# GAMER

Official Gamer Whitepaper. Published January, 2022.

{% hint style="warning" %}
**Parts of this whitepaper are outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have placed notices on parts of the whitepaper that are outdated, but have kept them online for informational purposes.
{% endhint %}

{% hint style="success" %}
New GMR Trust laid out!

We are pleased to announce that the GMR project is migrating to a community managed project, with community members taking up vital roles within the org as we continue to deliver transparency and improve our ability to move fast and innovate.

Find out more here: [GMR Trust](/gmr-center/gmr-trust)
{% endhint %}

![](/files/of6iU9NU0rvBIf0XJA8i)

### Create. Empower. Game.

GMR (Gamer) is a utility token created to formulate a credible synergy between cryptocurrency investments and the online gaming industry.

This whitepaper will outline our current plans and future ambitions so that all stakeholders (past, present, and future) understand the technical aspects of the project and our aspirations for growth in the ever-expanding marketplaces of Crypto and Gaming.

Built on the BNB Chain network and now trading on the updated contract (V3) GMR has never stopped developing, innovating, and progressing since its launch in May 2021.

This is something that the team pledge to continue.

#### **Create.**

Creating on the GMR Center will be a fun and seamless experience. Whether you are a content creator looking to create new revenue streams, or a gaming enthusiast who wants to create amazing artwork inspired by their favorite games, the GMR Center Create tools will provide the platform for your ambitions.

#### **Empower.**

Through the immutability of the blockchain, we are creating an ecosystem that empowers the gamer. Using our innovative, gamer-owned guild system, gamers will have a real, controlling, and tradable stake in the future of their Guilds gaming activities. In addition, by harnessing the tools we are putting together, gamers are back in control of their social destiny through our concept of Decentralized Fame.

#### **Game.**

2022 is going to be a pivotal year for gaming. As more and more studios begin to realize the important role blockchain technology can play inside games, we are taking the initiative and creating a toolkit for game developers to seamlessly integrate blockchain into their games.

To achieve this, we are currently developing two proof-of-concept games, the first of which - Battle Leet - will be released later this year. Battle Leet will allow gamers and holders of our Non-Fungible Leets NFTs to pit their collection against others in a battle for domination, pride, and GMR tokens.

Perhaps more importantly, our proof-of-concept games will provide real-world examples of how the GMR Game Toolkit will work.

{% hint style="warning" %}
This whitepaper and its contents can be revised at any time. We will take steps to publish the details of any revisions to our social channels, and will highlight the latest revision date beneath the title of this page.
{% endhint %}


# GMR Center

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

{% hint style="info" %}
New GMR Trust laid out!

We are pleased to announce that the GMR project is migrating to a community managed project, with community members taking up vital roles within the org as we continue to deliver transparency and improve our ability to move fast and innovate.

Find out more here:&#x20;
{% endhint %}

![](/files/lC5h758HPgX7cR8mDoRo)

{% hint style="info" %}
The following passage describes functionality that is either already deployed or is currently in development. See our [Roadmap](/roadmap) for more details on when these features will be activated.
{% endhint %}

From the GMR Center, gamers will play games in the Arcade, trade game assets and art in the NFT Hub, create decentralized and member-owned gaming guilds with our social tools, and join live-streamed game rooms of their followed gamers.

This innovative ecosystem is where individuals can get information on all aspects of the project, join up to the project, share information with the community, invest in our range of NFT’s, trade NFT’s, invest in the Token, hold tokens, register for news, and events and so much more.

Our community is the heart of the GMR project and therefore we will continually strive to improve and grow our platform in order to add as much value and provide rewarding features for all involved and interested in GMR.

### Blockchain Agnostic

We are building the GMR Center to be completely blockchain agnostic. This means users from any EVM compatible network will eventually be able to participate in our ecosystem. To achieve this, we will develop an on-platform wallet solution that will allow users to benefit from the lighting fast transaction speeds required for a true gaming experience, whilst benefitting from our bridge contracts to allow participation from other networks. All without fuss.

### Getting Set Up

It is important to us that we create a welcoming and inclusive platform, and we understand to achieve this, we need to make the onboarding process as seamless as possible. Especially for gamers who are completely new to the blockchain.

All you need to do to start your journey with GMR is head to the site online and then follow these simple steps –

1. Sign up and create an account. <mark style="color:green;">`DEPLOYED`</mark>
2. Once completed, members will be assigned a dedicated wallet ID. <mark style="color:orange;">`PRODUCTION`</mark>
3. Members will then have access to the wallet linking function which allows you to bring in funds from various crypto wallets and transfer assets to the CENTERS state of the art secure holding software. <mark style="color:orange;">`PRODUCTION`</mark>

Once enrolled, users will be able to set preferences and indicate certain interest areas so that they are served content most relevant to their passions.

This will include, all aspects of gaming (casual or competitive), NFT, Crypto-related topics, company news, staking, streaming, and a whole host of other options.

The GAMER Center will soon allow users to directly deposit funds directly from a debit/credit card to use across the platform. We have implemented this to impact the liquidity in the background, creating massive volume in real-time to support the token price stability.

Once members are familiarized with their new dashboard, they will have access to amazing features and insight such as social posts, NFT Hub items, updates from any of the user’s clans, gaming news, and live streams – based on their chosen preferences and subscriptions.

### Staking

Through roadmap activation, the users of the GMR Center will be able to stake and earn in a variety of ways:

* GMR - GMR vested locked staking.
* GMR - Partnered token staking.
* Approved NFT staking - such as GMR Retro 1.

### Achievements

Throughout the GMR Center ecosystem, gamers will come across many ways to earn achievements based on their interactions with the GMR Center. The achievements themselves are NFTs, meaning the benefits that any particular achievement brings, can be traded or sold on the NFT Hub.


# GMR Trust

The Trust is the collaborative core that steers GMR.

### Role outlines

#### Marketing Lead *(signer — Marketing wallet)*

Own go-to-market for products such as Battle Leet and ecosystem awareness. Build the BL marketing plan: shipping a lean **GDD**, pushing a **Steam Coming Soon** (if possible), social campaigns, streamer outreach & exclusives, festival submissions, competitor & KPI research, KOL/collab pipeline, paid ads with A/B tests and budget caps. Partners closely with **Comms** and **Community** to execute programs; proposes Marketing spends (later) within policy.

#### Comms Lead

Own cross-channel communications: set and run the update cadence (align with CEO, Tech Lead and Marketing Lead), write posts/announcements, prep podcast/AMA notes, craft media assets (clips, visuals), and co-manage official email inboxes with Marketing. Translates product/ops into clear, timely comms; works tightly with **Marketing** on campaigns and with **Community** on events.

#### Ops Lead *(signer — Development wallet)*

Own the operating rhythm: agendas, decision & risk logs, access lists, technical incident triage, and readiness planning. Coordinates with Marketing/Comms to keep milestones realistic; proposes small Ops spends later (infra, tools) within policy. Works closely with CEO and Tech Lead.

#### Community Success Lead

Support and coordinate the mod team, keep discussions healthy, and co-run community events with Comms/Marketing. Shares anonymised moderation highlights and practical improvements; can **recommend** mod additions/removals. Offers collaborative support for mods and Trust other members.

#### Treasury Reporter

Publish the weekly ledger. Reconcile inflows/outflows for both Marketing and Development wallets, explain variances, and ensure sensitive data is handled responsibly (redact personal/supplier details where needed). Independent of signers to keep reporting clean.

### Members

**Members appointed from the project founders:**

* **CEO**&#x20;
* **Tech Lead**

**Members appointed from the community:**

* **Marketing Lead** (marketing wallet signer)
* **Communications Lead**
* **Ops Lead** (development wallet signer)
* **Community Lead**
* **Treasury Reporter**

### Signer matrix

* **Marketing wallet (2-of-3):** CEO • Tech Lead • **Marketing Lead** *(Tech Lead remains neutral co-signs with the mod by default unless harmful)*
* **Development wallet (2-of-3):** CEO • Tech Lead • **Ops Lead** *(Tech Lead remains neutral co-signs with the mod by default unless harmful)*

### Appointments

* Marketing Lead (signer): Fithos
* Communications Lead: Frank
* Community Lead: Ultimo
* Ops Lead (signer): The Best Mark
* Treasury Reporter: Open to community applications, more details soon

{% hint style="success" %}
One person = one role; no shared roles. Official emails will be set up for Comms, Marketing and Ops leads.
{% endhint %}


# Social

In-house, expansive social networking tools from GMR.

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/GfqfR3pKK1RlO4u5qoK8)

{% hint style="info" %}
The following passage describes functionality that is either already deployed or is currently in development. See our [Roadmap](/roadmap) for more details on when these features will be activated.
{% endhint %}

### Connecting The Dots

The GMR social networking tools are at the heart of everything we are aiming to achieve. Whether you are selling your first NFT or increasing your winning streak inside Battle Leets, you should be able to notify, share and even monetize your progress through our social tools - this is our "social everywhere" approach.

### Decentralized Fame

Decentralized social networking offers us the opportunity to put the gamer in full control of all their achievements. No reason to apply for streaming "partner" status, or needing to hit millions of views to start benefitting on your gaming abilities - simply sign-up and start capitalizing!

Once you have joined the GMR center, you can begin community building and take advantage of the following features:

* [x] A general site-wide timeline.
* [x] Public and Private member profiles.
* [x] Attain achievement-based rewards.
* [x] ZERO data transfer to third parties - the only data we collect is for the healthy functioning of the GMR Center and will never be sold!
* [ ] Personalized timelines.
* [ ] DAO-like member-controlled and restricted access Guild Zones.
* [ ] NFT collaborations and promotions.
* [ ] Like, upvote, and Super Like posts. 💸
* [ ] Create NFTs from your own comments! 💸
* [ ] GMR Tipping. 💸

### Guilds and Guild Zones

Gaming is much more fun when the victory is shared, and in the GMR Center, there is no better way to share than by being part of a decentralized, member-controlled Guild!

Guilds will be piloted as part of the roadmap for our flagship game Battle Leets. Each Guild member will be awarded a Guild NFT, which is unique to that Guild and acts as an access token to restricted areas and perks, along with an equal vote weight as part of the Guilds management and voting system.

### Social Everywhere

As part of our "social everywhere" approach, our comments, share, and social NFT tools will be extended to our other flagship products: NFT Hub, Games such as Battle Leets, and even streaming.


# Changelog

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/6yRg1TrP8RCKqYemdE9i)

{% hint style="info" %}
All notable changes and releases will be documented in this file.

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Release numbers may not appear sequential as they are based on an application-level changelog.
{% endhint %}

### \[1.7.9] - 2022-09-30

#### Added

* Enabled Liked By for posts and comments

### \[1.7.6] - 2022-09-17

#### Fix

* Optimized channels with included and single api call

### \[1.7.5] - 2022-09-13

#### Fix

* Social channels - duplicate posts, and api calls.

### \[1.7.4] - 2022-08-10

#### Changed

* Switched social sidebar and news sidebar to pull from media center
* Updated all about menu items to pull from white paper

### \[1.7.3] - 2022-08-07

#### Changed

* Updated api endpoints for post and comment likes

### \[1.7.2] - 2022-07-28

#### Added

* Media in comments

### \[1.7.1] - 2022-07-20

#### Added

* 'Improved hashtag and user search'

### \[1.7.0] - 2022-07-19

#### Changed

* 'Scroll to' for 'comments on comments'

### \[1.6.9] - 2022-07-15

#### Added

* First release of 'comments on comments'

### \[1.6.7] - 2022-06-23

#### Changed

* Refactored modules and CKEditor plugins from social

### \[1.6.6] - 2022-06-09

#### Added

* Signed wallet address registration

#### Changed

* Improved system messages popup

### \[1.6.5] - 2022-05-30

#### Fix

* Fix for /social/ paths in messages - redirect to /post

### \[1.6.4] - 2022-05-30

#### Added

* Release post subscriptions and notification preferences system

### \[1.5.8] - 2022-04-22

#### Fix

* Pressing ESC closes Media Gallery
* Layout shift in timeline
* Public profile text for timeline now says 'This user's timeline is empty' (when empty) as opposed to 'This user's profile is empty'
* New posts button now appears on Hashtag timeline

### \[1.5.7] - 2022-04-20

#### Changed

* Changed profile picture upload and banner upload to support preview images

### \[1.5.6] - 2022-04-16

#### Added

* Upgraded system messages/notification center

### \[1.5.5] - 2022-03-31

#### Added

* Add load progress indicator to media in timeline and media gallery

#### Fixed

* Prevent flash of text 'There are no posts' when navigating away from and back to timeline.

