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# Introduction

Whitepaper V2.1

<figure><img src="/files/ei5XxlAe7AglaLa1MGf9" alt="" width="563"><figcaption></figcaption></figure>

The gatekeeper of the decentralized gaming universe. The key holder of the gateway between Web 2.0 and 3.0… And the passage to True Ownership and Blockchain revolution…

Formed by multinational industry veterans, Janus Interactive is a video game development studio based in London.

Our mission is to expand the boundaries of the gaming ecosystem by bringing Blockchain technology into online games.

<div align="center"><figure><img src="/files/0nD6fPQeCfwoLaPvaxgj" alt="" width="188"><figcaption><p>Our symbol refers to a monolith…A gateway to the past and the future with fragments of dimensions.</p></figcaption></figure></div>

\
A gateway to the past and the future with fragments of dimensions.Here, we build a new dimension where games are entertaining and accessible for the benefit of all participants.

As Janus Interactive, our main focus will always be GAME FIRST! We want to be a gateway between Web2 & Web3 players, so it’s essential for us to create a seamless, visually intriguing game while breaking barriers/setting new dimensions along the way.

\
Let’s stand at the ‘gate’ and have fun together!


# Why Now?

Embark on a groundbreaking journey into the future of gaming with our innovative platform that converges Web3 gaming, blockchain technology, and the explosive growth of esports and content creation. Now is the perfect moment to redefine the gaming experience, and our product is designed to seize the opportunities presented by the evolving landscape.

1. **Web3 Gaming and Blockchain Technology:**
   * True Ownership: Using blockchain and NFTs provides players with true ownership of in-game assets.
   * Player Autonomy: This ownership leads to increased player autonomy and personalized gameplay experiences.
   * Decentralized Control: Blockchain ensures decentralized control of game economies, promoting fairness and sustainability.
   * Smart Contracts: The use of smart contracts enables innovative in-game features and marketplaces.
2. **Esports and Content Creation:**
   * Growing Popularity: Esports and content creation are experiencing significant growth.
   * Platform Features: Your product addresses the needs of gamers by offering Esports tournaments, prize pool rewards, and incentives for content creators.
3. **Free-to-Play Games:**
   * Market Demand: There is a rising demand for free-to-play games.
   * Revenue Model: By adopting a free-to-play model, your product aims to capture a large user base and generate revenue through in-game transactions and other monetization strategies.
4. **Business Opportunity and Urgency:**
   * Evolving Gaming Landscape: The urgency of your business idea lies in seizing opportunities presented by the evolving gaming landscape.
   * Emerging Trends: Meeting the demands of emerging trends such as Web3 gaming, esports, and free-to-play models is crucial.
   * Market Presence: Establishing your presence in the market before it becomes saturated is a key aspect of your business strategy.


# $JAN Token

### I. Unified Gaming Economy

#### 1. Exclusive and Principal Currency

$JAN serves as the exclusive and principal currency within the JAN ecosystem, forming the foundation for all transactions, rewards, and digital collectibles across every game within the portfolio.

#### 2. Interconnected Transactions

The integration of $JAN ensures that players can seamlessly navigate between different games within the JAN ecosystem, fostering a unified gaming experience.

### II. Collective Demand, Singular Token

#### 1. Direct Correlation with Demand

The collective demand generated by players across all JAN games directly influences the demand for the $JAN token. This establishes a symbiotic relationship where player engagement, trades, and competition contribute to the token's value.

#### 2. Strength and Desirability

The popularity and enjoyability of JAN games are intrinsically tied to the strength and desirability of the $JAN token, creating a mutually reinforcing ecosystem.


# BlockChain Technology

The development of our Web 3.0 games is built on a robust technology stack that leverages the latest advancements in blockchain technology, cloud-based computing, and game development. In this section, we provide an overview of the various components of our technology stack, including the Ethereum network, smart contracts, AWS cloud-based backend, databases, APIs, Unity game engine, and security measures.

**Network**&#x20;

Our games are built on the Ethereum network. &#x20;

**Smart Contracts**&#x20;

Our game's smart contract architecture is built on Solidity, a programming language designed specifically for Ethereum-based smart contracts. We use smart contracts to implement the game's logic and functionality, including gameplay rules, reward distribution, and player interactions. A reputable third-party firm audits our smart contracts to ensure their integrity and security.

**AWS Cloud-based Backend**&#x20;

We have built our game's backend on a cloud-based solution that leverages Amazon Web Services (AWS), one of the most popular and trusted cloud computing platforms. Our backend solution is fully AWS compliant, providing a scalable and secure infrastructure for hosting and managing the game's data and services. AWS also offers various services that enable us to optimize our backend performance, such as auto-scaling, load balancing, and data storage.

**APIs**&#x20;

Our frontend is connected to our backend through REST APIs, which allow for seamless communication between the two components. We use AWS API Gateway to create, deploy, and manage our APIs, providing a secure and scalable solution for accessing backend services.

**Security**&#x20;

We have implemented several security measures to protect our game from malicious attacks and ensure its integrity. Our smart contracts undergo rigorous security audits to identify and mitigate potential vulnerabilities. We also use SSL encryption to secure communication between our frontend and backend components. Additionally, we use AWS security services, such as AWS WAF, to protect against common web-based attacks, such as cross-site scripting (XSS) and SQL injection.


# Technical Features

**Blockchain Technology :**

The JAN token adheres to the ERC-20 token standard and has been released on the Ethereum Chain.&#x20;

**Smart Contract :**

The smart contract is crafted using the Solidity programming language and has been deployed on the Ethereum Chain.&#x20;

EtherScan official address: \[EtherScan Address]&#x20;

**Technology Audit :**

Here is the technological audit of the $JAN token conducted by Certik: \[Certik Audit Report]


# Uses & Benefits

1. **Stake for In-Game Benefits:**
   * Users can stake their tokens to unlock in-game benefits, such as discounts on purchases, exclusive access to tournaments, season passes, and regular drops of unique in-game items, enhancing their gaming experience.
2. **Stake for Dynamic APY% Pool:**
   * Long-term token staking allows users to earn rewards through a dynamic annual percentage yield (APY) pool generated from the ecosystem's revenue. Users can passively earn rewards based on the utility's performance, distributed after the token buy-back process.
3. **Stake for Unique Royalties Access:**
   * Token holders can stake their tokens to access unique royalties generated by content creators within the ecosystem, offering an additional stream of income based on popular content.
4. **Use for Limited Exclusive Gaming NFT Mints:**
   * The token serves as a gateway for users to access limited exclusive gaming non-fungible token (NFT) mints, providing unique digital assets representing in-game items, characters, or collectables with both monetary and sentimental value.
5. **Use for In-Game Purchases in  Marketplace:**
   * Users can utilize the token for various in-game purchases, including items, equipment, upgrades, tournament tickets, and season passes within the  Marketplace.


