Sol-Valleys starts as a cozy farm and opens into a full MMO — wilderness combat zones, a slayer guild, bosses, a player-run market and a real token economy.
Plant, water and harvest crops across two upgradeable lands. Expand plots, buy livestock, and build your pond up to a gold-rimmed, sapphire-studded Lake.
Fish your pond, the forest lake and dungeon pools. Cook your catch over the campfire to heal up for combat — and fish up gems during live events.
Skeletons, slimes, bears, desert raiders, orcs, the volcano and the dungeon below it. Real players hunt beside you in shared multiplayer zones.
Take slayer tasks, build point streaks, unlock harder monster families and face boss contracts against Seraphina and the Angel of Death.
Woodcutting, Fishing, Farming, Mining, Cooking, Smithing, Range, Slayer and more — every action levels something, from level 1 to 99.
A real player-to-player marketplace. Rare rings, limited pets and event gems have editions and supply caps — #1 of anything is #1 forever.
Baby dragons, bear cubs, chicken pets, horses and the VIP stallion. Gem rings with real combat perks — Sapphire to Onyx.
Daily chest, daily task streaks, the prize wheel with a live jackpot, and limited-time events like the Sapphire Fishing Festival.
Actual in-engine screenshots — this is what you load into, seconds after clicking play.
The game is free, full stop. SLV is the optional economy layered on top — spend it on luxuries, earn it back by playing.
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990M SLV supply — 1B minted, over 10M already burned. Only 3% is held by the team, and the treasury sits at a healthy ~16.8%. Here's exactly where the rest lives.
Sol-Valleys — a free browser farming & combat MMO on Solana. What the game is, how the economy works, and where it's going.
Sol-Valleys is a live, persistent browser MMO in the spirit of the farming and skilling games people sink hundreds of hours into — plant crops, raise animals, fish the ponds and lakes, mine the plateau, cook what you catch, and take a bow into the wilderness to fight for rarer rewards. It runs in any browser with no download and no wallet required to start playing.
What makes it different is that the economy is real. The in-game currency systems connect to SLV, a Solana SPL token: gems found while playing convert to SLV, a player-driven marketplace moves goods between real people, and withdrawals are paid out from the game's treasury twice a week. Over 750 players joined in the first month, with players online around the clock in a shared world where everyone sees the same mobs, the same events, and each other.
The design philosophy is simple: the game has to be worth playing with the earning switched off. Earning is a layer on top of a real game — not the game itself.
Every player starts with their own farm — a home plot with fields, animals, a pond, trees and a private mining plateau, all fully rearrangeable in the farm editor. A second land can be unlocked to expand. Beyond the farm gate, the shared world opens up:
| Zone | What happens there |
|---|---|
| The Farm (Lands 1 & 2) | Crops, chickens, cows and sheep, fishing pond, woodcutting, private mining plateau. |
| Wilderness | The first combat zone — shared mobs, gold drops, gem finds, and other players hunting beside you. |
| Desert | Harsher enemies, better gem tables, and the temple at the far end. |
| Volcano | High-level combat along the lava roads — dragons and the toughest open-world loot. |
| The Dungeon | Two floors of stone halls and sewers beneath the world — mobs, chests, and no mounts allowed. |
| Spruce Forest | The northern pine forest — trout fishing in the lake, an orc fort, forest bosses and winter mobs. |
Progression runs through 8 trainable skills — farming, fishing, mining, woodcutting, cooking, ranged combat and more — each with its own experience curve, levels, and unlocks. Higher levels open better tools, new zones, faster actions and rarer finds. Above the skills sits a total-level that gates season rewards.
The world runs live events — fishing frenzies, sale weekends, boss spawns like the Angel of Death and the Farm Bear — announced in-game and shared by every player at once. Bosses run on their own respawn clocks and drop the best loot in their zone.
Anyone can play the entire game free, forever, with no wallet: every zone, every skill, every boss. Free players build the same farms and fight the same mobs.
The entry unlock — a one-time SLV payment — switches an account to earning mode: gems found in the world become convertible to SLV, and the marketplace and withdrawal systems open up. This one-time gate funds the treasury that pays every player reward, and keeps the earning economy limited to invested accounts, which is the single strongest anti-bot and anti-abuse measure the game has.
SLV is a Solana SPL token with real, in-game utility today — not a promise of future use:
| Utility | How it works |
|---|---|
| Entry unlock | One-time payment that turns a free account into an earning account. |
| Marketplace currency | Player-to-player trades are priced and settled in-game, with a 10% fee to the treasury. |
| Premium purchases | VIP, stable horses, extra land, cosmetics, event items, spins. |
| Player earnings | Gems found in the world convert to SLV; withdrawals paid twice a week from the treasury. |
| Holder boosts | Simply holding SLV in your connected wallet raises your gem drop rates in-game (see §6). |
Wallet login is signature-only — connecting your wallet never triggers a transaction. Nothing can move without you explicitly approving a payment.