### \[1.5.4] - 2022-03-24

#### Added

* e2e tests
* New skeletons (loaders) for timelines
* Placeholder image for error loading images.
* Improved srcset picture image handling in media gallery
* Improved hashtag and @mention dropdown / modals

#### Changed

* Serve original GIFs in media gallery
* Refactored UserElementManagementMenu and using custom ConfirmModal
* Disabling focus upon entering PostView for comments form

#### Fixed

* Show loader while initial posts/comments being fetched

### \[1.5.3] - 2022-03-18

#### Added

* Generalized Timeline Component
* Handle images using picture and srcset
* Use width and height metadata to improve the display of a single image preview in post

#### Changed

* \[Accessibility] - All page content should be contained by landmarks
* \[Accessibility] - Page must have one landmark
* \[Accessibility] - Elements must have sufficient color contrast
* \[Accessibility] - ARIA attributes must conform to valid values

#### Fixed

* Populate missing image metadata for old media assets
* Videos uploaded using iPhone can be seen on desktop/pc
* Deleting post while on Hashtag Timeline or Post View does not break navigation
* Scroll position after returning from Post to Timeline

### \[1.5.2] - 2022-03-15

#### Added

* Add srcSets for modal images

#### Changed

* Accessibility changes
* Refactor redux state and modules components for 'Timelines' architecture

### \[1.5.1] - 2022-03-10

#### Added

* Added moderator icon for moderator modifiers
* Media migration script (to add width, height, and provider to social\_media)

#### Changed

* Updated hashtag list header style
* Initial cut at improved media handling with picture element and srcsets
* social media schema change to include width and height of source media

#### Fixed

* Fixed like spam on comments bug

### \[1.4.1] - 2022-03-07

#### Added

* Implemented temporary solution for post and comment modifiers and moderator indicator

#### Comments

* Note - not strictly a PATCH release, as this release was not a patch fix.


# NFT Hub

Not a marketplace, but the Hub at the center of the NFT ecosystem.

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/amwOEsB6uVwTFhQZ4AmQ)

{% hint style="info" %}
The following passage describes functionality that is either already deployed or is currently in development. See our [Roadmap](/roadmap) for more details on when these features will be activated.
{% endhint %}

### Off With A Bang

With the huge success and demand, we experienced after the release of our 10,000 individual and functional Non-Fungible Leets NFT’s we will continue to develop our offerings and capacities in this digital world.

Our NFT Hub architecture will be designed around the ever-increasing momentum in NFT adoption and desirability as utility items and collectibles from the hands of established artists, influencers, and content creators.

### What's In A Marketplace?

The NFT Hub and its core contracts are what underpin our entire NFT ecosystem:

* **The Hub**

  For gaming NFT memorabilia and collectibles. Each piece is either curated by GMR or created by approved Creators. It's through The Hub that gamers will also sell their own approved NFTs, including achievement NFTs and NFT comments from the GMR social tools!
* **Gamer Swag**

  A specialized set of interfaces and contracts to facilitate in-game NFT creation and trade.
* **Approved Collections**

  Although some approved NFTs will be available to trade in The Hub, we believe some collections deserve a special place away from the noise. Our first such approved contract will be the [Non-Fungible Leets](/battle-leets/leet/non-fungible-leets-gaming-and-collectibles) collection, swiftly followed by our GMR Retro One collection.

### Royalties and Fees

Every creator on the GMR Center will benefit from lifelong royalties on NFT trades made on the NFT Hub:

* Creator-defined royalty system up to a maximum of 10% on all future sales.
* 3% sale fee.
* Pay no listing fees!

{% hint style="info" %}
There is a verification process to become an approved creator on the NFT Hub. Details of the verification process will be published separately.
{% endhint %}


# NFL Market

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/VktO8F9rXvacWLFoGP0C)

{% hint style="info" %}
The NFL Market is currently in public BETA.
{% endhint %}

### How the NFL Market works on the GMR Center

Ok so you have a bunch of battle-hardened Non-Fungible Leets and you want to spread the love by allowing other gamers a shot at owning one too, after all, there are only 10,000 of them! Well, now you can put them up for auction right from the GMR Center!

Auctioning your NFLs could not be more simple! Simply head to the “My Leets” page inside the app, connect your wallet and click the Leet you want to put up for sale. From here, you will be taken through a simple multi-step process to list your Leet

![Creating an auction](/files/gPxzKamoDTw0z9pHOwny)

The first step is deciding the starting bid in GMR for your auction, then go ahead and select the minimum bid increment - the minimum amount in percent a bidder must add to a current bid - and finally, decide how many days you want the auction to run for once it has started. Don’t worry, your auction countdown will not begin until you receive your first bid!

Once you have the auction details set it’s time to approve the NFL Market contract. This allows the market to safely transfer your Leet to escrow for the duration of the auction. Once the market is approved you can go ahead and create the auction. And that’s it!

#### A change of mind

Here is a great time to note that you can change any of the auction parameters and even cancel the auction any time before the first bid is received. So, you’d rather bump up the bid increment to 5%? Go ahead, hit the edit button, make your changes and confirm! But remember, you will not be allowed to make any changes or even cancel an auction once you have received your first bid.

![Editing an auction](/files/FsKmm98oRL09F8bpI8xM)

#### Cancel your listing

Simply click the cancel button and confirm the cancellation with your wallet to cancel the auction entirely. Once the cancellation is successfully submitted to the blockchain, your NFL will be returned to you from escrow and the auction will be removed.

#### Bidding

Bidding for Leets is as straightforward as creating an auction. Simply head to the Leet Market for a full list of live auctions and click on the Leet you want to bid for. If the Leet has yet to receive a bid, you can go ahead and submit the starting bid by clicking the Approve button. This will allow the NFL Market contract to safely transfer your GMR to escrow.

![Submit a bid](/files/Y1pYZsKU2rNeTJc8flBb)

If you are outbid, your GMR will be transferred back to your wallet by the marketplace. You do not have to perform any additional steps to get your GMR back!

Auctions end when the time is up! However, a feature of the NFL Market is our dynamic deadline. This feature means any bids received in the final 15 minutes of the auction, will automatically extend the deadline to 15 minutes. This means sellers will receive a truer value for their Leets, and buyers cannot be “sniped” during the final moments of the auction.

#### Finalizing

Once an auction has ended it must be finalized. Anyone can finalize an auction. To finalize an auction, head to the details page of the auctioned leet, hit finalize and confirm. Once confirmed, the Leet will be transferred to the winning bidder, and the GMR will be transferred to the seller (minus market and royalty fees).

![Finalize an auction](/files/3RisWsELioWCZifBvTqn)

#### Fees

The NFL Market has an 8% fee on all sales. This is comprised of 5% going to the original minter - or first-buyer - of the NFLs as a royalty, and 3% in marketplace operation fees.

As GMR moves to a community governed token, the allocation of marketplace fees can be decided upon by consensus. Our Community Governance Committee will be asked to set the amount of GMR that will be burned each month from all collected fees.


# Changelog

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/6yRg1TrP8RCKqYemdE9i)

{% hint style="info" %}
All notable changes and releases will be documented in this file.

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Release numbers may not appear sequential as they are based on an application-level changelog.
{% endhint %}

### \[1.7.8] - 2022-09-20

#### Changed

* Updated Manage NFTs workflow with animation

### \[1.7.7] - 2022-09-19

#### Fix

* Fixed NFL auction rounding error

### \[1.6.8] - 2022-06-29

#### Changed

* Deployed re-worked manage NFTs module

### \[1.6.3] - 2022-05-27

#### Changed

* Made NFL market public

### \[1.6.2] - 2022-05-21

#### Added

* Added notify transaction modal to all auction transactions

### \[1.6.1] - 2022-05-16

#### Added

* Updated NFL Market browser, auction actions, and admin sync with subgraph

### \[1.6.0] - 2022-05-04

#### Added

* NFL Market Auction


# Arcade

Hangout and game.

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/HTXcmVfe5KveIvbfvqdJ)

{% hint style="info" %}
The following passage describes functionality that is either already deployed or is currently in development. See our [Roadmap](/roadmap) for more details on when these features will be activated.
{% endhint %}

### Nostalgia Overload

The Arcade truly captures the spirit of the traditional gaming hangout. In the early iterations of our gaming platform, the Arcade will be very "Web 2.0" - cards on a page that when clicked, load up a game. As we iterate through the versions, gamers will see our Arcade evolve into a complex and beautiful interactive space. A place to truly hang out with peers and game - game in the "Web 3.0" era.

The Arcade also offers a space for every game developer to publish their blockchain games to the GMR community. Through our gaming toolkit [technologies](/technology), game developers will have an engaged and activated audience right from launch!

### Pathing The Way

As we develop our gaming toolkit, which will offer game developers access to a suite of tools designed to integrate Web3 functionality into games, we will first aim to demonstrate the power of such tools by developing our very own blockchain-powered game: [Battle Leets](/battle-leets/leet/origin-stories).

### A Modern Arcade

Through roadmap activation, we are evolving what it means to "hangout down the Arcade". As we iterate through development, the Arcade will relocate to a new home... Welcome to the GamerVerse!


# GamerVerse

Come to play, stay to game.

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/qOx26bAZMh0i0B42hi0q)

{% hint style="info" %}
The following passage describes functionality that is either already deployed or is currently in development. See our [Roadmap](/roadmap) for more details on when these features will be activated.
{% endhint %}

### Worlds Within Worlds

The open sandbox and 3D world that is the GamerVerse is an NFT based metaverse. The world is made up of purchasable plots of land.

The initial land offerings will see plots made available from the highly desirable North Zone of Qrolis - a concentrically ringed city in the desert.

### Plots

Plot sizes start from 16m x 16m with height restrictions being published at a later time.

Purchasing adjoining plots will allow gamers to combine them to form an estate. Larger estates allow more opportunities for landowners to develop more complex and space-consuming items and features.

{% hint style="info" %}
We are giving the community the opportunity to help shape the GamerVerse! Stay tuned to our social channels for your chance to name the following GamerVerse assets: <mark style="color:blue;">`PLOT NAME`</mark> & <mark style="color:blue;">`ESTATE NAME`</mark>
{% endhint %}

### A Future Arcade

When we welcome new residents into the GamerVerse the Arcade will officially relocate too. Games that are available inside the arcade, will now be accessed by visiting virtual arcades inside the GamerVerse.

The Battle Leets arena will be found at the very center of Qrolis!

### Guilds In The GamerVerse

Through our innovative DAO-like guild contracts, members of these prestigious groups can collectively purchase plots for their Guild.

More so, Guilds in the GamerVerse can form raid parties, match-ups and challenge other Guilds!

### Assets

An exhaustive list of assets will be published separately, but gamers can expect to purchase, create and build:

* Leet Trailers/Caravans.
* Bunkers.
* Arena merch.
* Guild houses.
* Arcades.
* Vehicles.
* Treasuries.
* Arsenals and weaponry.

{% hint style="warning" %}
The GamerVerse is a core development ambition for GMR and as such warrants a standalone whitepaper and roadmap. These documents will be published separately and contain much more detail and analysis about the project.
{% endhint %}


# Streaming

Going live.