# Tokenomics & Distribution

T**OKEN ECOSYSTEM:**

**JANUS TOKEN: $JAN**

*●      1,000,000,000 Total Supply*

*●      Utility Token*

*●      Currency used to buy and sell NFTs, Buy Packs*

*●      Stake Rewards*

<figure><img src="/files/friCY8nI7StkEU33hMsF" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th width="175" align="center">ROUND</th><th width="110" align="center">%</th><th align="center">TGE</th><th align="center">CLIFF</th><th align="center">VESTING</th></tr></thead><tbody><tr><td align="center">Pre-Seed</td><td align="center">%6,25</td><td align="center">%5</td><td align="center">3 Months</td><td align="center">15 Months DLV</td></tr><tr><td align="center">Seed Round</td><td align="center">%3,25</td><td align="center">%5</td><td align="center">5 Months</td><td align="center">22 Months DLV</td></tr><tr><td align="center">Public IDO</td><td align="center">%3,675</td><td align="center">%20</td><td align="center">-</td><td align="center">4 Months DLV</td></tr><tr><td align="center">KOL's</td><td align="center">%0,524</td><td align="center">%15</td><td align="center">-</td><td align="center">4 Months DLV</td></tr><tr><td align="center">Incubation</td><td align="center">%1</td><td align="center">-</td><td align="center">3 Months</td><td align="center">24 Months DLV</td></tr><tr><td align="center">Private Round</td><td align="center">%0,546</td><td align="center">%15</td><td align="center">2 Months</td><td align="center">6 Months DLV</td></tr><tr><td align="center">Team &#x26; Advisory</td><td align="center">%20</td><td align="center">-</td><td align="center">6 Months</td><td align="center">36 Months DLV</td></tr><tr><td align="center">Marketing</td><td align="center">%5</td><td align="center">-</td><td align="center">-</td><td align="center">24 Months DLV</td></tr><tr><td align="center">Treasury</td><td align="center">%15</td><td align="center">-</td><td align="center">4 Months</td><td align="center">48 Months DLV</td></tr><tr><td align="center">Rewards, Staking &#x26; Liquidity</td><td align="center">%41,755</td><td align="center">-</td><td align="center">-</td><td align="center">48 Months DLV</td></tr><tr><td align="center">MM</td><td align="center">%3</td><td align="center">%60</td><td align="center">-</td><td align="center">2 Months DLV</td></tr></tbody></table>


# Games


# Stormwarfare

<figure><img src="/files/MVIhMzwbjq7ysRAvtuuZ" alt="" width="375"><figcaption></figcaption></figure>

Storm Warfare is a decentralised, free-to-play trading card game that introduces the revolutionary Play-and-Earn concept. It combines traditional collectable card games with digital game mechanics and a token economy. The game features a unique platform where players build their custom decks to outwit their enemies with special tactics and skilful gameplay. They compete with their cards in duels on various battlefields of the Second World War.

Using Blockchain technology, the game grants players true digital ownership, allowing them to trade in-game items online. By either selling or trading earned cards, players turn their gaming skills into valuable in-game assets and tokens.

<figure><img src="/files/oOiOaz7c4pazvIp76Yd7" alt=""><figcaption></figcaption></figure>


# 1. GAME BACKGROUND

<figure><img src="/files/XCH9N2rgbalrfvupfuWs" alt=""><figcaption></figcaption></figure>

The greatest conflict in the history of mankind: World War 2. More than 30 countries… Over 100 million soldiers...

Storm Warfare is a free-to-play Digital Collectable Card Game (DCCG) that combines strategic deck-building elements with the features of NFT card and token-based trading. Storm Warfare creates an ecosystem where the players compete in ranked matches for greater rewards, build a collection of playable NFT cards, and trade those cards through the player-driven free market economy.

Players begin Storm Warfare with 150 free cards and pre-built basic starter Decks, which are unlocked after completing the basic tutorial. After this point, players can either play with premade decks that professional designers expertly combine or build their own decks, crafting tactics and strategies derived from their play style. Players can then further build their collection and customize their decks with an assortment of cards that they earn, trade, or purchase. Acquiring different cards opens paths to new strategies and tactics.

Commanders make up one of the main aspects of the game, as well as being an important tradable asset. Through ranking up in their military force, Commanders can earn passive bonuses for obtaining new cards. Earning rare and unique medals further helps Commanders become a valuable tradable asset.

Commanders are in-game representations of players during Storm Warfare matches. Each Commander is associated with a specific Class, which determines the Commander's unique cards and special powers. Commanders start the game with 30 Defence. If their Defence drops to zero, the Commander dies, and the player loses the game.

<figure><img src="/files/xIE6AdRhpGssDHtesK6u" alt=""><figcaption></figcaption></figure>

Each player can have an unlimited number of Commanders from any faction. For example, a player who controls an Infantry Commander may wish to also have a Tank Commander to develop a better strategy for tank-oriented battlefield conditions. In this case, the player has three options:

*1. Renting Commanders of different Classes from other players.*

*2. Selling the Infantry Class Commander to start a new career.*

*3. Buying a Commander from the Marketplace.*


# 2. GAMEPLAY BASIS

Storm Warfare is a turn-based strategy card game. Players join a match with Decks of 30 cards with the ultimate goal of defeating the enemy Commander by lowering their Defence to **0**.

<figure><img src="/files/K9RBIwceE2PrV5JNI2ur" alt=""><figcaption></figcaption></figure>

Playing a card costs Command Points. Players earn one Command Point on each of their turns. With the cost of Command Points, players can play Units, Event cards, Hero cards, use Commander Abilities, and equip Weapons. The highest value of Command Points players can earn in total is 10. Early on, having limited resources allows players to take a more strategic approach to choosing the right cards to play, strategizing future turns, and making plans for using synergistic cards in combination to build advanced strategies. Having more Command Points allows players to use stronger cards or multiple cards that can drastically alter how a game is played out.

Although Players are granted a pre-made set of decks to play, deck building is an essential part of the road to victory. Creating a balanced deck, using cards that work well together, and having conditional cards that allow Commanders to get out of difficult situations are all part of the strategy and forward-thinking that differentiates one player from another.

<figure><img src="/files/mVoZxKqzU9WpbFdgx0Pq" alt=""><figcaption></figcaption></figure>

Factions offer many varieties of strategies and different styles of play. Players with a deeper understanding of game play elements will often find unique and creative ways to unearth never-tried tactics and combinations by using different factions and Commander types.


# 3. FACTIONS

<figure><img src="/files/3c5wYGDfZGGkNrJ33mN2" alt=""><figcaption></figcaption></figure>

Players can build their Decks to play as any one of the major World War 2 powers, represented as factions in Storm Warfare. Each faction has a different set of cards, features, tactics, and play styles. This creates various viable options for strategic depth and diversity.

**Germany :**&#x20;

The German "Blitzkrieg" was a type of offensive warfare characterized by surprise and speed of movement. The Wehrmacht utilized a combination of tanks, air support, motorized infantry, artillery and psychological shock as its primary war doctrine. Germany launched aggressive military campaigns throughout the war to expand its territory and influence in Europe.

