WHITEPAPER
RISE OR ROT. A multiplayer social world being built one street, one character, and one system at a time.
Powered by creation. Expanded by community. Surrounded by the $DOOMSDAY ecosystem.
Welcome to DOOMCITY
The gates are open.
DOOMCITY is a multiplayer social world set inside a toxic, decaying city where characters, creators, communities, and new experiences become part of the world itself.
The goal is bigger than launching a token. The goal is to build somewhere people actually want to enter.
- A city with characters to discover
- Places to explore
- People to meet
- Things to collect
- Experiences that change as the city grows
DOOMCITY is already being built. And this is only the beginning.
The city
DOOMCITY begins as a multiplayer social world. Players enter the same city together, move through its streets, communicate, explore districts, discover characters, and experience a world that continues expanding around them.
The foundation is intentionally simple: build the city, populate it, give people reasons to return, then keep opening doors.
Over time, DOOMCITY expands through:
- New playable characters
- New districts
- Premium identities
- Creator collaborations
- Cosmetics
- Limited drops
- Marketplace activity
- Events
- Activities
- Interactive locations
- Premium experiences
- New gameplay systems
- Community-driven expansion
The city is the product. Everything else grows around it.
Where it stands
This is not a concept waiting to begin. The foundation already exists. DOOMCITY currently includes:
- Multiplayer player synchronization
- Third-person movement
- Camera systems
- Collision
- Character selection
- A growing original playable roster
- Global chat and moderation
- Named districts and landmarks
- A functioning 3D world
- Custom characters integrated directly into the game
Development continues from that foundation. The next stages are not about proving the city can exist. They are about determining what the city becomes.
The roster
Characters are one of the foundations of DOOMCITY. Each character gives the city another face, identity, story, and reason to explore.
| Character | Class | Status |
|---|---|---|
| Sludge | Toxic punk · Genesis #0001 | Playable |
| Ripcord | Cyber raider | Roster |
| Zerro | Shadow punk | Roster |
| Pixx | Street hacker | Roster |
| Dracula | Vampire lord | Premium |
Sludge is the first custom playable DOOMCITY character — Genesis #0001. The roster continues growing from there.
Future characters can enter through original development, premium releases, creator collaborations, special drops, and expansion of the wider DOOMCITY universe.
The goal is not simply to create skins. The goal is to build identities people recognize as belonging to the city.
DOOMCITY + $DOOMSDAY
DOOMCITY is the world. $DOOMSDAY is the ecosystem surrounding its growth.
Players do not need $DOOMSDAY simply to enter DOOMCITY. The city is being built to stand as a multiplayer experience on its own. The token sits around the activity created by that world — characters, marketplace activity, premium experiences, drops, collaborations, community, expansion.
The city creates the value.
The stronger the city becomes, the more activity can exist around it.
$DOOMSDAY
| Item | Detail |
|---|---|
| Token | DOOMSDAY |
| Ticker | $DOOMSDAY |
| Network | Solana |
| Contract address | 7r3J7PjXjBsG29nhy9XyDNm9WMm7y6S5Ljq4WNCCpump |
| Liquidity pair | $DOOMSDAY / SOL |
| Liquidity pool | GxyMaTVAn6nydRUytY937kqhwzNCyxgpcHKyob9yPXLs |
| WSOL | So11111111111111111111111111111111111111112 |
| Mint authority | Revoked |
| Freeze authority | Revoked |
| Liquidity | 100% burned |
| Team allocation | None |
Changing market information such as market cap, liquidity, volume, price, and holders is displayed through the live token interface rather than permanently written into the whitepaper.
Revoked mint authority means no further supply can be created. Revoked freeze authority means no wallet can be frozen. Burned liquidity means the pool cannot be withdrawn. These are verifiable on-chain — check them yourself rather than taking this document's word for it.
Tokenomics
The $DOOMSDAY ecosystem is designed around activity created through DOOMCITY. The economic system expands alongside the city through:
- Premium characters
- Character marketplace activity
- Cosmetics
- Limited drops
- Creator collaborations
- In-game purchases
- Premium experiences
- Events
- New districts
- New systems
- Future platform expansion
Revenue generated around the ecosystem feeds continued growth. That structure includes:
DOOMCITY development
Building new environments, systems, characters, experiences, infrastructure, and future releases.
Treasury
Building resources dedicated to the long-term expansion of DOOMCITY and the wider ecosystem.