![](/files/QpmNdazDHFAiNriA6qMl)

{% hint style="info" %}
The following passage describes functionality that is either already deployed or is currently in development. See our [Roadmap](/roadmap) for more details on when these features will be activated.
{% endhint %}

### Stream Hub & Integrated Streaming

At GMR Center, we’re redefining content delivery by creating a vibrant media ecosystem that empowers our community to share authentic gaming experiences. Our Stream Hub—a network of moderators, collaborators, and engaged community members—is dedicated to curating and propelling a new era of interactive streaming.

We actively invite top streamers and emerging creators to join our movement, ensuring that content is not only high quality and engaging but also directly aligned with what our community wants to see. Through blockchain-powered monetization, every stream and live interaction contributes to enhancing both our platform and your experience.

Our integrated streaming experience offers real-time interactivity and community engagement by blending live broadcasts directly into your everyday social feed. Key features include:

Game room / Streaming features will enable –

* [x] Social Interactions.
* [x] Following Profiles.
* [x] Tipping.
* [ ] NFT Creation.

Each element is designed to help community members build their profiles, earn recognition, and create earning opportunities—all while ensuring that the content remains relevant and high quality.

### Going Live – A New Approach to Streaming

GMR Center leverages its identity as a dynamic social space by offering a fresh take on live streaming. Users will see live streams appear directly within their timeline. Whether you prefer a quick glance at a friend’s gameplay or casually browse whats on offer, our flexible interface adapts to your viewing style, ensuring you never miss a moment.

### Tokenized Access – Exclusive Viewing Experiences&#x20;

Expanding our media ambitions, GMR Center introduces Tokenized Access—a feature that enables holders of exclusive viewing tokens to join special premieres and screenings of GMR and Leet-related content. This not only provides unique, premium access to select live events but also opens new paths for creators to reward loyal fans and monetize exclusive content.

Our integrated streaming service is continuously evolving, with enhancements guided by community feedback and designed to deliver tangible value. This approach embodies our core philosophy: Create. Empower. Game.


# Leet Lotto

What is Leet Lotto?

<figure><img src="/files/yyqdXMfDAyqoE8qRYtee" alt=""><figcaption></figcaption></figure>

### What is Leet Lotto?

Leet Lotto is a blockchain-powered lottery hub that brings real prizes, real transparency, and real excitement to Web3 gaming. Every ticket is an on-chain transaction, every draw is provably fair, and every winner is recorded forever on the public ledger. No black boxes, no IOUs – just verifiable results you can trust.

#### Key Highlights

| Feature                 | Why it Matters                                                                     |
| ----------------------- | ---------------------------------------------------------------------------------- |
| **Multi-Asset Prizes**  | Win BNB, ERC-20 tokens, or NFTs in a single click.                                 |
| **Six Lottery Levels**  | Standard to Diamond tiers keep newcomers and high-rollers engaged.                 |
| **Provable Fairness**   | Chainlink VRF picks each winner – anyone can audit the draw.                       |
| **Real-Time Stats**     | The Graph indexes every ticket and prize so dashboards update in under 30 seconds. |
| **Mobile-First UX**     | Buy and track from any device without installing extra apps.                       |
| **One-Click Tickets**   | Wallet-native flow – connect, confirm, done.                                       |
| **Multi-Chain Roadmap** | Live on BNB Chain today, Base integration lands next.                              |

Read on to discover more.


# Getting Started

Leet Lotto is a blockchain lottery hub that lets you win BNB, ERC-20 tokens or NFTs in a few clicks.

### Quick Start

1. **Visit** [Leet Lotto](https://gmr.center/leet-lotto)
2. **Connect** MetaMask or WalletConnect
   * Network: BNB Chain (Base is next)
3. **Pick a Draw**
   * Filter the full table of Lottos
4. **Buy Tickets**
   * Confirm the wallet pop-up
5. **Watch the Draw**
   * Chainlink VRF picks a winner on-chain
6. **Receive Your Prize**
   * Prizes transfer automatically

### Need Help?

* **Telegram**:  [t.me/gmrcenter ](https://t.me/gmrcenter)
* **Docs**: You are here. Keep reading.


# Information

### What Sets It Apart

| Feature            | Why You Care                                                     |
| ------------------ | ---------------------------------------------------------------- |
| Multi-Asset Prizes | Win BNB, ERC-20s or NFTs in the same ecosystem                   |
| Six Lottery Levels | From Standard to Diamond so both casuals and whales stay engaged |
| Provable Fairness  | Chainlink VRF guarantees every draw                              |
| Real-Time Stats    | The Graph serves indexed data in <30 s                           |
| Mobile-First UX    | Buy and track on any device                                      |
| One-Click Tickets  | Wallet-native flow, no extra sign-ups                            |

### Levels and Typical Prize Pools

| Level        | Prize Pool                |
| ------------ | ------------------------- |
| 1 – Standard | 0.1-0.5 BNB or modest NFT |
| 2 – Bronze   | 0.5-1 BNB                 |
| 3 – Silver   | 1-5 BNB                   |
| 4 – Gold     | 5-20 BNB                  |
| 5 – Platinum | 20-100 BNB                |
| 6 – Diamond  | 100+ BNB or blue-chip NFT |

### Roadmap Snapshot

| Quarter | What Ships                               |
| ------- | ---------------------------------------- |
| Q3 2025 | Base chain support, USDC pools           |
| Q1 2026 | User-generated lottos, team leaderboards |


# Chainlink Integration

At Leet Lotto, we're all about embracing decentralization and ensuring the utmost security for our valued users.

[Visit Chainlink](https://chain.link)

Leet Lotto relies on Chainlink services for tamper-proof randomness and autonomous upkeep.

### Verifiable Randomness

```solidity
// ⚠️ Simplified example
function drawWinner(uint256 lottoId) external onlyUpkeep {
    bytes32 requestId = VRFCoordinator.requestRandomWords(
        keyHash,
        subscriptionId,
        3,          // confirmations
        200000,     // gasLimit
        1           // words
    );
    vrfRequests[requestId] = lottoId;
}
```

* **Chainlink VRF** returns a random value used to pick the winning ticket index.
* Anyone can verify the randomness on-chain.

### Automation / Upkeep

```solidity
// ⚠️ Simplified example
function checkUpkeep(bytes calldata) external view returns (bool, bytes memory) {
    bool isReady = block.timestamp >= closingTime && !winnerSelected;
    return (isReady, bytes(""));
}

function performUpkeep(bytes calldata) external {
    require(block.timestamp >= closingTime, "Lottery still open");
    _startVRFRequest();
}
```

* Draws trigger automatically when a lotto’s closing time hits.
* Removes human intervention and schedule risk.


# The Graph Integration

Leet Lotto has partnered with The Graph protocol to introduce a decentralized indexing solution for our platform.

[Visit The Graph](https://thegraph.com)

Every ticket, draw and prize moves through a dedicated subgraph for fast, queryable data.

### Data Flow

1. **Smart Contracts** emit events (`TicketBought`, `WinnerDeclared`).
2. **Subgraph Mapping** ingests events and writes to indexed entities.
3. **Frontend** uses `@tanstack/react-query` to hit the GraphQL endpoint and cache results.

```typescript
// ⚠️ Simplified example
export const useActiveLottos = () =>
  useQuery({
    queryKey: ["lottos", "active"],
    queryFn: getActiveLottos() // Graph query function
    refetchInterval: 30000, // 30 s
  });
```

#### Benefits

* <30 s dashboard refresh
* Zero over-fetching – only pull the fields you need
* Seamless optimistic updates on ticket purchase


# Prize Security

Security is welded into every layer so winners get paid and funds stay safe.

### Contract Level

| Measure                       | Detail                                                                                                                         |
| ----------------------------- | ------------------------------------------------------------------------------------------------------------------------------ |
| **Audited Logic**             | External audit covering all VRF, Automation and OpenZeppelin contracts, related to ticketing, prize draws and fund management. |
| **Re-entrancy Guards**        | Prevent double-spend exploits                                                                                                  |
| **Proper Nonce/Gas Handling** | Protects against replay and under-priced gas attacks                                                                           |

### Randomness & Fairness

* Chainlink VRF ensures random numbers no single party can predict or tamper with.
* VRF proof is stored on-chain so anyone can verify the winning ticket calculation.

### Prize Distribution

```solidity
// ⚠️ Simplified example
function _distribute(
    PrizeType prizeType,
    address recipient,
    uint256 amount,
    address erc20Token,
    address nftAddress,
    uint256 tokenId
) internal nonReentrant {
    if (prizeType == PrizeType.CURRENCY) {
        Address.sendValue(payable(recipient), amount);
    } else if (prizeType == PrizeType.ERC20) {
        SafeERC20.safeTransfer(IERC20(erc20Token), recipient, amount);
    } else {
        IERC721(nftAddress).safeTransferFrom(address(this), recipient, tokenId);
    }
}
```

* Currency and tokens transfer automatically on winner confirmation.
* NFTs delivered via `safeTransferFrom` to guarantee receipt.

### Ongoing Monitoring

* **Upkeep Alerts** via Chainlink keepers
* **Sentry** and **Datadog** watch contract events and subgraph health


# 🎖️ Rank System

![](/files/P0SRnl5vmg1HTeFsSKIz)

{% hint style="info" %}
Rank system rolls out from May 20th 2025

 Right now the only way to earn Shards - and therefore influence your rank - is by playing LeetClicker in the GMR Arcade Telegram mini‑app. After our live community discussion on Thursday 22nd May 2025, we’ll finalise which additional actions inside GMR Center will award Shards and update this white‑paper entry accordingly.
{% endhint %}

### Scrap-Based Rank System

We’re introducing a new rank system on GMR Center that turns all the Shards you earn into a single, easy-to-follow rank. Aside from separate badges or levels in each game or activity, you’ll now begin to see one rank that reflects your total Scrap earned across our entire ecosystem.

### How it works

You earn Shards by completing tasks on GMR Center or playing games like LeetClicker. Each time you reach 1,000 Shards, you can convert those into 1 Scrap (this rate can be adjusted for special events). Your rank is based on the total Scrap you’ve ever earned, even if you spend some of it later.

### Rank thresholds

Below is an example of how much Scrap you need to reach each rank. You’ll see it scales up smoothly so early ranks are easy and later ranks feel like a real achievement.

| Rank | Scrap Needed |
| ---- | ------------ |
| 0    | 0            |
| 1    | 10           |
| 2    | 18           |
| 3    | 31           |
| 4    | 54           |
| 5    | 94           |
| 6    | 165          |
| 7    | 288          |
| 8    | 503          |
| 9    | 880          |
| 10   | 1540         |
| 11   | 2694         |
| 12   | 4715         |
| 13   | 8251         |
| 14   | 14438        |
| 15   | 25266        |
| 16   | 44216        |
| 17   | 77377        |
| 18   | 135409       |
| 19   | 236966       |

### Rollout timeline

Between now and May 20th 2025: phased testing and feedback rounds. We’ll enable parts of the system for some users and make tweaks.

From May 20th 2025: full launch on GMR Center. Everyone will see the new rank system in their profiles.

### Benefits

Cross-platform progress: Play any game or complete any task and watch your rank grow.

Simple and fair: One system for all Shard sources and no penalties for spending Scrap.

Flexible: We can tweak the conversion rate or rank curve based on feedback and data.

### What’s next

We’ll integrate this with Battle Leet: Infected and our flagship PC PvP game later, so every click and victory moves you closer to the next rank.


# Battle Leet

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/BupM87DfJKb8z7UdDKg3)

{% hint style="warning" %}
As we move through the development process, the following passages are subject to changes and updates. Stay tuned to the [Battle Leet Events Log](/battle-leets/events-log) for all the latest updates.
{% endhint %}

{% embed url="<https://youtu.be/yVwhQmRpvuY>" %}
Battle Leet Reveal Cinematic
{% endembed %}

GMR's flagship game offering, Battle Leet is an arena-based battle game built on the BNB Chain. Fight Leet on Leet in this 3D PvP skill-based game. Discover new ways to activate your Non-Fungible Leets as you bring them to life in the arena.