The German cards are designed with controlled aggression in mind. German often uses a balanced combination of Event cards and aggressive unit effects to inflict as much damage as possible.

<figure><img src="/files/VlHBV9DLMgc2qYCcKokO" alt=""><figcaption></figcaption></figure>

**United States :**&#x20;

The US possessed the most economic resources, military supplies and combat power in the Second World War. With a homeland protected by two vast oceans, high-tech weapons and a highly skilled workforce, the US Army was designed from the beginning to launch aggressive military campaigns in almost every theatre of war.

Controlling the fate of the battle is always possible with the versatile United States cards. The US has a healthy mix of high-attack and long-lasting cards, with a wide variety of Event cards to keep resources flowing.&#x20;

<figure><img src="/files/eCa5zywwaFdJhS5DADbW" alt=""><figcaption></figcaption></figure>

**United Kingdom :**&#x20;

The British forces were renowned for their indomitable spirit and determination to defend their island at any cost during World War II. Equipped with the latest radar technology and an excellent surface fleet, the UK was able to hold off German aggression.

In the game, British Commanders excel at controlling the battlefield by using high defense units and Event cards to fortify their positions and create an impenetrable wall against invaders.

<figure><img src="/files/lINS6hhkBDLQORfwEvJP" alt=""><figcaption></figcaption></figure>

**Japan :**&#x20;

Commanded by the Emperor and inspired by the way of the Samurai, the Empire of Japan had the finest army, navy and air force in the Far East during the Second World War. With highly trained personnel, modern weaponry and strategically placed naval and air bases, Japan launched aggressive military campaigns to expand its influence in the region.

The Empire of Japan decks in Storm Warfare are designed for relentless aggression, overwhelming the enemy with expendable units and replacing them with even more aggressive units until victory is achieved. Playing against a Japanese deck without proper precautions often leads to a bitter defeat.

<figure><img src="/files/IYDGUv1BIjewaSYZXshI" alt=""><figcaption></figcaption></figure>

**Soviet Union :**&#x20;

The rewards of Stalin's rapid industrialization were reaped by the Soviet Union to protect their Motherland with almost unlimited human resources and a gigantic military industry. The Soviet Union's determined resistance and eventual counter-offensive played a decisive role in turning the tide of the war in the Allies' favour.

The Soviet Union prioritizes versatility and mixed play. Cards with strong Death Toll effects ensure they perform vital functions even as they are destroyed. Soviet Union cards often reinforce other cards in their faction. Big plays and reactive moves with Soviet decks are always on the cards. As long as the numbers are on their sides, victory is within reach.

<figure><img src="/files/JZxD7n5nmvDYtD62pkXc" alt=""><figcaption></figcaption></figure>


# 4. GAME MODES

<figure><img src="/files/Mp455kv5rTIDzFNo7Q4J" alt=""><figcaption></figcaption></figure>

Storm Warfare will offer a variety of game modes. While some are meant for card game veterans, there will be many teaching and more accommodating game modes built for onboarding purposes.

&#x20;Whether you are a true expert or a beginner, you will always find a game mode or an opponent of your liking for enjoyable matches.

The game will launch with Tutorial and Casual Mode, Ranked PvP, with further modes to be introduced as the player base grows.


# 4.1. Tutorial

<figure><img src="/files/YU1CHqPZd4PzwcIyck8G" alt=""><figcaption></figcaption></figure>

The Tutorial is the first and the most important step for a new player entering Storm Warfare. The Tutorial greets every new player upon starting Storm Warfare for the very first time. It features a two-phase story that involves the US approach to Normandy Shores on D-Day.\
\
Under the wings of the Operating Commander, players are taught basic game mechanics, strategies, and the importance of using cards properly against two mighty historical figures: The Beast of Omaha Heinrich Severloh and “The Desert Fox” himself, Generalfeldmarschall Erwin Rommel.\
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To add immersion to the experience, cards and Enemy Commanders are voice-acted. The cards and commanders often interact with players’ actions, taunting and encouraging new players through both opposition and support.

By the end of the Tutorial, players are expected to have a basic understanding of core game elements, how to play the cards properly, and how to use cards with keywords.


# 4.2. Boot Camp

<figure><img src="/files/wUnnD43NJbtTlIGjqdlL" alt=""><figcaption></figcaption></figure>

Boot camps are educational single scenarios where players are to fight in scenarios where they face AI-driven opponents with distinct strategies in any way they want. The players having trouble against opponents with certain archetypes will be able to play and understand the strengths and weaknesses of strategies without the risk of frustration of playing against real players.\
\
Boot Camps will have 5 branches for 5 different Factions, with each match getting harder and harder.

Upon the completion of certain levels for the first time, players will earn the right to unique rewards. Boot Camps can be replayed any time without limitations.


# 4.3. Campaigns

<figure><img src="/files/6iUvizu7zXJhKeeNg8iu" alt=""><figcaption></figcaption></figure>

Campaigns are the third single-player mode of Storm Warfare. Campaigns are based on pivotal moments of World War 2.&#x20;

Once a Campaign is live, players are presented with a map where they must advance by defeating specific Commanders. Campaigns are permanent, so players can compete in and replay campaigns at any time.

\
Each match in certain Campaigns will feature iconic and well-designed Commanders with different mechanics and play styles. Although there is always an ultimate goal to victory, players can take on different routes and even skip some battles to reach victory. Each completed challenge awards a bonus for the final battle, so taking routes that skip battles often leads to a harder Campaign further on.


# 4.4. Ranked PvP

<figure><img src="/files/2GUcoswpMoAZfJ2zBqEs" alt=""><figcaption></figcaption></figure>

In Storm Warfare's ranked PvP mode, players engage in intense battles, employing their tactical In Storm Warfare's ranked PvP mode, players engage in intense battles, employing their tactical prowess to outmanoeuvre opponents and emerge victorious. As players ascend through the ranks, they earn rewards reflective of their skill and dedication, with each ranked season culminating in a chance to showcase their final performance. Storm Warfare offers an unparalleled gaming experience, from iconic battles to strategic deck-building. The rewards for each ranked season serve as a testament to players' achievements, providing a dynamic incentive for continuous improvement and mastery of the battlefield. Join the ranks, rewrite history, and experience the thrill of warfare against the best of the best.

Each season of Ranked PvP allows players to earn unique rewards such as medals, avatar pictures, and cards.


# 4.5. Casual

<figure><img src="/files/vXV3YfYWya8bYdFaqfcD" alt=""><figcaption></figcaption></figure>

In the casual realm of Storm Warfare, players can engage in thrilling card battles without the pressure of consequences or the allure of rewards. Whether testing new strategies or trying out new cards,  the Casual Mode is an excellent proving ground for a relatively safe battlefield experience. Players in casual mode are still matched with opponents of a similar caliber and skill level, which fosters a more balanced match experience.