Buybacks
The ecosystem roadmap includes directing a portion of qualifying ecosystem revenue toward $DOOMSDAY purchases from the open market as revenue-producing systems come online.
Burns
Burn mechanics create a path for designated $DOOMSDAY to be permanently removed from circulation and publicly verified on-chain.
Token locks
Long-term ecosystem and treasury holdings can be placed into transparent, verifiable locks.
Creator + community growth
Resources can support collaborations, community expansion, content, events, and new opportunities inside the city.
The purpose is not to force a token into every interaction. The purpose is to create a growing world capable of producing activity around itself.
The loop
DOOMCITY is designed around a simple growth cycle.
- More players
- More activity
- More ecosystem revenue
- More development
- A bigger city
- More reasons to return
- More players
The city grows because people use it. The ecosystem grows because the city grows.
The city creates the value.
The creator economy
DOOMCITY is being built to leave room for creators inside the world. Creator collaborations can expand beyond promotional partnerships.
- Characters can become playable
- Identities can become part of the roster
- Communities can leave marks on the city
- Drops can become events
- Collaborations can become places, characters, collectibles, or experiences
The long-term goal is to make DOOMCITY a world other creators can contribute to rather than simply advertise beside.
Premium experiences
Not everything inside DOOMCITY needs to be identical for every player. The city can support optional premium layers through:
- Premium characters
- Cosmetics
- Limited releases
- Special drops
- Creator characters
- Collectibles
- Marketplace activity
- Exclusive experiences
- Future interactive systems
The core world remains the foundation. Premium systems build additional layers around it.
The five stages of DOOMCITY
Five stages, in order. The Foundations have already begun; the rest get built while people are already inside the city.
| Phase | Direction |
|---|---|
| 01 | I — THE FOUNDATIONS Build the world — the city, the systems and the core mechanics |
| 02 | II — THE POPULATION Expand the roster — iconic characters, factions and unique abilities |
| 03 | III — THE OPENING Launch beta — open the gates for early access, testing and feedback |
| 04 | IV — THE AWAKENING Grow the community — events, partnerships and rewards |
| 05 | V — THE EXPANSION Future expansion — new districts, game modes and cross-world expansion |
I — The foundations
Multiplayer. Movement. Characters. Communication. Streets. Systems.
That stage has already begun. The foundation gives DOOMCITY somewhere to stand.
II — The population
The city begins gaining faces: new characters, new factions, premium identities, creator characters, communities, personality.
DOOMCITY begins becoming recognizable not only by its streets, but by who lives inside them.
III — The opening
The gates widen. Testing becomes exploration. Feedback becomes construction.
More people enter. More systems are exposed to the world. The city stops being something observed from outside — people begin occupying it.
IV — The awakening
The city begins giving people reasons to return: interactions, activities, events, discoveries, doors, rewards, locations, new systems.
The city begins remembering that it is supposed to be dangerous. And alive.
V — The expansion
DOOMCITY moves beyond its original borders: new districts, new systems, new characters, new experiences, new collaborations, new communities, new opportunities.
The world expands outward while becoming deeper inside. Communities begin leaving permanent marks on the city.
Beyond the city
DOOMCITY begins on the web. It does not have to end there.
The long-term target is to grow the experience far enough to pursue broader platform distribution, including Steam.
That requires more than uploading a build. It requires a city worth bringing with us.
The immediate job is therefore not to chase platforms. It is to keep building DOOMCITY until the world itself demands expansion.
The future
There are parts of DOOMCITY that exist today. There are parts currently being built. And there are parts that have not entered the city yet.
New districts will appear. New characters will arrive. New systems will connect. New creators will enter. New doors will open.
The city should never feel finished. Because finished cities stop changing. DOOMCITY is supposed to mutate.
Notice from outside the walls
DOOMCITY is live, evolving, and under active development. $DOOMSDAY is the ecosystem token growing alongside the city — connected to the world being built, the activity around it, and what comes next.
The city creates the value. Everything else? Enter the city and see.
Risk and honesty
$DOOMSDAY is the ecosystem token growing alongside DOOMCITY and the community around it.
DOOMCITY is in active development. The city will continue to evolve as new characters, districts, systems, events, and experiences are built.
Crypto moves fast. Prices rise, prices fall, and nothing is guaranteed.
THE CITY CREATES THE VALUE.
THE PEOPLE GIVE IT LIFE.
DYOR.
DOOM CITY
RISE OR ROT.