MOTOKART
REAL MONEY KART RACING. WINNER TAKES THE POT.

A blockchain powered high speed 3D kart racing, straight from your browser.

TOKEN ADDRESS A5UZhnKkWiK5otkiPzDV4EAGpNoKpsNYr5tYyqZozfAq
GAME PROGRAM ADDRESS 9NMVd4ifdeoqnomHh6idvp9C4mve7QiiLui658yfyRTz
THE GAME & THE MODEL
A REAL KART RACER. REAL MONEY ON EVERY GRID.
MOTOKART race gameplay
THE GAME

Full arcade kart racing: drifting, items, boosts, multiple tracks and modes. Browser and mobile, no download. Free to play, always.

THE WAGER

Paid lobbies at $1–$10 entry tiers. Fees pool into a visible pot, top 3 split it after the 10% platform rake. Settles on chain in seconds.

WHY IT LASTS

P2E games paid players with printed tokens and died when buyers dried up. Winners here get paid by other racers. No emissions in the core loop.

The model is a poker room, not a token farm: our income is a fee on player vs player money, and it exists at any player count.

THE FLYWHEEL
THE RAISE STARTS IT. RAKE KEEPS IT RUNNING.
1

SEED POOLS. The raise funds a launch pot, paid out through weekly time trials. Free to enter, real money to the fastest.

2

PLAYERS STAY. Quests, streaks, cosmetics and leaderboards build the habit while people get faster.

3

SOME WAGER. 3–5% of free players start entering paid lobbies. Rake revenue starts here.

4

RAKE RECYCLES. 40% of rake goes back into prize pools. Treasury top ups shrink as volume grows.

5

VOLUME GROWS. Bigger pools bring more players, more pots, more rake. Step 5 funds step 1.

↺ AT STEADY STATE THE TREASURY PAYS NOTHING
ECONOMY & REVENUE
TWO CURRENCIES. FIVE REVENUE LINES.
HARD · ETH/SOL/USDC

Entry fees, pots, payouts, cosmetic purchases. Only ever wagered or spent, never minted as a reward.

SOFT · POINTS

Quests, streaks, unlocks, whitelist waves. Non transferable, so no secondary market and no securities question.

1 · RAKE ON POTS10% OF EVERY POT
2 · COSMETICS & SKINS  ·  3 · TOURNAMENTS  ·  4 · SPONSORED GRIDSPOST LAUNCH
5 · KART NFT MINT OR TOKENPUBLIC ROUND · TBD

The 10% rake splits fixed at launch: 40% back to player rewards, 60% to operations & treasury.

NUMBERS & GO TO MARKET
THE MATH AT 100K USERS.
$0.15–0.50

cost per user — every $15–50k of pool rewards buys roughly 100k funnel users

≈$72K/MO

rake revenue at 4k wagering players, $2 entries, 3 races a day

0 AD SPEND

growth runs on the funnel: whitelist waves, free pools, KOL races with public pots

BUILT

phase 1 — the quest/whitelist funnel with streaks, referrals and X verification is already specced and in build

Skillz proved casual skill wagering at 20%+ take rates. On chain casinos prove the volume. Kart racing sells tens of millions every generation. We sit where the three overlap, at a 10% platform rake.

SEE YOU ON THE STARTING GRID.

Questions about the game, the model or the build — join us on either of these.

LAP 1/6
Business Plan Motokart X

MOTOKART Business Plan

Real money kart racing on Ethereum and Solana · pre seed working draft · figures are targets, not guarantees

Summary

MOTOKART is a full arcade kart racing game — items, drifting, tracks, 8 player grids — playable in the browser and on mobile, built on Ethereum and Solana. The game is free to play. The business is the paid lobbies: entry fees pool into a pot, the top three finishers split it, and the protocol takes a 10% platform rake.

Why this works where P2E didn't: P2E paid players with printed tokens, so income depended on new buyers and collapsed when they stopped coming. Here winners are paid by other racers. The core loop mints nothing, so revenue exists at any player count.

Product

The game. A complete arcade kart racer, not a betting skin. Drift mechanics, item pickups and timing, boost pads, multiple tracks, free and paid modes. Lobby to grid in under 30 seconds, no download.

Paid lobbies. Stakes tiers at $1 / $2 / $5 / $10+ entry. The fee is the seat; 8 seats per grid; the pot is visible as it fills. The post rake pot splits across the podium (e.g. 60/28/12) and settles on chain in seconds. Lobbies are tier matched and everyone runs the same physics — nothing purchasable affects race outcomes.

Around the races. Points from daily, streak, referral and playtest quests (the whitelist funnel, already in build, becomes the live retention system). Cosmetics — skins, karts, decals — earnable with points or bought with cash, no stats attached. Seasonal leaderboards with weekly prize pools.

Two currencies. Hard currency (ETH/SOL/USDC) is only ever wagered or spent, never minted as a reward. Points are non transferable, so there's no secondary market and no securities question.

The flywheel

  • Seed pools. The public raise funds a sizable launch pot, paid out through weekly free to enter time trials. Real payouts to fast times are the acquisition hook.
  • Players stay. Quests, streaks and cosmetics build the habit while skill compounds.
  • Some wager. 3–5% of free players enter paid lobbies (skill gaming benchmark). Rake starts.
  • Rake recycles. 40% of rake goes back into prize pools; pot top ups from the raise shrink as volume grows.
  • Volume grows. Bigger pools bring more players, more pots, more rake. The last step funds the first.

The public raise pays for the first rotation. At steady state the rewards budget is funded entirely by rake. That 40/60 split of the rake — rewards versus operations and treasury — is public at launch and becomes governance adjustable if a token exists later.

Revenue & unit economics

LineMechanism
Rake10% of every pot
CosmeticsDirect sales, seasonal drops, high margin
TournamentsRaked entries + sponsor top ups
Sponsored gridsBrands pay for races and boosted pots

Illustrative model at 100k users: 4% conversion → 4,000 wagering players × $2 entries × 3 races/day ≈ $24k daily volume → ≈$2.4k/day rake, ≈$72k/month. Of that, $29k returns to prize pools and $43k goes to treasury — enough that the flywheel self funds and treasury covers operating burn. Most sensitive inputs are conversion and races per day; both move with tier design and event cadence, and pool sizes can be scaled down to match actual conversion.

Go to market

  • Whitelist (built): quest funnel with streaks, referrals and X verification, keys released in waves.
  • Free pools: weekly paid time trials for keyholders. Payout clips are the content engine.
  • KOL grids: streamed grudge matches with public pots, shown to exactly the right audience.
  • Open wagering: stakes tiers open wave by wave, then tournaments and sponsored grids.

Target: 100k users through the funnel on the rewards budget alone, no paid ads. First audience is crypto native users who already wager daily and grew up on kart racers.

Risks

  • Regulatory: outcomes are skill determined with no house position. Geo fencing, offshore entity structure, legal review before open wagering, free mode everywhere.
  • Cheating/botting: server authoritative physics, input anomaly detection, wager access gated by account age and play history, replay review.
  • Cold start: free pools guarantee activity before wagering opens; $1 tiers keep small pots viable.
  • Reward farming: payouts gated by verification waves and playtime heuristics; points rather than cash for most quest actions.
  • Low conversion: recycle rate and pool cadence are adjustable, so seeded pool runway stretches to match reality.

Roadmap

In order, without dates:

  • Whitelist waves, free pools paying weekly
  • Wager lobbies, rake on, cosmetics shop
  • Tournaments, seasons, sponsored grids