# 4.6. Battlefield

<figure><img src="/files/h7zV8clGBVkfkG2PuBjk" alt=""><figcaption></figcaption></figure>

Battlefield mode offers a unique multi-step-based, deck drafting mode where the players are expected to win up to 15 matches, with each win resulting in a potential for greater rewards.\
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Upon entering the Battlefield, players will be asked to draft their decks from a subset of all available cards. Once a deck is complete, players will be able to take on other players to advance to further steps for rewards.\
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To keep the earned rewards players will need to reach checkpoints where they can either end their run and claim their rewards or they can decide to march further on for bigger and better rewards. Players can only keep their winnings after they reach a checkpoint so there will always be a risk of losing earned rewards in between checkpoints. This assures players to decide how much they believe in their deck drafting skills as much as their game play capabilities.\
\
For many skilled players, Battlefield Mode will be the fastest way to earn $JAN and in-game cards, and for others it will provide a high-risk high-reward form of game play, where every match could be their last.&#x20;


# 4.7. Friendly Duel

<figure><img src="/files/CE6qEAbS1hKsSP4nAJ5J" alt=""><figcaption></figcaption></figure>

For those who wish to test their wits against their friends, Friendly games are an option in Storm Warfare by challenging a friend to a match. Outcomes of these matches are scored, and you can track who prevails over the other on the eternal Versus Scoreboard.\
\
In order to issue a challenge, players must be friends with each other using the in-game social feature. Using the very same feature, any online friend can be challenged into a match. These matches are not ranked and do not grant Commander and account-level progress.


# 5. GAMEPLAY

Matches in Storm Warfare are played with the ultimate goal of reducing the enemy Commander’s Defence to zero, blowing their bunker up and winning the game.

Each game starts with a mulligan phase, where players can decide either to keep or change their starting cards. The second player to start gets to swap one additional card and earns a “Counter-offensive” event card at the end of this stage. The Counter-offensive card allows players to earn one additional Command Point for a single turn.

Players start the game with a single Command Point (CP). On each of their turns, they earn one additional Command Point. Command Points are required to play all types of cards. When a card is played from the hand, the Command Point cost of the card is reduced from the Commander's total Command Point pool for the rest of the turn.  As long as they have enough CP's and space to play cards on the field, players can play as many cards as they like.

Using Command Points, players can perform multiple actions:

* Play a card from their hand (Unit, Event, Hero, Weapon Cards)
* Activate a Commander Ability

<figure><img src="/files/pDvYCEBRQRt3BRoctf6L" alt=""><figcaption></figcaption></figure>


# 6. COMMANDERS

<figure><img src="/files/w9aAlaN003l3LtdKVjkK" alt=""><figcaption></figcaption></figure>

Commanders are the in-game avatars of the players of Storm Warfare. With each match, Commanders earn ranks and rewards, acquire rare medals, and mark their name as a legend in the history of Warfare.&#x20;

\
Upon creating a deck, players are first asked to choose a Commander. A Player can have up to 25 basic Commanders. There are no limits on Premium Commanders that a player can own.\
\
Each Commander is assigned to one of Storm Warfare factions: Germany, Soviet Union, United States, Japan, and United Kingdom. Commanders cannot use cards outside their faction.&#x20;


# 6.1. Commander Types

<figure><img src="/files/iZwoMtWxWGqHIIFvCVqZ" alt=""><figcaption></figcaption></figure>

Commanders in Storm Warfare are one of the important tradable NFT assets of the game. Regardless of their type, all Commanders age, earn rank change and uniforms and get awarded medals based on their accomplishments. Commanders start and end up in different ranks. (For more details, please see the 6.5. Commander Ranks section.)

**Basic Commanders:** These commanders are 25 Commanders that are given out to every player of the Storm Warfare. These 25 commanders have set names and faces. Basic Commanders can access all the features of the game, attend matches, and progress through their careers and the game. Basic Commanders start their Career from the rank of Sergeant and can progress up to the rank of Colonel.

**Premium Commanders:** Limited to 10.000 Premium Commanders, each Premium Commander is completely unique with a one-of-a-kind face and name. They start their progression from the Rank of Second Lieutenant and can reach up to the rank of General of the Army. Premium Commanders, though without in-game advantages, hold unique value and rarity, making them sought after in the Marketplace.


# 6.2. Commander Classes

<figure><img src="/files/NfnEaIZhlgDh4ojz3WZt" alt=""><figcaption></figcaption></figure>

Regardless of their chosen faction, there are always five Classes for Commanders: Infantry, Tank, Aircraft, Navy, and Support. Commander Classes determine the Commander's Ability, which often provides synergies with certain card types and strategies.


# 6.3. Commander Slots

<figure><img src="/files/9cjidsS9tDu5zYGLhupY" alt=""><figcaption></figcaption></figure>

With 25 basic Commanders (One for each faction/Class combination) automatically generated, players can add in more Commanders through purchases from the Marketplace.  Other than purchasing through the Marketplace and Premium Commanders, the players cannot generate more commanders.


# 6.4. Commander Abilities

<figure><img src="/files/iZsDui8Zt6WkICsmFbz0" alt=""><figcaption><p>Example: Aircraft Class Ability Button</p></figcaption></figure>

Commanders will have five different abilities tied to their class. Abilities are effects that can be played for a cost when it is the player's turn.

| **Infantry Class** | Call in a 1/1 Infantry Squad (2 CP Cost)                                               |
| ------------------ | -------------------------------------------------------------------------------------- |
| **Tank Class**     | Give +2 Attack to a friendly unit this turn (2 CP Cost)                                |
| **Aircraft Class** | Give +1 Attack to a friendly unit; give +1/+1 instead if it is an Aircraft (2 CP Cost) |
| **Navy Class**     | Deal 2 Damage to a random enemy (2 CP cost)                                            |
| **Support Class**  | Give +1 Defense to a friendly unit and remove negative statuses from it  (2 CP Cost)   |


# 6.5. Commander Ranks

Commander Ranks are a symbol of determination, status, and dedication for every Storm Warfare player. Playing against a high-ranked Commander means you are up against a player who has overcome many adversaries to reach their current position. Playing and winning matches is the key to reaching higher Ranks in Storm Warfare. All the Commanders will earn fitting outfits to their ranks and earn exclusive rewards through ranking up in their careers.

