your rate depends on:
- Your grow power: the sum, over your Pokémon, of level multiplier × gear multiplier
- Your share of network grow power, capped at 30% per wallet
- The network-wide emission rate E(t) (section 10)
- Your welcome boost: your Pokémon count up to 8× in the network split from your first adoption, falling linearly to 1× over 72 hours
Your rate is split across your Pokémon by their grow power. A basket holds 12 hours of that Pokémon’s current output; once full, it stops filling and that emission is not paid to anyone.
Harvest empties every basket (or one Pokémon’s) and pays you the total minus a 2% fee that stays in the reserve. You can harvest once every 1 hour per wallet.
Compound (Grass only) empties Grass baskets at a 0.75% fee instead of 2%, and it doesn’t use the harvest cooldown. Despite the name, nothing is reinvested automatically: the BERRY lands where a harvest does, and you decide what to spend it on.
Pre-token, harvested BERRY is credited to your game balance on the BERRY server. No tokens move.
8. Ranch upgrades
Your ranch level (Lv1 → Lv10) is wallet-wide. Each upgrade costs BERRY, from 1,000 BERRY for Lv2 up to 120,000 BERRY for Lv10, recorded as 50/30/20 burn / reserve / treasury. Each level gives:
- More room: 2 → 8 Pokémon per family, plus bonus meadow slots for Grass (+2 at Lv5, +3 at Lv7, +4 at Lv9)
- Better Poké Ball odds as rarity tiers unlock (Legendary at ranch Lv4, Mythic at ranch Lv6, Divine at ranch Lv8)
After each upgrade the ranch has a 12-hour cooldown. There is no way to pay to skip it.
The full level table is on Tokenomics.
9. Costs & where BERRY goes
Adopt Water
1,000 BERRY
ledger: 70% / 30% burn / treasury
Adopt Grass
750 BERRY
ledger: 70% / 30% burn / treasury
Buy a Poké Ball
10,000 BERRY
up to 20/day · opening is free · ledger: 50/30/20 burn / reserve / treasury
Ranch upgrade
1,000 → 120,000
BERRY, Lv2→Lv10 · 12h cooldown
Rare Candy
Rises per level
price shown on the button
Harvest fee
2%
stays in the reserve · 1h cooldown
Grass compound fee
0.75%
stays in the reserve
Market fee
2.5%
taken from the sale price
What the split means. The game ledger records every spend as burned / reserve / treasury in the shares above, and the Vault shows those running totals. On-chain, each payment is one SPL transfer of the full amount to the protocol treasury wallet. Before launch nothing settles on-chain, so “burned” is a ledger figure. Once the token is live, the burn share of every spend is destroyed on-chain in batches, and each burn is listed with its transaction in the burn list. Market purchases are player-to-player and are never burned.
BERRY charges no SOL protocol fee. You only pay the normal Solana network fee on transactions you sign.
10. Why rewards slow down
Network-wide emission starts at 20.7 BERRY/sec and halves every 14 days. The starting rate is derived from the reserve, so the whole schedule adds up to exactly the 50M BERRY reserve and can never promise more.
E(t) = 20.7 BERRY/sec × 0.5 ^ floor(t / 14d) First day : up to 1.8M BERRY network-wide Day 14 : 50% of the lifetime schedule elapsed Day 28 : 75% of the lifetime schedule elapsed Day 56 : 94% of the lifetime schedule elapsed Day 93 : 99% — the tail after this is negligible Lifetime schedule: 50M BERRY — the whole emission reserve
Each wallet earns a share of each second’s emission:
your_rate = min(your_gp × welcome_boost / network_gp, 30%) × E(t)
pokemon_gp = level_multiplier × gear_multiplier
network_gp = every wallet's gp, each weighted by its own welcome boost
• Share cap: no wallet earns more than 30% of each second's emission
• Welcome boost: your Pokémon count up to 8× in the network
split from your first adoption, falling linearly to 1× over 72
hours. It is applied before the share cap, so total emission
never exceeds E(t)
• Emission nobody captures (share cap, full baskets) is simply
not paid out — it stays in the reserveSo your rewards fall over time for two reasons: emission halves on schedule, and more players means a smaller share each. Nothing in BERRY sets a minimum return.