### Play To Earn, Play To Create

In this multi-round battle game, gamers win rounds to earn $GMR and by winning enough rounds they win the battle and collect Parts. By assembling those parts in the [Assembly](broken://pages/R52tph8vcIlJafxYxb0O) gamers have full control over their Battle Leet!

You can choose to deploy your newly assembled Battle Leet into the arena, or sell it in the NFT Hub!

### No Leet, No Problem!

[Non-Fungible Leets](broken://pages/ZUr7t2mV4jse9n67yMBU) holders will benefit from increased abilities inside the arena, and instant access to Play2Earn and Play2Create benefits (outlined in our [Sustainability and Limitations documentation](/battle-leets/sustainability-and-limitations)).

Holding a Non-Fungible Leet is not the only way to participate. Gamers without one can purchase a Battle Leet and jump straight in. You can deck out your Battle Leet by purchasing [Asset Packs](/battle-leets/assets/leet-crates) using $GMR right from the GMR Center, or by winning them inside the arena!

[Battle Leets](broken://pages/oXaAGZ3piPz8Cz66YiiI) are an incredibly fine-tuned machine, but despite this, they typically find it hard to match up against Non-Fungible Leets, especially some of the rarer ones. To help even the playing field, gamers can pair up their Leets with a companion, computer-controlled, NFT character called a Battle Droid. Each Battle Droid has specific abilities that will fight on autopilot alongside your Leet (Battle Leet or Non-Fungible Leet).

Battle Leets, as is the case for Non-Fungible Leets, can battle without restriction inside the arena as all our characters have unlimited Free Play benefits where they can compete for account progression and leaderboard rewards. However, to enable Play2Earn and Play2Create benefits holders must first assemble their desired combination of assets and "Immortalize" their Battle Leet via our Battle Leet dapp.

### Battle Droids

[Battle Droids](broken://pages/ztzKCfKxXwbvrmi0wowG) are small autonomous NFT bots, that you can purchase from the GMR Center to boost your Leets chances inside the arena. Battle Droids belong to one of four skills groups, each with a specific advantage. Battle Droids can also be leveled up as you accumulate them. Have two of the same Battle Droid type? Level them up and benefit from increased power and speed!&#x20;

### Losers Weep

Ok so losing doesn't have to be so bad! As each battle is multi-round, there is still the opportunity for gamers to earn $GMR from winning just one round!

See reward [sustainability, eligibility, and limitations](/battle-leets/sustainability-and-limitations).


# Sustainability and Limitations

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

<figure><img src="/files/9IiS5uKJOaLyI9Ljx7yJ" alt=""><figcaption></figcaption></figure>

### Play2Create

There are sustainability-driven limits applied to the Battle Leet game. In line with those considerations, we are spearheading the Play2Create movement. This means more emphasis on gamers being able to create monetizable assets in-game, where they can choose to equip those assets for use in battle or find their value on the NFT Hub.

### Play2Earn sustainability limitations

The following sustainability limitation has been determined in consultation with leading blockchain economists and advisors. The aim is to launch the most sustainable GameFi project on the BNB  Chain (and other EVM networks in time). Changes to the limitations described below will only be made in consultation with our community and implemented following approval via our community governance system:

<table><thead><tr><th>Asset type</th><th width="122" align="center">Token type</th><th width="146" align="center">Free Play limit</th><th align="center">Rewarded Play limit</th></tr></thead><tbody><tr><td>Non-Fungible Leet</td><td align="center">BEP-721</td><td align="center">unlimited</td><td align="center">7</td></tr><tr><td>Battle Leet</td><td align="center">BEP-1155</td><td align="center">unlimited</td><td align="center">0</td></tr><tr><td>Immortalized Battle Leet</td><td align="center">BEP-721</td><td align="center">unlimited</td><td align="center">5</td></tr></tbody></table>

{% hint style="info" %}
Rewarded Play refers to the number of battles an individual NFT character can play while being eligible to earn rewards per 24-hour period. Rewards include $GMR tokens and individual assets. During both "Rewarded Play" and "Free Play," individuals can still level up their accounts.
{% endhint %}

### Available rewards

The initial launch of Battle Leet will see eligible token holders battling it out in the arena to earn real rewards. Individuals who win a round of play will earn $GMR tokens, and the victors of the battle will earn an asset part along with account progression points and bonuses.

You can find a breakdown of all in-game NFT probabilities/rarities on the [Asset Rarity](/battle-leets/sustainability-and-limitations/asset-rarity) page.


# Asset Rarity

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

<figure><img src="/files/ylQpn7BQmBvGQuof8aPE" alt=""><figcaption></figcaption></figure>

The following tables describe the probability of being rewarded a particular asset inside the game, or the probability of minting a particular asset on the GMR Center Battle Leet dapp.

#### KEY:

:yellow\_circle: COMMON

:green\_circle: RARE

:blue\_circle: EPIC

:purple\_circle: LEGENDARY

### Antennae

|      Asset     |     Probability (%)    |
| :------------: | :--------------------: |
|   Improvised   | :yellow\_circle: 13.19 |
|   War-Tagged   | :yellow\_circle: 13.04 |
| Diamond Tipped | :yellow\_circle: 12.97 |
| Boosted Signal | :yellow\_circle: 12.84 |
|     Snapped    | :yellow\_circle: 12.73 |
|    Standard    | :yellow\_circle: 12.66 |
|      Bent      | :yellow\_circle: 12.45 |
|      Plume     |  :green\_circle: 4.45  |
| Satellite Dish |  :green\_circle: 4.43  |
|    Joystick    |   :blue\_circle: 1.23  |
|    War Horn    |  :purple\_circle: 0.01 |

### Head

|       Asset      |     Probability (%)    |
| :--------------: | :--------------------: |
|    Metal-Hawk    | :yellow\_circle: 14.69 |
| Plasma Detectors | :yellow\_circle: 14.48 |
|     Hachimaki    | :yellow\_circle: 14.18 |
|    Maul Horns    | :yellow\_circle: 13.84 |
|      Headset     | :yellow\_circle: 13.77 |
|   Baseball Cap   |  :green\_circle: 7.01  |
|     Headguard    |  :green\_circle: 6.49  |
|     Halo-met     |  :green\_circle: 4.74  |
|   Silver Crown   |  :green\_circle: 4.73  |
|   Intelli-Dome   |  :green\_circle: 4.50  |
|    Gold Crown    |   :blue\_circle: 1.57  |
|  Obsidian Crown  |  :purple\_circle: 0.02 |

### Face

|       Asset       |     Probability (%)    |
| :---------------: | :--------------------: |
|    Death-Cross    | :yellow\_circle: 14.79 |
|       Shades      | :yellow\_circle: 14.79 |
|       Matrix      | :yellow\_circle: 14.70 |
|     VR Headset    | :yellow\_circle: 14.64 |
|     Glowering     | :yellow\_circle: 14.43 |
|   Loading Screen  | :yellow\_circle: 14.25 |
| Red Ring of Death |  :green\_circle: 5.53  |
|    Signal Bars    |  :green\_circle: 5.14  |
|     Safe Hero     |   :blue\_circle: 1.68  |
|   Electron Line   |  :purple\_circle: 0.03 |

### Chest

|      Asset     |     Probability (%)    |
| :------------: | :--------------------: |
|      Robe      | :yellow\_circle: 15.01 |
|     Removed    | :yellow\_circle: 14.86 |
|  Standard Camo | :yellow\_circle: 14.79 |
|     Diamond    | :yellow\_circle: 14.67 |
|    Fractured   | :yellow\_circle: 14.65 |
|     T-Chain    | :yellow\_circle: 14.56 |
|      Gold      |  :green\_circle: 5.08  |
|   Arctic Camo  |  :green\_circle: 4.69  |
| Gamer Thrash T |   :blue\_circle: 1.66  |
|      Glass     |  :purple\_circle: 0.01 |

### Hands

|        Asset        |     Probability (%)    |
| :-----------------: | :--------------------: |
|       Gamepad       | :yellow\_circle: 12.71 |
|      Nunchucks      | :yellow\_circle: 12.45 |
|       Pistols       | :yellow\_circle: 12.19 |
|       Katanas       | :yellow\_circle: 12.11 |
| Inevitability Glove | :yellow\_circle: 11.92 |
|      Thrusters      | :yellow\_circle: 11.92 |
|     Baseball Bat    |  :green\_circle: 6.83  |
|    Boxing Gloves    |  :green\_circle: 6.31  |
|    Plasma Ray Gun   |  :green\_circle: 4.31  |
|    Plasma Cannons   |  :green\_circle: 4.10  |
|   Handheld Console  |  :green\_circle: 3.81  |
|       Pickaxe       |   :blue\_circle: 1.32  |
|        Sabers       |  :purple\_circle: 0.01 |


# Gameplay

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/zriUp7OEAsA5YTd9xzQp)

Battle Leet is a multi-round arena game where players fight to win rewards. By winning a single round players can earn $GMR, and by winning battles players can win Asset Parts and Asset Loot-Boxes.

Players will use skill and cunning as they navigate in 3D space inside the Battle Arena, avoiding obstacles and enemies, including Battle Droids, to land that perfect shot.

### Cool-Downs

All Leets incur an energy cost for participating in battles. This will lead to a cool-down period for that particular Leet. Players can speed up the cool-down process through special potions, or as we say: Mechanic Packs, or simply use another Leet from their collection.

### Technical Aspects

Battle Leet follows as much as possible the usual logic of things when it comes to multiplayer-connected games. Since we are dealing with a PvP Server authoritative game, the gameplay logic is handled by the server via gamemode or other such classes, while things that the character controls are handled in control-specific classes.

One of the core components in Battle Leet is the gameplay ability system (GAS for short) which allows us to develop a data-driven architecture when it comes to abilities, so we can tweak them and iterate them in real-time.

Abilities will be generally split into parts in order to modify them fast. Gameplay Cues and Gameplay Effects are likely to be tweaked constantly, as necessary.


# Beta Release

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

<figure><img src="/files/Nv0HIq7QaqSFhVQKE7L5" alt=""><figcaption></figcaption></figure>

Battle Leet initially launched as a closed beta, allowing up to 10,000 gamers to participate. Before you get involved, you will need to meet the following requirements:

* Have a GMR Center account
* Register a wallet address with your account
* Hold a Battle Leet Pass NFT (for beta only)

### Minimum System requirements

|                                                   |
| ------------------------------------------------- |
| Windows 10 64 bit                                 |
| 8 GB RAM (16 GB recommended)                      |
| 5 GB of storage                                   |
| NVIDIA GeForce GTX 1060 and above (or equivelent) |

### How to play

{% embed url="<https://www.youtube.com/watch?v=zl6QHxL538E>" %}

Once you are registered with GMR Center, head to your account page and generate a Game Token. Copy this, as you will need this later on.

Next up, you will need to register a wallet address to your account. You can register a wallet address from the same account page that you generated your Game Token from. You will be asked to prove you are in control of the wallet by signing a gasless transaction. No authorizations are requested or required for this!

Now your account is set up, head over to the [Battle Leet download page](https://gmr.center/battle-leet) and hit the download button.

{% hint style="info" %}
You may be asked to confirm that you want to install the Battle Leet launcher. This is normal, and will only affect some while Microsoft completes its code verification process.&#x20;
{% endhint %}

Once downloaded, install any game updates that may be waiting for you and that's it! Load the game up, enter your GMR Center username and paste in your Game Token to jump in!