<figure><img src="/files/0dLhZRHAa3bgY41bLmAd" alt=""><figcaption><p>Faction Ranks</p></figcaption></figure>

Basic Commanders start their Career from the rank of Sergeant and can progress up to the rank of Colonel. In contrast, 1000 Genesis Commanders and  10000 limited Premium Commanders start their progression from the Rank of Second Lieutenant and can reach up to the rank of General of the Army.<br>

<table><thead><tr><th>Ranks</th><th width="216.33333333333331">      Basic Commander</th><th>Genesis/Premium Commander</th></tr></thead><tbody><tr><td>Sergeant</td><td>                      🟢</td><td>                      🔴</td></tr><tr><td>Staff Sergeant</td><td>                      🟢</td><td>                      🔴</td></tr><tr><td>Sergeant First Class</td><td>                      🟢</td><td>                      🔴</td></tr><tr><td>First Sergeant</td><td>                      🟢</td><td>                      🔴</td></tr><tr><td>Master Sergeant</td><td>                      🟢</td><td>                      🔴</td></tr><tr><td>Second Lieutenant </td><td>                      🟢</td><td>                      🟢</td></tr><tr><td>First Lieutenant</td><td>                      🟢</td><td>                      🟢</td></tr><tr><td>Captain</td><td>                      🟢</td><td>                      🟢</td></tr><tr><td>Major</td><td>                      🟢</td><td>                      🟢</td></tr><tr><td>Lieutenant Colonel</td><td>                      🟢</td><td>                      🟢</td></tr><tr><td>Colonel </td><td>                      🟢</td><td>                      🟢</td></tr><tr><td>Brigadier General</td><td>                      🔴</td><td>                      🟢</td></tr><tr><td>Major General</td><td>                      🔴</td><td>                      🟢</td></tr><tr><td>Lieutenant General</td><td>                      🔴</td><td>                      🟢</td></tr><tr><td>General</td><td>                      🔴</td><td>                      🟢</td></tr><tr><td>General of the Army</td><td>                      🔴</td><td>                      🟢</td></tr></tbody></table>


# 7. MEDALS OF HONOR

<figure><img src="/files/qzkhMBbcMn7wvntUoifT" alt=""><figcaption></figcaption></figure>

Medals mark critical achievements and major milestones of a Commander's progression in Storm Warfare. Each Medal will be bound to a specific Commander and will signify their status as one of the elite.

For example, a commander who reaches the master level of ranked play, defeating his 1000th German Commander, will be rewarded with a specific medal.

Tournaments and special events will feature unique and one-of-a-kind Medals only a few Commanders will ever dream of earning. These medals will distinguish a Commander amongst their peers and enrich their value as an asset in the Marketplace auction system.


# 8. CORE GAME LOOP

The core game loop is the most important element of the Storm Warfare game experience. We want our players to play games while staying close to the game's auction systems for as long as possible to be able to spend money or buy cards from other players.

Storm Warfare is designed to have a core loop in order to make it easy for our players to reach auctions. At the end of every step, it is important to direct our players to the cornerstone of our game's economy; the more players engage with auction systems, the longer they will stay and be engaged with the game.

<figure><img src="/files/dNZx5YchWX92AfC7gfkw" alt=""><figcaption></figcaption></figure>


# 8.1 Core Loop Legend

**Missions**

The game will be using the Mission section to help our players on their crusade to the top of the rankings. These features will encourage our players to play more competitive games and keep them engaged with the rewards. As long as players stay on track with their Missions, they will be rewarded with currency and experience points.

<figure><img src="/files/Xf96qefTxofCGOcP3wEr" alt=""><figcaption></figcaption></figure>

**Collecting**

As players work their way through Ranked PvP, they will also be rewarded with new cards that they can select and customize in the Collection section.

<figure><img src="/files/uD7vUHW87tN5KHzKSAnW" alt=""><figcaption></figcaption></figure>

**The Store**

Like the Auction, the Store is an important part of our monetization system. Players will be able to spend real money to buy packs of new cards. They will then be able to sell the cards that they do now want to keep from the booster packs in Marketplace auctions.

<figure><img src="/files/otJGSEtfV2Dl97jzl6NZ" alt=""><figcaption></figcaption></figure>


# 9. CARDS & DECKS

The most basic element of Storm Warfare is a card.

Each card represents an action that the player can perform: Attack, Defence or Support.

**Card Variables**

**Attack**

The amount of damage a card inflicts on an enemy card.

**Defence**

The health of a card. If it drops to zero, the card is destroyed.

**Command Points**

Command Points are the resources used by players to play cards and activate Commander Abilities. Players start the game with 0 Command Points and gain 1 Command Point every turn.

**Unit Type**

Refers to the class of a card: Infantry, Tanks, etc.

**Card Info**

Explanation of the card's abilities and features.

**Level & Rarity**

Refers to the level of a card. There are four levels for each unit card. Rarity is a general measure of a card's quality and difficulty of acquisition.

<figure><img src="/files/hvqNKwH0FQi1SHOAgBfp" alt=""><figcaption></figcaption></figure>


# 9.1. Card Types

There are four types of cards: Units, Events, Weapons, and Hero Cards. Cards can be obtained from packs, from other players through the Marketplace, and as rewards from Tournaments and other Events. After a certain time, some cards will no longer be available from packs or rewards, and will only be sold in limited quantities by other players that have acquired them previously through the Marketplace.

<figure><img src="/files/ZzwE9aDDrbrTkmymFzTi" alt=""><figcaption></figcaption></figure>

Using a wide variety of cards is essential to grasp victory. Saving the correct cards for the right moment and keeping single-use Event cards to play them when they would be most destructive to the enemy are all parts of the cunning strategy and tactics expected from Storm Warfare players.


# 9.1.1. Event Cards

<figure><img src="/files/gs2dJdjPPOL4LPivhyI6" alt=""><figcaption></figcaption></figure>

Event cards are cards with one-time effects that perform a specific action when played on the field. Event cards do not have Defense or Attack values and they expire after being used.


# 9.1.2. Hero Cards

<figure><img src="/files/IvaBUUEgW0ArpmuPn0fk" alt=""><figcaption></figcaption></figure>

Hero cards have a different visual style from unit cards and do not have Attack values. Hero cards will have multiple abilities that can activate based on the remaining Command Points when a player's turn ends.


# 9.1.3. Weapon Cards

<figure><img src="/files/0zqwOVI0iFZ0MvO6QTYB" alt=""><figcaption></figcaption></figure>

Weapon cards allow Commanders to surprise attack enemies to deal the last point of damage or have a unique effect on the battlefield to turn the course of the game dramatically.


# 9.1.4. Upgrading & Trading Cards

It will be possible to upgrade cards when certain conditions are met. These upgrades are only visual and do not change the card's stats or the ability tied to it.

The collection screen will offer a trade-in option where players can trade in certain cards for rarer versions. Upgrading a card to a rarer level will cost the destruction of the same cards as well as in-game currency. *(The required amount of currency and cards will be revealed later on.)*

<figure><img src="/files/NL4Ga4O30LJr0ktI8Hdg" alt=""><figcaption></figcaption></figure>


# 9.1.5. Unit Cards

<figure><img src="/files/aDRGSuovB1n6zr9bzJ2E" alt=""><figcaption></figcaption></figure>

Unit cards are cards with Attack and Defense values. They can use their Attack value to damage enemy Commanders or unit cards. Unit cards may have abilities that go into effect when they are used. These abilities are either explained through keywords or unique ability texts.

The five Unit types are Infantry, Tank, Aircraft, Support, and Navy.

Players must have enough Command Points to deploy the unit to the field.

When a unit attacks another unit, its Attack is used to damage the defending unit. In this case, the defending card will also deal damage to the assailant with its own Attack. Each Attack reduces the Defence of the counterpart.