A play-to-earn economy lives or dies on one question: does more value flow in than out? Sol-Valleys is built so that every faucet is funded by a sink, and no reward is ever paid by minting new tokens.
Entry unlocks, the 10% marketplace fee, vendor and premium purchases, event shops and spins all flow into the treasury. Burns permanently remove supply on top — over 10M SLV destroyed so far.
Gem exchange payouts, monthly community airdrops (2.5%, funded from the game's own revenue — marketplace fees and premium purchases), season prize pools, referral rewards and event payouts. All of it comes from the treasury the sinks fill.
The in-game marketplace is player-driven: gear, bait, food, materials, rings and even VIP horses trade between real players at prices the players set. The 10% fee on every sale is one of the economy's steadiest sinks — the more the players trade, the stronger the treasury that pays them.
Day-to-day play runs on gold, the soft in-game currency earned by farming, fighting and selling produce. Gold keeps the moment-to-moment game economy free and fun; SLV is the hard layer above it. Keeping them separate protects both.
Holding SLV in the wallet connected to your account passively boosts your in-game gem drop rates. No staking, no lockup — the game checks your balance automatically and applies the boost while you play.
| Held SLV | Gem drop bonus |
|---|---|
| 1M | +2% |
| 2.5M | +4% |
| 5M | +7% |
| 10M | +13% — emerald finds unlock |
| 20M | +30% — diamond finds unlock |
| 40M | +50% (maximum) |
The full ladder (10 tiers) is shown in the in-game Holder panel, alongside your ring, VIP and luck bonuses, so you always see your exact total drop-rate multiplier.
1B SLV minted, over 10M burned, ~990M supply — and it only goes down. No further minting is possible. The team holds 3%. Over 325M SLV sits in on-chain, time-based locks released on a public schedule anyone can verify. The treasury (~13%, floating) is the game's working wallet: purchases flow in, withdrawals are paid out twice a week, and its balance breathes with the economy.
The full breakdown — allocation chart, sink & faucet tables, lock schedule and burn history — lives on the Tokenomics section above.
Sol-Valleys runs in seasons — and we intend to run many of them. Each season is a fresh competitive arc with its own leaderboard, prize pool and exclusive rewards, while your account, skills and farm persist across seasons.
Season 1 ends August 24: a 25M SLV prize pool is split across the gold leaderboard, and every player above total level 70 receives a one-of-a-kind OG reward that will never be obtainable again. Future seasons will follow the same shape — a defined window, a treasury-funded prize pool, and season-exclusive rewards for the players who show up — with new zones, events and mechanics landing between and during seasons.
Server-authoritative everything. Every drop roll, every reward, every trade and every skill action is decided on the game server, never in the player's browser. A modified client can change what a player sees — it cannot change what they earn.
Shared-world integrity. Mob kills in the shared world are verified with signed kill-proofs between the game server and the realtime relay, so loot can't be forged or replayed.
Signed combat & true cosmetics. Damage is cryptographically signed and single-use, so a modified client cannot call fake hits or kills; every player’s rings, pets, mounts and premium status are re-checked against the database before other players ever see them — nothing cosmetic can be faked in the browser.
Payment safety. Wallet connection is signature-only. Payments are verified on-chain before anything is credited, dead transactions are detected and never charged, and withdrawal requests are manually reviewed before the twice-weekly payout runs.
Active anti-abuse. Rate limiting, dual-client detection, economy audits on top accounts, and server-side enforcement of world rules (no stacked resources, no out-of-zone exploits). The economy is watched by humans, not just scripts.
Shipped in the first month: two farm lands, six world zones including a two-floor dungeon and the Spruce Forest, shared-world multiplayer with live events, the marketplace, VIP stable, holder rewards, and Season 1. The pace is the point — the game updates multiple times per week, and the in-game changelog is the source of truth.
Ahead: multiple seasons with fresh prize pools and exclusive rewards, plus the next generation of multiplayer systems:
| Coming | What it is |
|---|---|
| Guilds | Form a guild with your friends — shared identity, guild progression, and competing as a team on the season leaderboards. |
| Guild bosses | World bosses tuned for an entire guild to take down together, with guild-wide loot. |
| Party system | Group up in the open world — share the hunt, split the fight, and take on content built for more than one player. |
| PvP | Player-versus-player combat — fight other farmers where the stakes are real. |
| More dungeons | New multi-floor dungeons beyond the current two-floor stone halls and sewers. |
Alongside those: new zones and bosses, deeper skill unlocks, expanded events, more cosmetics and pets, continued listings and visibility pushes, and ongoing burns. Specific dates are announced in-game and on X rather than promised here — in a live game, shipped beats promised.
SLV is a Solana SPL token. Always verify the contract address before trading:
FjZ9zAkmQNDFQ3vNmnni2FMguaNwtAQrJJ4R4WexpumpPlay free at solvalleys.com/play · Tokenomics · FAQ · Latest updates
Crypto games earn suspicion by default. Here's exactly where Sol-Valleys stands.
A live game, updated near-daily. Recent highlights:
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