Supply plan: 1B BERRY total, with 5% (50M) held as the emission reserve and 95% (950M) as public float. Once the token launches, check the mint and reserve wallet on a Solana explorer rather than taking these numbers on trust. Live figures are on the Vault.
11. Marketplace
On the Market you can sell unopened Poké Balls, gear, and whole Pokémon to other players. Sellers set any price in BERRY; the protocol sets no floor or ceiling and holds no inventory. When an item sells, the protocol keeps 2.5% of the price and the seller gets the rest.
- Unequip gear before listing it. A Pokémon sells together with the gear it holds.
- A listed ball can’t be opened until you cancel the listing.
- Once the token is live, the buyer pays the full price to the protocol treasury, the server verifies that payment, moves the item, then sends the seller their share. If that payout fails, it is recorded as owed to the seller.
The Market is custodial. Pokémon, gear and balls are rows in the BERRY game server’s database, not tokens in your wallet. The server is the ledger and moves ownership, so trading means trusting it not to create or alter items.
12. On-chain settlement
Once the BERRY mint exists on-chain, every priced action (adopting, Rare Candy, opening a ball, upgrading the ranch, buying on the Market) runs in three steps:
- Quote. The server prices the action and returns payment instructions: the BERRY mint, the treasury’s token account, and the amount. Quotes expire after a short window.
- Pay. You sign an ordinary SPL token transfer of that amount to the treasury in your own wallet.
- Verify. You hand back the transaction signature. The server reads the confirmed transaction from Solana, checks that the treasury received the quoted amount from your wallet, and only then applies the change. Each signature can settle exactly one action.
Harvests run the other way: the protocol’s treasury wallet, signed on the game server, sends BERRY to you. No custom on-chain program is involved; it is all plain SPL transfers you can look up on an explorer.
Pre-token, none of this runs yet. Actions apply directly to your game-server balance.
13. What BERRY doesn't do
- No guaranteed returns. Rewards shrink as emission halves and as more players join. There is no APY and no minimum payout.
- Species and evolution don’t affect yield. Only level and gear do.
- Pre-token balances aren’t tokens. Before launch, balances (including the pre-launch starter credit) live on the game server. This build has no code that converts them into tokens at launch, and once settlement is live, spending requires real BERRY from your wallet.
- Your items aren’t on-chain. Pokémon, gear and balls are game-server records, and the Market is custodial (section 11). The operator also has an admin reset that wipes all game state. Pre-launch balances and Pokémon are reset at launch: settlement cannot switch on until that wipe has run.
- Burns are batched. Before launch, “burned” figures are ledger entries only. On-chain burns start once the token is live (section 9).
- No SOL protocol fees. You pay only Solana network fees on transactions you sign.
- Ranch level doesn’t raise your ball allowance. The limits are 75 per day network-wide and 6 per wallet.
- No wallet recovery or migration.
14. FAQ
Is BERRY an investment?
No. BERRY is a game. Rewards are not guaranteed: they depend on the halving schedule, how many other players share the network, and your own setup, and the token’s market value can go to zero. Only play with what you can afford to lose.
Which Pokémon will I get?
You choose the family (Water or Grass). The species line is picked from your new Pokémon’s id and can’t be rerolled. Species never changes how much BERRY it earns. Only its level and its gear do.
How many Pokémon can I own?
2 Water and 2 Grass at ranch Lv1, rising to 8 of each at Lv10. The meadow gets bonus Grass slots (+2 at Lv5, +3 at Lv7, +4 at Lv9). The full table is on Tokenomics.
Can my Pokémon stop earning?
A Pokémon stops filling once its basket holds 12 hours of output, so harvest regularly. Over the long run, emission halves every 14 days; by about day 93 almost the whole reserve has been scheduled out and new rewards become tiny.
What if I lose access to my wallet?
BERRY can’t recover a wallet. Your ranch is keyed to your wallet address, and there is no migration feature. The only way to move a Pokémon or item to another wallet is to sell it on the Market.
What data does BERRY keep?
Your wallet address and your game state (Pokémon, gear, Poké Balls, baskets, balance and ledger) on the BERRY game server. Sign-in is by wallet only: no email, no KYC.