# 9.1.5.1. Standard Abilities of Unit Cards

Keywords on cards give them certain properties and abilities. The purpose of keywords is to allow cards to be easily recognized by their abilities and to create familiarity when a new card is introduced. Cards with abilities that do not fit into predefined keywords can have unique abilities that are detailed and explained on the cards themselves.

The current keywords and effects a unit card can have are given in detail below:

<figure><img src="/files/GPV3OMuR6lcAkzp7cgHM" alt=""><figcaption></figcaption></figure>

OTHER ABILITIES

| Retreat                                 | A unit returns back to the owner’s hand from the field. Returning to the hand resets the card, removing all abilities on it.                                                          |
| --------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Restore health                          | Heals a Commander or a unit by the stated amount, up to but not beyond their current maximum Health. (Restores health to buffed state)                                                |
| Gain                                    | Gain an ability. Ex; gaining CP, Protected keyword for Commander or ATK/DEF point for a unit.                                                                                         |
| Give ATK/DEF                            | Giving ATK/DEF to a unit, or DEF to a Commander. This can exceed maximum DEF.                                                                                                         |
| Deal damage                             | Deals damage to a character, attempting to reduce its[ Health](https://hearthstone.fandom.com/wiki/Health) by the stated amount. This is not combat damage, it’s an ability damage.   |
| Destroy                                 | Destroys a unit, weapon or Hero without dealing damage to it. This counts as death and abilities like Death Toll will still work.                                                     |
| Discard                                 | Causes the player to discard one or more cards from their[ hand](https://hearthstone.fandom.com/wiki/Hand).                                                                           |
| Can’t attack                            | Prevents a card from attacking.                                                                                                                                                       |
| Can’t attack commanders                 | Prevents a card from attacking a Commander.                                                                                                                                           |
| Can’t be played                         | Prevents a card from being played to the field.                                                                                                                                       |
| Can’t play                              | Prevents a player from playing that/a card.                                                                                                                                           |
| Can’t be targeted                       | Prevents a card from being targeted by any card effect, including events and ability keywords.                                                                                        |
| Can’t retreat                           | Prevents a card from being retreated to the owner's hand from the field.                                                                                                              |
| Card draw                               | Causes the players to draw one or more cards from their deck. This is not a start turn draw.                                                                                          |
| Ability loss                            | The unit loses its keyword abilities.                                                                                                                                                 |
| Call in                                 | Calls a new card, generally stated in the unit, and placed into the player’s side of the board.                                                                                       |
| Trigger                                 | Triggers an ability keyword once again.                                                                                                                                               |
| Put into play                           | Directly places a card from the player's deck or hand into the battlefield, without triggering any Deploy keywords (because Deploy keyword works if only played normally from hand)   |
| Put into hand                           | Draws cards of a specific type directly from the player's deck and places them into the player's hand.                                                                                |
| Put on deck                             | Adds cards to the player's deck without shuffling it in the process, or changes the order of cards in the deck.                                                                       |
| Look at                                 | Look at any players’ top card of the deck, or cards in hand.                                                                                                                          |
| Use twice                               | An ability can work twice in one turn.                                                                                                                                                |
| Each unity type                         | Does something for each unit type you control. For example, a card deals 1 damage for each unit type you control. If you control Infantry, Support and Tank, the card deals 3 damage. |
| Reduce the cost                         | Reduce the CP cost of a card in hand. If the card is played on the field and retreats back to the hand, the CP cost reducement is reset.                                              |
| Receives (-#)                           | A card or a Commander receives # more damage from any source. This can be used as “receives no damage” as well.                                                                       |
| As long as                              | A card or a Commander keeps an ability as long as the stated card is in play or has a continuous effect.                                                                              |
| Set ATK equal to DEF / DEF equal to ATK | Sets the unit’s ATK point equal to its DEF or vice versa. Retreating, destroying or removing the unit from play removes the effect.                                                   |
| Until next turn                         | Stated effect continues until the next turn of the effect owner.                                                                                                                      |


# 9.1.5.2. UNIT TYPES IN STORM WARFARE

Units are the primary cards used in Storm Warfare. They are permanent types of cards that are placed on the battlefield. They can be used to attack or protect the Commander. They also often bring victory and have special effects.

**There are five main unit types:**

**Infantry** is the most basic unit and the most common class in Storm Warfare. It is usually the backbone of a deck. There are five sub-categories of Infantry units: Light Infantry, Heavy Infantry, Paratroopers, Special Operations and Mechanized Infantry.

<figure><img src="/files/8z1keLHlaTh8YUHy6Je3" alt=""><figcaption></figcaption></figure>

**Tanks** are a less common unit type in Storm Warfare. However, they have tremendous firepower, and a deck can be built around them. There are four sub-categories of tank units: Light, Medium, Heavy and Tank Destroyers.

<figure><img src="/files/gpgSug2vX1PCNQDoTqKk" alt=""><figcaption></figcaption></figure>

**Air units** are relatively rare in Storm Warfare. They are effective against most unit types but are vulnerable to anti-aircraft units. There are six sub-categories of Aircraft units: Light Fighter, Medium Fighter, Medium Bomber, Heavy Bomber, Dive Bomber and Strategic Bomber.

<figure><img src="/files/YWqN7tgxXALEJ6uEV42B" alt=""><figcaption></figcaption></figure>

**Navy** cards are rare but very effective in the game. They are very supportive of infantry cards and can act as the main force. There are eight sub-categories of naval units: Submarine, Destroyer, Aircraft Carrier, Battleship, Light Cruiser, Heavy Cruiser, Destroyer and Landing Craft.

<figure><img src="/files/NthH0Nb5eQVgMrZqiS3h" alt=""><figcaption></figcaption></figure>

As the name suggests, **Support** **Units** are used to heal other cards, fix units, repair, and perform other support functions. Although easily destroyed, they can change the course of a battle if played at the right time. There are 5 sub-categories of Support Units: Medics-Infantry Support, Armour Support, Artillery Support, Air Support and Naval Support.

&#x20;The main and sub-categories have different variations of damage on other classes.

For example, an anti-tank unit can potentially do the most damage to a tank unit but has low effectiveness against an aircraft. This adds more strategic variety to the gameplay.

<figure><img src="/files/Pf6ZEjsPi2Vq1PFxMlwC" alt=""><figcaption></figcaption></figure>


# 9.2. DECKS

A Storm Warfare deck is built around a combination of military units to support the battle strategies of their Commander. Based on a given battle strategy, players will build their decks using a variety of Units, Events, Weapons, and Heroes. The Deck is a collection of 30 cards assembled before a match, and it is the platform on the board from which players draw cards during game play.

Decks are essential assets for any PvP modes in Storm Warfare. Players can have as many decks as they like for their various strategies on the battlefield, but must choose one deck to play with for a given match.