# Controls

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/0yV9as7YrjCej1KIwseF)

{% hint style="info" %}
Controls are subject to change as we move towards public BETA testing. Check back here to stay updated.
{% endhint %}

### Keyboard Controls

| Key                      | Action                                      |
| ------------------------ | ------------------------------------------- |
| **W, A, S, D**           | Move up, down, left or right, respectively. |
| **Left Mouse Button**    | Use first skill - HANDS                     |
| **Right Mouse Button**   | Use second skill - ANTENNA                  |
| **F Key**                | Use third skill - FACE                      |
| **R Key**                | Use fourth skill - CHEST                    |
| **G Key**, **keystroke** | Use first emote                             |
| **G Key, pressed**       | Open up emote radial menu.                  |
| **G Key, release**       | Use emote chosen from radial menu.          |

### Gamepad Controls

To be confirmed.


# Mechanics

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/LcHlofyQWQzUKppmtmHq)

{% content-ref url="/pages/S9aJ7l2gyZIWwgx6cO3s" %}
[Combat](/battle-leets/gameplay/mechanics/combat)
{% endcontent-ref %}

{% content-ref url="/pages/Fv5b0PhyeCruCerY9f4U" %}
[Skills](/battle-leets/gameplay/mechanics/skills)
{% endcontent-ref %}

{% content-ref url="/pages/me2Hxpji6CzAdnIZON6w" %}
[Skill Costs](/battle-leets/gameplay/mechanics/skill-costs)
{% endcontent-ref %}

{% content-ref url="/pages/lqZNs6b644otwbOA5qKb" %}
[Status Effects](/battle-leets/gameplay/mechanics/status-effects)
{% endcontent-ref %}

{% content-ref url="/pages/ojPSQAz91HRoUuv5ID6n" %}
[Matchmaking](/battle-leets/gameplay/mechanics/matchmaking)
{% endcontent-ref %}

{% content-ref url="/pages/X49AnzGCtzqpsykdBozg" %}
[Movement & Camera](/battle-leets/gameplay/mechanics/movement-and-camera)
{% endcontent-ref %}

{% content-ref url="/pages/8fmoLnOnkVrDqS5giDuY" %}
[Values & Parts](/battle-leets/gameplay/mechanics/values-and-parts)
{% endcontent-ref %}


# Combat

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/7NiSOvepXogPKiMLNMIL)

### Win Conditions <a href="#win-conditions" id="win-conditions"></a>

Each combat consists of multiple rounds. Each round has a definite timer, that once it runs out, signifies the end of the round. Winning and rewarding victories is done by round, and the match ends after the last round is played. A round will end immediately if any Battle Leet health reaches zero.

Players will attack each other until one Battle Leet health reaches zero. That BattleLeet will lose the match, and rewards will be given to the winning Battle Leet. Alternatively, if the round timer reaches zero, the round winner is the Battle Leet with the highest amount of health.

### Game Space <a href="#game-space" id="game-space"></a>

Combat occurs in a confined, unique space. Within it, players are able to move freely, but not outside the boundaries of the field.


# Skills

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/rQHADFrtFERw0Ij660o2)

### DecalType <a href="#decaltype" id="decaltype"></a>

Used to determine the shape of the area affected by the skill. Visually, if the decal shows multiple shapes, it will describe implicitly the property “projectileAmount”.

| **projectileAmount** | Amount of projectiles launched by the skill. The direction, separation, and behavior will be visually described by the *DecalType* image. |
| -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------- |

### DeliveryType

Used to determine the kind of input needed to execute the skill successfully.

| **Instant**     | Skill is executed at the press of the hotkey, or click.                                                                               |
| --------------- | ------------------------------------------------------------------------------------------------------------------------------------- |
| **HoldRelease** | Skill is executed at the release of the press, or click. While pressing, player can keep rotating and aiming the skill.               |
| **Channeled**   | Skill is executed as long as the hotkey is pressed, stopping at release.                                                              |
| **Toggle**      | Skill is activated when pressing the hotkey related, and deactivated when pressing it again. Cooldown is triggered when deactivating. |

### OnImpactCheck <a href="#onimpactcheck" id="onimpactcheck"></a>

When the skill collision impacts an entity, it identifies what type of entity was impacted. Used to set cases, as passing this check will activate different effects. More than one check can be passed, each one with different behaviors.

| **EnemyEntity** | If set, will apply a its effects of the enemy or enemies hit.      |
| --------------- | ------------------------------------------------------------------ |
| **AllyEntity**  | If set, will apply a number of effects on the allies hit.          |
| **Wall**        | If set, will apply behaviour when any “wall” tagged object is hit. |
| **NoHit**       | If set, will apply behaviour if nothing is hit.                    |

{% hint style="warning" %}
OnImpactCheck is subject to change. Check back here for further updates.
{% endhint %}

### OnOriginBehaviour <a href="#onoriginbehaviour" id="onoriginbehaviour"></a>

When a skill is executed, having this value will mean a behavior will be triggered on the source of the skill.

| **EffectInAreaRange** | If this value is more than zero, the skill will apply an effect on any entity within the radius indicated in this value. |
| --------------------- | ------------------------------------------------------------------------------------------------------------------------ |
| **DamageInArea**      | If *EffectInAreaRange* is more that zero, amount of damage inflicted by this skill.                                      |
| **SpawnEntity**       | When using the skill, select entity to spawn from a list. Optional.                                                      |
| **HealInArea**        | If *EffectInAreaRange* is more than zero, amount of healing given by this skill.                                         |

### OnImpactBehaviour <a href="#onimpactbehaviour" id="onimpactbehaviour"></a>

Next step after passing *OnImpactCheck*. Defines the effects that will be applied to the player or target.

| **Damage**            | Damage inflicted by the skill on each valid impact.                                                                                                 |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Knockback**         | Amount of units that the entity will be pushed backwards, in the opposite direction of the vector where it was hit.                                 |
| **Rebound**           | Optional. Amount of times the skill will “rebound” over valid entities.                                                                             |
| **EffectInAreaRange** | If more than zero, describes the range where any effect will be applied, on valid entities.                                                         |
| **HealTarget**        | Amount of healing that will be given to the valid entity.                                                                                           |
| **HealSelf**          | Amount of healing that will be given to the player.                                                                                                 |
| **Pierce**            | If a valid entity is hit, this value allow the skill to keep going until, reducing its value by one. Stop the skill when this counter reaches zero. |
| **Stop**              | If valid entity is hit, stop skill. If this value is not set, skill only stops or dissipates when under other conditions.                           |
| **SpawnEntity**       | If the skill is successfully delivered, spawn entity on target.                                                                                     |
| **ApplyStatusTarget** | Status that will be applied to valid target, from a list.                                                                                           |
| **ApplyStatusSelf**   | Status that will be applied player, from a list.                                                                                                    |

### TravelType <a href="#traveltype" id="traveltype"></a>

Defines the type of projectile that will be used for the skill. If set, it disables all values with the prefix *“Area”.*

| **ProjectileTravel**  | Projectile will travel towards the target.                                   |
| --------------------- | ---------------------------------------------------------------------------- |
| **ProjectileInstant** | Projectile will hit the target instantly.                                    |
| **Melee**             | No projectile is spawned. Instead, melee animations and collisions are used. |

{% hint style="warning" %}
If Melee is chose*n*, most of the values for attacking will come from the animation. Animations are always in sets of three movements; one click will deliver the first hit, a second will deliver the second hit, and a third click will deliver the last. These clicks must be done within a period of time. If not performed within this period, the next click will be considered a new input; i.e, the first movement of the set again. This period is fixed at one second.
{% endhint %}

### TravelBehaviour <a href="#travelbehaviour" id="travelbehaviour"></a>

Defines the type of movement of the skill towards its target.

| **Line**    | Projectile travels in a straight line towards its target. |
| ----------- | --------------------------------------------------------- |
| **Parable** | Projectile travles in a parable towards its target.       |

### TravelTime <a href="#traveltime" id="traveltime"></a>

Defines for how long the projectile will stay alive.

### TravelSpeed <a href="#travelspeed" id="travelspeed"></a>

How fast the projectile entity travels towards its target. Use is contextual, based on *TravelType.*

### TravelRange <a href="#travelrange" id="travelrange"></a>

How far the projectile can travel before being despawned.

### TargetsArea <a href="#targetsarea" id="targetsarea"></a>

Boolean state. If active, the skill targets a specific area, and disables all values with the prefix “*Travel”.*

### AreaSkillRange <a href="#areaskillrange" id="areaskillrange"></a>

A player's Maximum range of use for the skill. Sets boundaries for how far a skill can be used.

### AreaSkillSize <a href="#areaskillsize" id="areaskillsize"></a>

Size of the area affected by the skill

### PlayerIsProjectile <a href="#playerisprojectile" id="playerisprojectile"></a>

All values set for the skill will be applied to the player position, moving them towards the intended target.

### Delay <a href="#delay" id="delay"></a>

Amount of delay from the press of the hotkey, until the skill is executed.

### RotationPenalty <a href="#rotationpenalty" id="rotationpenalty"></a>

If the skill is in use, the percentage amount in which the rotation of the player will be reduced.

### MovementPenalty <a href="#movementpenalty" id="movementpenalty"></a>

If the skill is in use, the percentage amount in which the movement of the player will be reduced.

### Cooldown <a href="#cooldown" id="cooldown"></a>

When the skill is used, the time that must pass until is ready to be used again.

### EnergyCost <a href="#energycost" id="energycost"></a>

Amount of energy expended when using the skill. If the cost cannot be deducted (returns negatives), the skill can’t be used.

### EnergyGain <a href="#energygain" id="energygain"></a>

Amount of energy gained in a successful hit with the skill.


# Skill Costs

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/ZOA4PE0tIl28IS1T5vMi)

When player gains energy, it’s accumulated towards an energy point. When **X** amount of energy is gained, the player is rewarded one energy point. This process can be achieved **X** amount of times. After the maximum amount of energy points is gained, no further energy can be gained.

Skills cost energy points. When using a skill, the amount of points indicated are subtracted, not the amount of energy.

{% hint style="info" %}
*Example: The player hits the enemy to gain 20 points of energy, what amounts to exactly **1** energy point. After that, they hit the opponent for an extra 15 points of energy, 5 points shy from a second energy point. The player then can use a skill that costs **1** energy point, and if they tried to use a skill that uses **2** energy points, it would be invalid.*
{% endhint %}


# Status Effects

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**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/iEI1skPtitcNl0UCwyJ6)

| **Status** | **Description**                                                                                                |
| ---------- | -------------------------------------------------------------------------------------------------------------- |
| Slow       | Target moves at X% speed, for the duration of the effect.                                                      |
| Haste      | Target moves at X% speed, for the duration of the effect.                                                      |
| Powerful   | Target increases their damage by 25% for the duration of the effect                                            |
| Stun       | Target is not able to move or act for the duration of the effect                                               |
| Knockback  | Target is moved backwards, contrary to the hit vector, by the amount set.                                      |
| Vulnerable | Targets receive 25% more damage for the duration of the effect                                                 |
| Intangible | Target is unable to move or act for the duration of the effect. Target does not collision with any attack.     |
| Refreshed  | Target skill cooldown is set to 0.                                                                             |
| Invisible  | Target receives a visual effect, making it difficult to see. Indicators of position disappear over the target. |


# Matchmaking

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/tm0qwJiKu34ItKcByPS1)

Whenever the player starts a new battle, matching it with another player requires the following steps to be considered:

### PING and Latency <a href="#ping-and-latency" id="ping-and-latency"></a>

The first step is to find a player with a reliable connection. A latency test is performed, and if the player's connection is within acceptable variables, it performs the second step.

{% hint style="info" %}
Acceptable ranges are within 0 to 300ms of PING.
{% endhint %}

### ELO Matching <a href="#elo-matching" id="elo-matching"></a>

The second condition is players with a similar or equal ELO. The ELO of both players is compered, and if the variation is within the acceptable range, the players are matched.

{% hint style="info" %}
The initial variation in ELO accepted is ±*100*.
{% endhint %}

### **ELO Equation**

All accounts will have an absolute *ELO* tied to the specific wallet.

