βοΈChangelog and Patchnotes
02/07 - v1.1.1
New ScoreRush version available on iOS, allowing players to refer their friends and get great rewards for the Free mode.
Vocabulary has been further standardised throughout the Whitepaper.
Booster Generators are now restricted to 1 of each rarity+type combination.
Developers' note: this limits some uni-dimensional strategies which could emerge at very high progression levels.
10/06 - v1.1.0
The official game name has been revealed! Welcome to ScoreRush.
ScoreRush beta version will soon be available for playing, on the Google and Apple app stores.
A lot of game concepts have been renamed, without functional changes.
The Teams system has been overhauled: see TEAM STICKERS
Developers' note: with this change, we're bringing Team Boosters at the account level, and make them tradable. We're also solving some of the unintuitive interactions between national local leagues and international competitions between clubs.
13/05 - v1.0.4
Added section: Free-to-play mode
19/04 - v1.0.3
This update is mostly centered around Tokenomics. Please remember that parameters are highly subject to change as we keep improving our modelling.
Further clarification on the TOKENOMICS - $RUSH, ScoreRushToken, which has been broken down into subpages for easier reading.
Tokenomics allocation schedules have been added in Initial allocation and schedules
Tokenomics parameters adjusted:
Burn rate is now set at 8% (up from 1%)
Rewards refill share of TPK-REPLICA spending proportionally decreased at 82.8% (down from 89%) (90% of the non-burnt amount)
Pooky Treasury share of TPK-REPLICA spending proportionally decreased at 9.2% (down from 10%) (10% of the non-burnt amount)
Developers' note: increasing the burn rate and keeping the Rewards/Treasury split is essentially neutral, because the burn has a proportional appreciation effect on the price to the reduction in Rewards/Treasury allocations.
Spending $TPK to purchase PookyDollar is now granting an extra 10% PookyDollar above the market value.
Developers' note: this is extra utility for anyone looking to optimise their spending values to buy PookyDollar-stamped items.
Pass Attributes are now featuring a Team Attribute on top of existing mechanics.
Developers' note: keeping the differenciation of a team on the League Pass, from the Pookyball system, was a community request.
12/04 - v1.0.2
The Pass Rarity Upgrade mechanic has been expanded. We're happy to hear player feedback on this evolution!
05/04 - v1.0.1
Updated naming conventions
"Diamond" is renamed to "PookyDollar"
"Silver" is renamed to "TPK-Replica"
04/04 - v1.0.0
Added visuals throughout the paper
Typo corrections
Wording clarifications following first player feedbacks
25/03 - v0.0.8
Large additions to TOKENOMICS - $RUSH, ScoreRushToken
Updated to latest model version
Added launch token allocations
Added walkthrough examples
Added up-to-date pricing throughout the whitepaper
Naming updates
$TOKEN -> $TPK
Pass Upgrades -> Stickers
Team Stickers -> Team Boosters
Talent tree -> Skill tree
21/03 - v0.0.7
All mentioned spreadsheets are now publicly readable and downloadable
Removed the internal disclaimer
Clarified MARKETPLACES
18/03 - v0.0.6
Consumable generation
Pass Upgrades list updated - no longer includes generating extra consumables
New system: Booster Generators
Pass Attributes and Pass Upgrade lists have been updated
Pass always has Exact and Outcome as initial attributes
Added a bottom 50% Diamond reward
Added a top F2P Diamond reward
14/03 - v0.0.5
Clarifications and list updates throughout Consumable, League Pass
Updated
League Pass Attributes and Pass Upgrade spreadsheets
Last updated