There are no preset decks in Battlefield mode.&#x20;

Commanders require a Deck to be able to play matches. Decks are subject to the following rules:

* A Commander must be selected to create a Deck. Commanders can only use cards from their faction.
* Each Deck must contain 30 cards.&#x20;
* A Deck can have a Battle Board. Each player has a set of Battle Boards. Players can unlock new Battle Boards as they progress through the game.
* Two copies of a single card are allowed in a deck, except Elite and Legendary cards. Only one copy of Elite cards is allowed. Decks can only contain a single Legendary Hero card.

<figure><img src="/files/PoqLYJj4pUslvDOOgeWB" alt=""><figcaption></figcaption></figure>


# 10. CARD MARKET & NFT SYSTEM

In Storm Warfare, players acquire cards in two\* basic ways:

*●      Buying Booster Packs (either with Game Points or in-game tokens)*

*●      Buying or renting cards from the Marketplace*

\**Some cards will be distributed through in-game Events, game Modes and Tournaments.*

Different types of cards will always have a chance of appearing in Booster Packs, as long as the pack they belong to is not retired. When a pack is retired, the only place to find cards from that pack is the marketplace.

It will be possible to change the appearance of cards using the trade-in system. These cards will be displayed in tiers.

<figure><img src="/files/kjzerl8FYUdz8IpbUW6q" alt=""><figcaption></figcaption></figure>


# 10.1. NFT Products

**NFT Commanders:**&#x20;

As Commanders age, they will become more valuable than the others, and upgrading them will be crucial. As players continue to play and upgrade their Commanders, their value will increase, and so will their price. Players will be able to rent powerful Commanders for a few games at auction or buy them permanently to use in Ranked PvP. Each Commander is uniquely created by the system.

<figure><img src="/files/f9P9rU763YNrwupHeXjU" alt=""><figcaption></figcaption></figure>

**Cards:**&#x20;

Players can also auction off their cards. When they receive cards *(Unit Cards, Event Cards, Hero Cards, Weapon Cards)* from booster packs or earn them through missions, they can put them up for auction.

Through auctions, Marketplace will be a viable method to acquire specific cards.

<figure><img src="/files/A8but2taiyMvA8BHGRPs" alt=""><figcaption></figcaption></figure>

**Battle Boards:**&#x20;

Battle Boards define battlegrounds upon which Storm Warfare matches are played. Battle Boards are based on historic moments and iconic battlefields of WW2.

Once equipped with a deck, the player will be able to combat enemy Zero planes over the endless blue of the Pacific, reenact the greatest tank battle in history at Kursk, and play matches in other key moments of WW2 history.

<figure><img src="/files/TDZNLI6QXTfMP4Hz1nfY" alt=""><figcaption></figcaption></figure>

**Card Backs:**

Card backs are the most artistic cosmetic in the game, as they represent the player's approach to their decks. Card backs can be earned through the Ranked PvP mode, bought from the Store or through other players from the Marketplace. They also come with unique animations as well.

<figure><img src="/files/BQ7TxdQMxNIdSMKRH8uu" alt=""><figcaption></figcaption></figure>


# 10.2. Rewards

Storm Warfare allows players to earn various rewards simply through completing missions and participating in game modes.

Skilled Players will earn more $SWAR, packs, cards and unique card backs primarily through ranked and other upcoming game modes. Each Ranked season lasts for a month with refreshed rewards and leader boards for more rewards to earn.

Updating weekly and daily, completing missions requiring victories and fulfilling special conditions will reward players in $SWAR. Earned $SWAR can be converted for purchases in Store and Marketplace.

<figure><img src="/files/ZZxpluNuPwd7JISjLr6W" alt=""><figcaption></figcaption></figure>


# 10.3. Card Upgrade

The Card Upgrade system allows players to combine surplus cards into a higher tier with unique cosmetic upgrades. Each Upgrade features a unique visual effect, with some upgrades being rarer than others. A card upgraded through multiple tiers with the rarest effect will be extremely hard to come by and sought after.

Each Tier upgrade will require numerous copies of the same card from a tier below. This will generate a consistent and high demand even for the upgraded cards with more common effects.

<figure><img src="/files/HAlQRlyUynwzIKvViDT2" alt=""><figcaption></figcaption></figure>


# Platform

In the ever-evolving landscape of the gaming industry, the marriage of traditional game development methodologies with the innovative capabilities of blockchain technology has ushered in a new era of possibilities. This dynamic synergy not only addresses longstanding challenges in the gaming sector but also introduces novel concepts that promise to reshape the way we play, create, and engage with games.

While the integration of blockchain into game development presents numerous opportunities, it also brings forth challenges such as scalability, user adoption, and regulatory considerations. Striking the right balance between innovation and practical implementation will be crucial in navigating these challenges and unlocking the full potential of blockchain in the gaming industry.

Recognizing the complicated nature of integrating blockchain into gaming ecosystems, we have meticulously crafted a comprehensive and user-friendly technology stack that addresses the complexities behind the scenes. By streamlining the implementation of blockchain solutions, our platform enables game studios to effortlessly incorporate decentralized features, such as NFTs, smart contracts, and interoperability, into their projects. With our tailored technology stack, game developers can liberate their resources from the intricacies of blockchain integration, ensuring a smoother and more focused journey towards crafting immersive gaming experiences. Our commitment is not just to technology, but to the empowerment of game creators, allowing them to unleash their creative potential without the burden of mastering the intricacies of blockchain development.


# MarketPlace

Benefitting from the Blockchain infrastructure, Janus Interactive Studio allows players to buy, sell, and rent game items through the Marketplace feature.

The Marketplace will be reachable through the client and our first game, “Storm Warfare” website. The Storm Warfare Marketplace allows the players to sell and buy their assets through other players. The Marketplace is meant to be a community-driven free market space. Besides listing limited edition special artists series, Janus Interactive will not make any sales or purchases to regulate the market. The feature will be available for all the players from the start. Marketplace transactions are done through JAN, ETH and USDC.

<table><thead><tr><th width="319" align="center">ITEM</th><th width="127" align="center">BUY/SELL</th><th width="125" align="center">RENT</th><th align="center">CLAIM</th></tr></thead><tbody><tr><td align="center">Cards (Unit, Event, Hero, Weapon)</td><td align="center">🟢</td><td align="center">🟢</td><td align="center">🟢</td></tr><tr><td align="center">Card Backs (Cosmetic)</td><td align="center">🟢</td><td align="center">🟢</td><td align="center">🟢</td></tr><tr><td align="center">Battleboards</td><td align="center">🟢</td><td align="center">🟢</td><td align="center">🟢</td></tr><tr><td align="center">Packs</td><td align="center">🔴</td><td align="center">🔴</td><td align="center">🔴</td></tr><tr><td align="center">Commanders</td><td align="center">🟢</td><td align="center">🟢</td><td align="center">🟢</td></tr><tr><td align="center">Emote Packs</td><td align="center">🟢</td><td align="center">🟢</td><td align="center">🟢</td></tr></tbody></table>

<figure><img src="/files/fj1bnNbxKawlNyJceuMt" alt=""><figcaption><p>Marketplace Home Page</p></figcaption></figure>

<figure><img src="/files/ybJV3zAoQwsAoEVXIYXa" alt=""><figcaption><p>Marketplace Product Detail</p></figcaption></figure>

**LEGAL NOTICE:** The establishment and launch of the Marketplace are subject to compliance with current and future applicable regulations and regulatory requirements, including but not limited to the Prevention of Money Laundering, Mica (Markets in Cryptoassets), etc.