{% hint style="warning" %}
ELO equation implementation is still under consideration.
{% endhint %}

### Matchmaking Failure <a href="#matchmaking-failure" id="matchmaking-failure"></a>

Nonetheless, it is possible for a player to fail the matchmaking process within the ranges established for each step. After *30s* of searching, ranges are increased to facilitate matches. For each failure, *Ping and Latency* ranges are increased by 50ms, and *ELO* is increased in ±*150.*


# Movement & Camera

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/wg61agX6rjyUMluQxBpn)

The player moves with a simple control scheme of **WASD,** alongside the mouse to control the direction of their actions.

### Movement <a href="#movement" id="movement"></a>

Movement towards any direction is controlled by a combination of **W,A,S,D.** Movement is absolute; meaning that, no matter the direction the player is facing, they will always move towards the specific direction. **W** moves the player up, **S** down, **A** left, **D** right. Having more than one input at the same time will move the player towards a diagonal. Contradicting inputs stop the player.

The player will always face towards the position of their cursor. The direction they are facing indicates their target for many actions and skills.

\-- **gif here**

### Camera <a href="#camera" id="camera"></a>

The camera is in a fixed position looking towards the player, from a *high view angle*. The camera cannot be rotated, but it will follow the player as it moves. It cannot be zoomed in or out, nor panned.

The camera will always follow the player with a small delay. The movement towards the player is not lineal; instead, it has a small amount of smooth towards the target position.

\-- **gif here**


# Values & Parts

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
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![](/files/cevPjogq2AlgeHxvIwq6)

All characters share the following common values. They can be modified trough the many *parts* that form a **Battle Leet.**

### **Values**

| **Value** | **Description**                                                                     |
| --------- | ----------------------------------------------------------------------------------- |
| Health    | Amount of hits a player can receive. When reaching zero, the player is knocked out. |
| Energy    | Used to cast skills. Accumulates as the player performs actions.                    |
| Speed     | Speed at which the player moves within the game space.                              |

### Parts

| **Part**                  | **Player Attribute**                                                                 |
| ------------------------- | ------------------------------------------------------------------------------------ |
| Hands (Skill 1)           | Sets main skill of the player.                                                       |
| Antenna (Skill 2)         | Sets second skill of the player. Adds modifiers to Energy and Speed of the player    |
| Face (Skill 3)            | Sets third skill of the player.                                                      |
| Chest (Skill 4 + Passive) | Adds modifiers to Health and Speed of the player. Sets ultimate skill of the player. |
| Head (Passive)            | Adds modifiers to Health and Energy of the player.                                   |
| Variant (Passive)         | Sets player base values.                                                             |


# User Experience (UX)

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/9JhfIU7GGK95KfkizZxk)

### Play

![From this screen, the player is able to look for a match.](/files/qldbHhSAFNGSDIjkUALp)

|              **TBC**             | Players can view their loaded Leet, see their loaded assets and make changes from the UI.                                          |
| :------------------------------: | ---------------------------------------------------------------------------------------------------------------------------------- |
| ![](/files/E92Cr77BqdwcwxKvs19y) | Pressing this button will begin match pairing. While the game matches players, the button will update to indicate it is searching. |

### Assemble

![From this window, the player is able to customize their Battle Leet](/files/BU2VRa9TTp2VWGqCEBUP)

| ![](/files/9r5vkCGRl4dxfO6xC6al) | Players can view their Battle Leets loaded assets and update the chosen asset for that skill zone by clicking on an asset.                                                                                                                                                            |
| :------------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| ![](/files/3oqhjX0i9PVI5o4PFM0T) | Players can search through their held assets using the search bar.                                                                                                                                                                                                                    |
| ![](/files/N4aZ1vgJpFJH8lPj3yim) | This UI shows players all the assets they hold in the selected category. Players can page through the UI if they hold more than 9 assets.                                                                                                                                             |
| ![](/files/V8Q61cXSiMdr1yi8BfAW) | <p>Players can choose to "Champion" their assembled Battle Leet using this UI.<br><br>This takes all the individual assets and the Battle Leet base unit and mints them together into a BEP-721 token.<br><br>"Championed" Battle Leets receive additional buffs inside the game.</p> |
| ![](/files/LpD77UF7HVc5XknWXKeu) | By hovering over an asset in this UI, players can view additional information associated with that specific asset. Including information such as the in-game skill related to it.                                                                                                     |

### Load Leets

![Player is able to connect their wallet to use the Leets they own.](/files/8Q2fh2oBsfDzTUIdJJLv)

| ![](/files/3oqhjX0i9PVI5o4PFM0T) | Players can search through their held Leets using the search bar.                    |
| :------------------------------: | ------------------------------------------------------------------------------------ |
| ![](/files/ZL1DT1uTMLOeoBXsYGJf) | Players can page through their held leets via this UI. Leets are sorted by token ID. |

### Win/Lose Round

![](/files/FsnOLzUGz1AEuif6cUUJ)

The rewards for winning rounds are displayed in the above UI. This UI will show for 3 seconds before the next round begins.

### Win/Lose Battle

Similar to the above UI, rewards will be displayed when a battle is won or lost. Players must "Accept" the rewards to complete the transaction.

### Game

![](/files/PC4mYkcrNcXo290rk2RQ)

| ![](/files/9cS5uDn9LYCjvEC6BTeM) | A round timer is indicated at the top of the in-battle UI. The progress of each player is indicated on either side of the round timer.                                                                                             |
| :------------------------------: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| ![](/files/aAuMw1ojQaTVo7e2zw8V) | <p>A player's health and energy indicator are shown above their Leet.</p><p></p><p>A white circle indicates the size of the Battle  Leet collider, moving with the player and constrained to the ground.</p>                       |
| ![](/files/S8L6pLC6vnnoA1iPvyZz) | <p>Icons of the player skills. Fully shown when ready. Obscured when not ready. Countdown indicators are displayed when a skill is in "cool-down."</p><p></p><p>The key text shows the hotkey to which those skills are bound.</p> |

### Emotes

![Emote Menu and selection wheel](/files/KZkDvNPsSv9L6qYcbmqX)

| ![](/files/FJrkheL2CtReqcTxhmye) | Drag and drop towards the wheel from here. While drag and droping, obscure all elements except the wheel slots and the selected emote.                                                                                                                                                                  |
| :------------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| ![](/files/0Bfz5FD5OvVLfiNIuyYv) | <p>Emote wheel will appear in game when choosing which emote to display.</p><p></p><p>To add an emote to the wheel, we drag and drop the emote to the chosen place.</p><p></p><p>Will always display chosen emotes, unless empty. To empty a slot, drag and drop from the wheel to any other place.</p> |
|                                  |                                                                                                                                                                                                                                                                                                         |


# Arena

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/Aq07vJbRuuTstCkgkbm4)

The arena is a round open space surrounded by stands to allow spectators. Spectators in the game's first iteration are non-player characters (NPCs), but as we continue to build the Gamerverse, the arena will become a destination for participants to spectate battles!

![](/files/LVxIxPIS6QCYWPdE273Z)

Walls are generated inside the arena's battle area to add additional obstacles and act as a deflective surface for some specific skills.

![](/files/8Tk6mR9nt2DonhBmyYMn)


# Characters

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We have kept this version online for informational purposes only.
{% endhint %}

![](/files/T3ene1M2WGzoA3ylr7F5)

There are thousands of unique characters inside the Battle Leet game, including over 10,000 randomly generated Non-Fungible Leets, and limitlessly assembled Battle Leets. In addition to these player-controlled characters, players can deploy Battle Droids, an autonomous fighting machine, of which there are currently four variants that can be leveled up via our dapp.


# Leet

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/lgh25ewUrZa1F9rjuiaD)

### Released Into The Wild

Before anything else there was Leet. Well, 10,000 and 1 of them. In late 2021, and in preparation for developing Battle Leets, our trusty mascot Leet released 10,000 randomly generated Non-Fungible Leets into the world. All 10,000 sold out within two weeks!

![](/files/GpCC8wp4csK75Nrs2zBK)

### Non-Fungible Leets consist of five variants:

* Eleets (9).
* Leets (24).
* Sentients (88).
* Automatons (3840).
* Service Units (6039).

Each variant contains a unique set of properties available to five slots that make up the Non-Fungible Leet:

* Antenna.
* Head.
* Face.
* Chest.
* Hands.

Finally each Non-Fungible Leet has a rank applied to form 10,000 through to 1.

#### **Further Reading**

In building our army of Leets, we aimed to accomplish three goals: that every Leet be unique, that some accessories be more or less common than others, and that none of the accessories appear on too large a fraction of the population.

So we adopted a simple approach: generate a full set of 10000 Leets with random accessories, and then repeatedly remove duplicates and replace them with new randomly-generated Leets until no duplicates remain. To keep the probabilities of all the accessories low, with some rarer than others, we used hand-tailored probability distributions. (Specifically: the process of throwing out duplicates tends to over-sample the rarer accessories, so to compensate we simply lowered the probabilities as needed to achieve the target frequency for each attribute.)

In addition to the (visible) accessories given to each Leet, we assigned each Leet a rank from 1 to 10000, based on an overall 'rarity' score. This rarity score includes the rarity of the variant (Eleet, Sentient, Automaton, etc) and the rarities of each accessory the Leet carries. If the story ended there, then the rarity scores would have a very natural structure: the rarity score for a given Leet would correspond to the probability of randomly generating that exact Leet, using the attribute probabilities from the population at large.

However, the uniqueness constraint adds one other subtle form of rarity: there can only be a few 'naked' Leets -- ones with zero or perhaps one accessory. The rarity score as computed above would relegate these naked Leets to the bottom of the ranking, but we felt they deserved a bit of a bump. So we included into the rarity score an additional term based on the rarity of the *number* of accessories each Leet carries. Naked Leets are quite rare by this metric, while Leets with 3-4 accessories are the most common. So in total, the Leets are ranked by the combined rarity of their variant, accessories, and number of accessories.


# Battle Leet

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/ogU5E3g936GLEiFwf58K)

### Lean, Mean, Fighting, Machine!

Battle Leets are a hardened group of mercenary Leets. This ragged band of warriors turned their backs on the comfortable life of the NFLs - Non-Fungible Leets. They scavenged and fought their own private wars away from the lofty intergalactic battles their NFLs peers were waging. Usually found in long-forgotten corners of the GamerVerse and built from the spare parts they could muster, these Leets may look a little rough, but they are tough. A perfect battle bot!

![](/files/P04leZMJODTaaAsbKAaS)

### Infinite possibilities

By grabbing your very own Battle Leet, you can endlessly customize your robot with assets won in-game or purchased through the Leet Crate section of the Battle Leet dapp.

### A stepping stone to Play2Earn

Battle Leets are the game's bedrock, and the ability to play endlessly is paramount to what we are trying to achieve with this our first flag-ship GameFi offering. With your "raw" Battle Leet, there are no limits to the amount of fun you can have, whether battling friends or earning assets to find that killer combination before you take the step into Play2Earn by "Immortalizing" your Battle Leet.

### Immortalization and GameFi

Whether you prefer the Plasma Ray Gun or the Inevitability Glove, once you have found your perfect combination of assets, you can Immortalize your Battle Leet through the Battle Leet dapp and turn on your Play2Earn abilities!

{% hint style="warning" %}
Details of the minting schedule will be released separately.
{% endhint %}


# Battle Droids

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/Sb0LwFzmVEC2JsGxnS3z)

### Small But Mighty!

Battle Droids are small autonomous NFT bots, that you can purchase from the GMR Center to boost your Leets chances inside the arena. Battle Droids belong to one of four skills groups, each with a specific advantage. Gamers can level up their Droids to increase their power, speed, and physical appearance, by combining two equal-level Droids using the GMR Center dapp (maximum level height is currently set to level 4).

