✍️Changelog and Patchnotes

18/10 - v2.1.1

ScoreRush: Predict updates

We've pushed several upgrade versions to the App Stores since our launch. The below is a summary of the largest items.

  • Level-up flow has been clarified

  • Booster Efficiency attribute from the Pass is now visible during Predictions

  • International League has been added

  • General QoL improvements

  • We've fixed many bugs detected from launch - thanks a lot to our community to help us hunt those pesky pests!

Whitepaper updates

Pass Stickers

  • The price of Sticker Packs has been adjusted. Single sticker price reference is now 15% of a League Pass price of the same rarity (down from 20%)

  • Burn and Rarity Upgrade values have been adjusted proportionally.

  • Unslotting a Pass Sticker now costs 20% of its mint price, expressed in Rush (down from 25%)

  • Upgrading a Sticker Rarity now requires RUSH (previously required SRD)

    Developers' note: These changes to Stickers should allow players to access the feature more easily to customise their strategy on each League, while increasing the direct utility of RUSH.

Generators

  • Upgrading a Generator Rarity now requires RUSH (previously required SRD)

    Developers' note: similarly to Stickers, this aims at improving the utility of RUSH.

ScoreRush: Goals updates

  • We've reached 150k players! We're gearing up towards a great community airdrop.

23/09 - v2.1.0

Our Telegram Airdrop app is live!

  • To complete our main app ScoreRush: Predict Football, we have created a separate app for our Airdrop campaign.

  • Our Airdrop initially starts with a 10million $RUSH allocation, and can grow up to 50million $RUSH based on milestones!

  • You can play ScoreRush: Goals on Telegram: https://t.me/scorerush_bot/app

    • Coins are obtained by scoring goals, or by completing quests

    • Airdrop points are spent by spending coins, or completing quests

    • The more Airdrop Points, the more $RUSH you can gain.

19/09 - v2.0.0

The king is dead...

Pooky is closing!

  • After launching in 2022 and growing to an economy worth over 1m$, it's time to say goodbye to Pooky our first game!

  • Many thanks to all the players who have followed us since the start and helped us grow to where we are today.

  • Pooky Pro players have received their transition value.

... Long live the king!

ScoreRush Pro is live!

  • Play against your fellow players for glory... and $RUSH !

  • Thousands of League Passes have been minted on our first day. Thank you so much for the support!

05/09 - v1.4.0

Whitepaper updates

ScoreRush Pro transition

  • Community playtest has been running since 21st August! Many thanks to players who helped us improve the app, simply by playing or by sharing feedback, for a great launch experience.

  • The last Pooky Gameweek will be GW95! Snapshot will happen on 18th Sept, to be confirmed soon. It will be based on the assets in your Pooky account, make sure your assets are all there!

  • Transition from Pooky to ScoreRush Pro will happen on 19th Sept. Transition will happen through gift codes, delivered to your Pooky email address.

    Developers' note: we're super excited to bring the Pro version of ScoreRush to life after a few months of the Free to play game, and let players start earning the upcoming $RUSH token. This is a big moment for the game and the players. All feedback is very welcome.

Other upcoming info

  • We're preparing for our Airdrop Campaign with a special football action game. Follow our social media to learn more.

13/08 - v1.3.0

Whitepaper updates

July updates in ScoreRush free mode

  • Players have a recap of what happened while they were offline, including their match results, their matchday current position, and their rewards

  • Players can mark all notifications as read

  • Rewards are classified by source to make reading easier

  • Players can now win SRD through the Matchdays Leaderboards

  • European Leagues are now available to predict

  • Bug fixes and quality of life polishing through the app

03/07 - v1.2.0
  • 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.

  • Balance changes on the upcoming PRO:

    • Consumable baseline power has been generally reduced

    • 1 Pass Attribute point now contributes linearly to power across rarities

    • Base Attributes and Attributes per level have been adjusted across rarities

      Developers' note: we're expecting to have a few waves of balance changes in the next months, as we're further preparing for the Pro game and advance in the scope development.

  • 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!

  • Added further clarifications in the Tokenomics section, notably #spending-flows

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-upgrade-ascension - system has been reworked and is now Diamond-based.

  • Pass Attributes and Pass Upgrade lists have been updated

  • Pass always has Exact and Outcome as initial attributes

  • Rewards

    • Added a bottom 50% Diamond reward

    • Added a top F2P Diamond reward

14/03 - v0.0.5
01/03 - v0.0.4
16/02 - v0.0.3
  • Added Crafting & Recycling

  • General numbers updates

12/02 - v0.0.2

First complete overview of systems for an internal purpose

26/01 - v0.0.1

Initiation of this document.

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