# Progressions & Achievements

Developing a progression and achievements framework for a subscription-based business model involves creating a system that incentivizes player loyalty and engagement.

**1. Subscription Tiers:**

* Establish different subscription tiers based on the level of features, benefits, and access to exclusive content. Higher tiers should offer more value to encourage users to upgrade.

**2. Progression Levels:**

* Implement a progression system where users advance through levels based on their subscription tenure, engagement, or other key metrics. Each level unlocks additional perks and rewards.

**3. Loyalty Points:**

* Introduce a loyalty points system tied to subscription length or usage frequency. Accumulated points can be redeemed for exclusive content, discounts, or other benefits.

**4. Achievements and Milestones:**

* Define achievements and milestones that users can unlock by engaging with the platform. This could include completing certain tasks, reaching usage milestones, or participating in community activities.

**5. Personalized Rewards:**

* Offer personalized rewards based on user preferences, ensuring that rewards align with individual interests. This creates a more tailored and engaging experience for subscribers.

**6. Exclusive Content:**

* Provide exclusive content or early access to new features for subscribers, with higher-tier subscribers enjoying more exclusive perks. This encourages users to maintain or upgrade their subscriptions.

**7. Social Recognition:**

* Introduce a system that publicly recognizes subscribers for their achievements and milestones within the community. This could be through leaderboards, badges, or other visible markers of accomplishment.

**8. Referral Program:**

* Implement a referral program where subscribers can earn additional benefits by referring friends or family to join the subscription service. This not only rewards existing users but also helps in user acquisition.

**9. Seasonal Events:**

* Host seasonal events or campaigns that offer limited-time rewards, discounts, or exclusive content. This creates a sense of urgency and excitement, encouraging users to stay active and engaged.

**10. Gamification Elements:**

* Incorporate gamification elements such as badges, levels, and challenges to make the progression system more engaging. This adds a fun and competitive aspect to the subscription experience.

**11. Customizable Subscriptions:**

* Consider offering customizable subscription plans, allowing users to tailor their subscriptions based on their specific interests and preferences. This flexibility enhances the perceived value of the subscription.

**12. Partnership Collaborations:**

* Explore collaborations with other businesses or brands to offer joint promotions, exclusive partnerships, or co-branded content. This adds diversity to the subscription offering and attracts a broader audience.

By implementing a robust progression and achievements framework, our subscription-based framework can foster a sense of community, incentivize long-term commitment, and continually provide value to subscribers, thereby increasing customer retention and satisfaction.


# Business Model

At the cutting edge of the gaming industry, Janus Interactive Studio is sculpting a dynamic ecosystem. This ecosystem allows us  a business framework which covers followings:

* **Ecosystem Approach:** Jan ID, Jan Market, and engaging game titles create a comprehensive ecosystem that enhances user acquisition, retention, and ecosystem awareness.
* **Diversification:** Combining B2C and B2B revenue streams ensures a well-diversified business model around the token.
* **Sustainability:** The combination of one-time purchases, subscription services, and diverse revenue streams contributes to the sustainability of the business.
* **Market Presence:** The strategic approach positions Janus Interactive Studio as a key player in the gaming market, leveraging both its products and services to meet the needs of a broad audience.
* **User Engagement:** The JanusPlace Market and  Games aim to keep users engaged within the ecosystem.


# Revenue Generation Scheme

In the gaming industry, revenue generation takes on a dual focus, catering to both Business-to-Business (B2B) and Business-to-Consumer (B2C) markets. From licensing technologies and forging strategic partnerships in B2B, to embracing in-game purchases and subscription models for end-users in B2C, the gaming ecosystem thrives on a symbiotic relationship between business innovation and consumer engagement.

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# B2C

**Components:**

1. **JAN ID:**
   * Multi-chain wallet and authentication provider.
   * Supports Web3 (e.g., Metamask) and Web2 social login (e.g., Gmail, Twitter).
   * Manages NFTs, game assets, and enables community voting for users.
2. **Janus MarketPlace:**
   * Traditional NFT marketplace within the ecosystem.
   * Monetizes game assets and collections.
   * Aims to keep users engaged, facilitating fee-less asset transfers while generating revenue through platform trading fees.
3. &#x20;**Games:**
   * Storm Warfare and our future games are core to the business.
   * Contributes to user retention and revenue through various channels, including in-game asset sales, microtransactions, and NFT marketplace fees.

**Revenue Generation Strategy - B2C:**

1. **NFT Sales:**
   * Revenue generated by selling NFTs related to in-game characters, weapons, skins, cosmetics, and other collectibles.
2. **Microtransactions:**
   * Steady revenue from in-game transactions such as season passes, tournament tickets, and other microtransactions.
3. **NFT Marketplace Fees & Royalties:**
   * Earns revenue through fees charged for trades and transactions within the Janus Marketplace and secondary marketplaces.
   * Additionally, royalties from secondary market transactions contribute to revenue.


# B2B

**Revenue Generation Strategies - B2B:**

1. **In-Game Advertisements and Branded Tournaments:**
   * Partnering with businesses for additional revenue streams.
2. **Licensing JAN ID:**
   * As a multichain wallet and authentication layer for other platforms.
3. **Licensing JANUS MarketPlace**
   * As a white-label solution to other projects, earning revenue through licensing, transactions, and volume.
4. **Modular Gaming Framework for Game Studios:**
   * Providing a direct solution for startups unable to build AAA quality games.
5. **Monthly Income from Subscription Services:**
   * Providing technical support and user database management as subscription services.


# Roadmap

This roadmap offers a clear view of our ongoing development efforts, striking a balance between transparency, innovation, and practicality.

**December 2023**

1. KOL/Content Creators activation
2. Open Beta Launch and the start of the user acquisition
3. Public Tournament
4. WL's campaign Starts

**January 2024**

1. Storm Warfare Genesis Free Mint NFT Launch
2. Content Creators Tournament
3. Seedify IGO&#x20;
4. JAN Token Launch CEX/DEX

**February 2024**

1. Storm Warfare Official Launch
2. Epic Games Launch
3. Storm Warfare Store and Marketplace Launch
4. Season 1 Tournament Starts
5. First Expansion Pack "Operation Overlord 1" Released

**March 2024**

1. Steam Launch
2. Second Expansion Pack "Operation Overlord 2" Released
3. Season 1 Tournament Ends (31 March 2024)

**April 2024**

1. Season 2 Tournament Starts
2. &#x20;Storm Warfare Mobile Open Beta Test (IOS and Android)