![](/files/fm0yjFdh5flK4GhA30Zv)

{% hint style="warning" %}
Details of the minting schedule will be released separately.
{% endhint %}


# Consumables

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/8crUnMbwjSiqt24aiJki)

### Health and Energy Pickups

During combat, the player is able to pickup **Health and Energy** orbs, that give the player the corresponding resource.

As general behavior, these orbs are static, placed manually within the combat area. Whenever a player touches an orb, they pick them up, obtaining the benefits of the orb acquired. The orb then, is disabled for **X** amount of time, appearing translucid while inactive. After the disabled period, it activates again.

### Health Orb <a href="#health-orb" id="health-orb"></a>

When the player picks up this orb, it regenerates 10% of their maximum health over **3** seconds.

### Energy Orb <a href="#energy-orb" id="energy-orb"></a>

When the player picks up this orb, it gains 25 energy immediately.


# Assets

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/vgcB0t1S3DpDsozM2XEb)

{% content-ref url="/pages/6Uit1KvjVnaaAcrEADX1" %}
[Variant](/battle-leets/assets/variant)
{% endcontent-ref %}

{% content-ref url="/pages/acIxuu3VwzdpKVkQR0ct" %}
[Antennae](/battle-leets/assets/antennae)
{% endcontent-ref %}

{% content-ref url="/pages/XzijFT73ZkAQrIz8Igfn" %}
[Head](/battle-leets/assets/head)
{% endcontent-ref %}

{% content-ref url="/pages/LGsKQlhXEZqlUxi4Xkpi" %}
[Face](/battle-leets/assets/face)
{% endcontent-ref %}

{% content-ref url="/pages/0rfBmkWmTh0zzUVZ9Y3U" %}
[Chest](/battle-leets/assets/chest)
{% endcontent-ref %}

{% content-ref url="/pages/fedskMWB5wdHviRhXxtt" %}
[Hands](/battle-leets/assets/hands)
{% endcontent-ref %}

{% content-ref url="/pages/xNeSvJsHY6ARkedZml5A" %}
[Leet Crates](/battle-leets/assets/leet-crates)
{% endcontent-ref %}


# Variant

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/bDIFfQPiBRg8FVE39tUC)

There are two "types" of playable characters inside Battle Leet: first are Non-Fungible Leets, of which there are 5 variants, and secondly there are Battle Leets, of which there is only one variant in the current series.&#x20;

![](/files/ux7EKSXyXQvEISIY6jdn)


# Antennae

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/FG5WzZN0gv2Dpq7GW723)

Beyond the standard antenna, there are an additional 10 types of antenna utilized by the current populations of Non-Fungible Leets and Battle Leets.

{% hint style="info" %}
Specific asset skills and power details will be released separately.
{% endhint %}

| ![](/files/T7MOj3GmEsCDwjGIpA5q) |   Improvised   |
| :------------------------------: | :------------: |
| ![](/files/am9q04Fn6sp6ZwQV6eKc) |   War-Tagged   |
| ![](/files/5c3X4oVTAmj9drt4XEm6) | Diamond Tipped |
| ![](/files/nApg4TBa7oejkWb07ZZQ) | Boosted Signal |
| ![](/files/nEkE3NO4LYvb7je0bHr4) |     Snapped    |
| ![](/files/ZrGdTfOayx9TJ8aKrUdx) |      Bent      |
| ![](/files/5nGlejVQ8ypSJpwsibVl) |      Plume     |
| ![](/files/5OyBNuCPCHbA2chiiu78) | Satellite Dish |
| ![](/files/vgYvAb6OTF4PC6ooEmF5) |    Joystick    |
| ![](/files/FYPE5ili4V64dPLG7U3W) |    War Horn    |


# Head

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/LgKCnlObnZtM14qCZm5H)

There are 12 types of head assets utilized by the current populations of Non-Fungible Leets and Battle Leets.

{% hint style="info" %}
Specific asset skills and power details will be released separately.
{% endhint %}

| ![](/files/loI7rlJUI4EoA43zodzF) |    Metal-Hawk    |
| :------------------------------: | :--------------: |
| ![](/files/3M9l9uyrGWBSkF152RdQ) | Plasma Detectors |
| ![](/files/r7DCa4WSLL9QjImPX5db) |     Hachimaki    |
| ![](/files/kJdCUryfJTmc1BbAbtDZ) |    Maul Horns    |
| ![](/files/4yjaXRtVXfZtoHjMGuE0) |      Headset     |
| ![](/files/CRQHEGHJSCdUEqFau7u1) |   Baseball Cap   |
| ![](/files/YVBPw1h4DFg8elVkfSXX) |     Headguard    |
| ![](/files/MWou00YcLO7yDPhQTBnK) |     Halo-met     |
| ![](/files/pFSA9K3hAYJX3yeYMjtG) |   Silver Crown   |
|              **TBC**             |   Intelli-Dome   |
| ![](/files/RuoTwjoNQESSjYLRiqBo) |    Gold Crown    |
| ![](/files/SKWG2duNRM7x8nAJpCQy) |  Obsidian Crown  |


# Face

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/onwGesSk6QIav7YnCUvf)

There are 10 types of face assets, In addition to the standard one, utilized by the current populations of Non-Fungible Leets and Battle Leets.

{% hint style="info" %}
Specific asset skills and power details will be released separately.
{% endhint %}

| ![](/files/UZOOFQbef2qOT23sf54b) |    Death-Cross    |
| :------------------------------: | :---------------: |
| ![](/files/h4vyBVwwisnfV2jOSUTt) |       Shades      |
| ![](/files/AynRKVY1IrP3l5frOMwM) |       Matrix      |
| ![](/files/ALWUbuvmLq7rSjLOhDKr) |     VR Headset    |
| ![](/files/iRx01bFyxO5r7DtxbzYJ) |     Glowering     |
| ![](/files/k142HhK6aNvBdhK3IGXt) |   Loading Screen  |
| ![](/files/tyscihYaxgq7zfHlyA0K) | Red Ring of Death |
| ![](/files/LJyJOHJ4BO8Q2L4fBT1l) |    Signal Bars    |
| ![](/files/1zpJqD4wGJ1UFbObhwcW) |     Safe Hero     |
| ![](/files/IRYyHq8uG9Vqt5CoyxvC) |   Electron Line   |
| ![](/files/5OGHavJYfDX9Xqfd3tPo) |      Default      |


# Chest

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/r8x0dttcegHDj4WXISGT)

There are 10 types of chest assets, In addition to the standard one, utilized by the current populations of Non-Fungible Leets and Battle Leets.

{% hint style="info" %}
Specific asset skills and power details will be released separately.
{% endhint %}

| ![](/files/9UqAQ686KxrYxu5plL9p) |      Robe      |
| :------------------------------: | :------------: |
| ![](/files/y4MrFdKr0W2s6L3Ipfqq) |     Removed    |
| ![](/files/LxyTmTyrK91jsxzxzHuP) |  Standard Camo |
| ![](/files/OWAs0qVF9ST7c1lZK81L) |     Diamond    |
| ![](/files/UAXDDLjvvwq0zijdtxJ3) |    Fractured   |
| ![](/files/moNn692hY491WkytBf0J) |     T-Chain    |
| ![](/files/V9qbKqLifvZjNBWgFIHk) |      Gold      |
| ![](/files/F0Bkw6nLtAWpb43X4Xvc) |   Arctic Camo  |
| ![](/files/fMMMuPzKVEEzmvo9YRLt) | Gamer Thrash T |
| ![](/files/DWip7XVRj1bqTc5WjgZY) |      Glass     |
| ![](/files/dqVyuWYh2NskOZT6z0nh) |     Default    |


# Hands

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/wwFcZKde7U7Cd78Ov9QD)

There are 13 types of hand assets, In addition to the standard one, utilized by the current populations of Non-Fungible Leets and Battle Leets.

{% hint style="info" %}
Specific asset skills and power details will be released separately.
{% endhint %}

| ![](/files/EnM5XAWJtQ6gVOeQTBee) |       Gamepad       |
| :------------------------------: | :-----------------: |
| ![](/files/mPkLO4qHRI8kpD6OzeVq) |      Numchucks      |
| ![](/files/NKxrf3mE8eRSFuvGzjUd) |       Pistols       |
| ![](/files/IBy4l2m5OLHCbTrh7tDO) |       Katanas       |
| ![](/files/83bgxn55p6wEEMCTZIYo) | Inevitability Glove |
| ![](/files/VdcL561TFrdgLRhyWcnc) |      Thrusters      |
| ![](/files/SKz1DMSDXg49PaugZDOb) |     Baseball Bat    |
| ![](/files/FdFyS8Nwip6tg15UhpE7) |    Boxing Gloves    |
| ![](/files/Iv9FuPzWNVJJz5BriejN) |    Plasma Ray Gun   |
| ![](/files/jFfAmh4bJxUgvIXzOdQV) |    Plasma Cannons   |
| ![](/files/VGqDi5LcC7sb0V6TxFG4) |   Handheld Console  |
| ![](/files/ehFGsrNXuCs9iJNKTZ8X) |       Pickaxe       |
| ![](/files/o8974Zxqc8S7749Ef9b6) |        Sabers       |


# Leet Crates

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/1NZIX313fnETUzrnuh0u)

{% hint style="info" %}
You can find a detailed breakdown of asset rarities and probabilities on the [Asset Rarity](/battle-leets/sustainability-and-limitations/asset-rarity) page.
{% endhint %}

### What's inside?

Leet Crates contain a randomized set of assets that can be used to decorate Battle Leets for use inside the arena. Grabbed yourself a duplicate? No worries, you can trade assets as individual NFTs inside the GMR Center NFT Hub!

### How to get them

Although single assets can be won inside the arena, if you want to quickly soup up your Battle Leet you can grab a Leet Crate inside the GMR Center. Use your $GMR to purchase your Leet Crates.

![](/files/zuS21ZPJZ1qlPrOIUF82)

### Burn Notice

In an effort to offer further desirability and sustainability to the $GMR token ecosystem, all purchases of Leet Crates are conducted in $GMR and **ALL** proceeds from Series One sales will be **burned** as part of our monthly burn event!

![](/files/Z4VIQTdGUpUwMm3VB97y)


# Levelling System

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/RAz07Se4qHLUKk2yd6oC)

{% content-ref url="/pages/iT2pnwbL3lJFqwCsD3Ho" %}
[Account Progression](/battle-leets/levelling-system/account-progression)
{% endcontent-ref %}


# Account Progression

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/nbDCvp0M4QNHmgT9lDQo)

A player account has different ways to measure time invested and reward players with longer playtime. These values as referred as follows:

### Account Level <a href="#account-level" id="account-level"></a>

Amount of accumulated *experience* that the account has. As the player increases in level, they gain rewards and cumulative benefits for the account. The account can obtain a *Maximum Level*, and after that, every *experience* point won is added towards a “reward” progression. When that limit is reached, the player is awarded another reward and the progress is rested. Experience points that go beyond the level limit are kept, accumulating towards the next level or reward progression.

### Experience <a href="#experience" id="experience"></a>

Resources are awarded to the player when they participate in combat against another player. Whenever the player reaches a certain threshold of experience, the account increases in *level*. Experience points are only obtained through playing the game, and are withheld if the player intentionally disconnects from the match. Each round played will award a fixed amount of experience, increasing by *X* amount if the round was won. If the player is victorious in all rounds, an extra amount of experience is awarded, too.

### Rewards

Each time the player reaches a new level, they are rewarded with passive bonuses for acquiring better pieces and *emotes*. For each level, the player is awarded a set of predetermined rewards.

After reaching the *max account level*, they will be rewarded a random reward from a valid drop table.

Besides the rewards that can be obtained through leveling up, players can also win rewards from winning a round in combat. Each time a round is won, the player will roll a reward from the appropriate drop table. The third reward is constant, always set to give an amount of $**GMR**.

{% hint style="info" %}
Full rewards schedule and details to follow.
{% endhint %}


# Emotes

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/akB1MN8MncJBx3rS6MuX)

Emotes are sprites that can be unlocked via account progression and displayed during combat and appear above the player's character.

Players can equip three different emotes at a time. Displaying an emote does not interrupt the actions of the players. A small amount of *cooldown* occurs between uses, to disallow spamming the emotes.

Pressing the **G** key will allow the player to quickly display the first emote equipped.

Leaving the **G** key pressed will display a radial menu with the other two emotes. When the player hovers over a certain emote, and releases the key, that emote will be displayed.

|               Emote              |         Name        |
| :------------------------------: | :-----------------: |
| ![](/files/qr27f2sCRXfMEYSkKOr3) |       Awesome       |
| ![](/files/goPldKJipJE7c1ZbRQAv) |         BFFS        |
| ![](/files/xVc5Dfi4XbaIKmNtQ30s) |     Bling Bling     |
| ![](/files/d3LdvuWTysOmffwwtHpX) |        Chisma       |
| ![](/files/WUervXFiy0WQb3Ik2qTK) |      Come At Me     |
| ![](/files/nAhqt22wlazF6NynskCE) |        Crash        |
| ![](/files/qtHch9sxIgKrfFr5v8Ve) |        Dizzy        |
| ![](/files/RVkwYKHmkPjfQUjUDfpY) |      Don't Know     |
| ![](/files/Fj1qUPPbo6dPUfnJp4nv) |   Don't Look At Me  |
| ![](/files/44dxzGAqdHzzOt5GmeLM) |      Easy Peasy     |
| ![](/files/d8eCzlbH5FwaQzYaBBeh) |        Fight        |
| ![](/files/Mb6cLtF6VYLuIEO09rUD) |      Fist Bump      |
| ![](/files/fZbodoAtpxrQe9tFLHLD) |          GG         |
| ![](/files/5SB5IWU9tlZKKgbmhsSV) |       Git Gud       |
| ![](/files/QkrKqv0R3yAsI1kxWU82) |       Go Team       |
| ![](/files/yLyM0bmtEyjfL2dYAQX5) |       Good Job      |
| ![](/files/KrmyxgOYLaXaUU1BrzTl) |        Got It       |
| ![](/files/ub8wxApn4K4UKVa0KXki) |        Gotcha       |
| ![](/files/tqmKDxXaOojpb82l2TpO) |      Great Team     |
| ![](/files/q4YyFiFjCJLi3r6VXi3O) |        Heart        |
| ![](/files/CeRJjdUE9TxHizHOCc0q) |     Hello There     |
| ![](/files/heg8sansawsZLod3g1v0) |        Hello        |
| ![](/files/gPFnRgIxpBtHuMujww6a) |      Here I Go      |
| ![](/files/JOjrgdWEMpgI8yt3H1iP) |       Hold On       |
| ![](/files/Fgat17KVXM3iPA3Yo6gO) |         Huh         |
| ![](/files/5nZCnyWD8N3e0hDgFFMi) |     Interesting     |
| ![](/files/bXCBkgCOAMGFd8PeGLON) |     Let Me Think    |
| ![](/files/pJYSjarb6XxEWpSX1K5o) |       Loading       |
| ![](/files/baOhhSocL8LdIPxnD6SW) |       Look Up       |
| ![](/files/Dsed4fFhiMFfgg671yvA) |  Love Is In The Air |
| ![](/files/IGbCsfJY9c7TnpoXHwTX) |     Master Mind     |
| ![](/files/nHXTbadJLfgcVBFdFEo1) |         Neo         |
| ![](/files/H5D33WNPkcZrpKJbY3qt) |         Nice        |
| ![](/files/It69lhoqMf6myqD6OpDW) |      Not Amused     |
| ![](/files/WzhsESJcZGYAep542ZxY) |       Oki Doki      |
| ![](/files/u3JrdPLjN9LSQhsAUhk8) |         OMG         |
| ![](/files/reRC6sWOuaYn3uAe6BrX) |         Rage        |
| ![](/files/BpzAiK7lQZVrXzTg8b0w) |      Sad Droid      |
| ![](/files/AVyMipZ6LhFX1C9xCg0l) |        Smash        |
| ![](/files/1u61AKOCEvVm4sfjRNfO) | They See Me Rolling |
| ![](/files/qBte0Md6kWd1XgqFNEIj) |         Why         |
| ![](/files/T30XRvledj1xpX6CJW4q) |         Wink        |
| ![](/files/LcbH5lPTydk1ll8WcxUc) |         Yay         |
| ![](/files/jr64dhzDz54ZIZngKi1x) |        Yikes        |


# Events Log

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

{% hint style="info" %}
Since the 18th of November we have changed the way the Events Log works, you will notice that we now itemize changes on a "per-build" basis. As a result, it may not be updated every week.
{% endhint %}

### 20/12/2022 (979)

#### GAMEPLAY & IMPROVEMENTS

* Changed the behavior of Lightning Leap: players are now able to move into the direction they desire, and they get an unique haste bonus that allows them to move very quickly
* Changed the timings of the decals of Berserk Leap
* Changed the timings of the decals of Snapjaw
* New particles have been added to the following antenna’s skills:
  * Snapjaw
  * Lightning leap
  * Berserk leap
  * Forward thrust
  * High roller
  * Blind navigation
  * Pong thrust
* The tutorial is now available to play
* Added music to the tutorial and practice room

#### USER INTERFACE

* The username is now properly displayed in the main menu UI
* Enabled the leaderboards sub menu. Players are now able to see a weekly leaderboard that contains the top 10 players and their last used hands attribute
* Changed the user interface of the practice room
* Added images to the more sub menu
* Added a pause menu in game, allowing players to enter the settings sub menu
* Adjustments to the emote system:
  * Increased the duration of the emote
  * Prevented spawning of double emotes
  * Prevented display of blank emotes
  * Emote Wheel spawns from mouse position
* Changed the buttons from the Login Screen
* Updated the renders from the 2v2 and 3v3 pictures

#### BUGS

* Fixed an issue that caused the snowball to not deal any damage
* Fixed an issue that allowed the players to click on the news button
* Fixed an issue that caused players to see the Battle Leet in other main menu tabs that weren’t the collection tab
* Fixed an issue that caused the force field to spawn in the Tutorial and Practice room
* Fixed an issue that caused a crash when playing in the practice room
* Fixed an issue that was causing the Battle Leet to keep rotating when the in game settings menu was opened

### 14/12/2022

#### GAMEPLAY & IMPROVEMENTS

* Beat drop now has a quicker casting animation
* Splinter barrage damage has been reduced
* Static storm damage has been reduced
* New particles have been added to the following antenna’s skills:
  * Zero antenna
  * Radar navigation
  * Lightweight leap
  * Berserk leap
  * Bouncing thrust
  * Boosted thrust
  * Forward thrust
  * High roller
  * Blind navigation
* Made additional adjustments to improve the accuracy of the handheld console attack
* Added the chest energy skill points
* Improved the boosted signal asset in the collection menu
* Added music for 1v1 matches
* Health pickups now reset at the end of each round

#### USER INTERFACE

* Enabled the emotes sub menu. Players are now able to equip up to four emotes and show them in battle!
* The health and energy cheats from the practice room now provides a full bar
* Added a rarity outline in the collection menu. Players are now able to see the rarities of each attribute
* The username is now properly displayed in the main menu UI
* Enabled the leaderboards sub menu. Players are now able to see a weekly leaderboard that contains the top 10 players and their last used hands attribute (NOT YET IN PATCH)
* Added playground and tutorial renders
* Added a button to reset the controls to default in the control settings menu

#### BUGS

* Fixed an issue that was causing some projectiles to deal double damage if too close (applies to ranged weapons)
* Fixed an issue that was causing the golden sanctuary particles to display incorrectly
* Fixed an issue that caused players to be able to stack the particles of the health pickups (especially in the practice room)
* Fixed an animation that was causing the battle leet to hold the weapon incorrectly when using the mental blast skill
* Fixed an issue that allowed the static storm skill to be interrupted if pressing the R key multiple times in rapid succession
* Removed the casting bar from all the skills that were currently using it
* Fixed an issue that was causing the metal hawk skill to hit multiple targets
* Fixed an issue in which the inevitability glove beam was stopping the oversized shuriken skill
* Fixed an issue that caused thrusters to not apply chill touch even if the player used a face skill that allowed it
* Fixed an issue in which the gamepad was causing double damage if clicking too quickly
* Fixed an issue that allowed the gamepad to cause double damage while having the overclock status effect
* Fixed an issue with the control settings being displayed incorrectly
* Fixed an issue that was causing the mental blast projectiles to collide with a wall if the battle leet was too close to it and was looking in the opposite direction
* Fixed an animation that was causing the battle leet to hold the weapon incorrectly when using the berserk leap skill
* Fixed an issue that allowed on player to start the match with an empty health bar
* Fixed an issue that was causing the plasma ray gun to multiply the damage if hitting multiple enemies at the same time
* Fixed an issue that was causing to stack multiple particles from the health pickups in the practice room
* Fixed an issue in which the health pickups were not being picked if the player was on their spawning location before they actually spawned

### 30/11/2022

#### GAMEPLAY & IMPROVEMENTS

* Adjusted the area of effect of the handheld console to correctly display the landing of the thunder particles
* All of the face durations and cooldowns have been tweaked:
  * Cooldowns have been set to 10 seconds
  * Positive effects now last 5 seconds
  * Negative effects now last 2 seconds
  * Powerful effect removed from seeing red
* Overclock effect has been added to golden sanctuary
* Snowball initial damage has been increased
* The dummies of the practice room now display a white effect when being hit by a player & the particle effects when being struck by a skill
* Players are now able to hover over an skill (in-game) to see its description
* Improved the interaction between the fog of war and certain skills

#### USER INTERFACE

* Enabled settings menu: includes controls, graphics and & sound sub menus
* Changed the practice room skill menu
* Changed the text when starting the round
* Improved the round point visualization of the game hud
* Improved the position of the “no energy” and the “next round starting…” texts

#### BUGS

* Fixed an issue that caused the gamepad to do double damage
* Fixed an issue where the plasma discharge particle was displaying incorrectly
* Fixed an issue that was hiding the HP\&MP bars from the enemy players when the first round started
* Fixed an issue that was causing the thrusters to gain energy by holding the left click without having to hit the enemy multiple times
* Fixed an issue that was causing golden whipclaw to do double damage and in some cases, kill enemies instantly
* Fixed an issue that was causing the handheld console to create an invisible barrier in front of the player
* Fixed an issue that was causing the resistant shields to stack
* Fixed an issue that was causing the unbreakable shields to stack
* Fixed an issue that was causing the mental blast projectiles being invisible
* Fixed an issue that was reseting the cooldown of the plasma ray gun if continously used
* Fixed an issue that was causing the glass lance particle to be invisible
* Fixed an issue that was causing the plasma cannon particle to be bigger than the first time it was used
* Fixed an issue that was causing the zero head particle to spawn above the player
* Fixed an issue that was causing players to start with the Eleet variant
* Fixed a typo when looking for a match
* Fixed an issue that was causing the chill touch particles to stack
* Fixed an issue that was causing taking the player to the login screen after quitting the practice room
* Fixed an issue that was causing incorrect match behaviors when there was a tie

### 25/11/2022

#### GAMEPLAY & IMPROVEMENTS

* Improved the fog of war
* Improved the environmental fog from the battle arena
* Rare, Epic & Legendary attributes have been buffed:
* Pickaxe damage has been increased
* Sabers damage has been increased
* Lightweight leap now does damage
* Radar navigation damage has been increased
* Pong thrust damage has been increased
* Berserk leap now does damage
* Curveball damage has been increased
* Sucker punch damage has been increased
* Spartan laser damage has been increased
* Slow added to silver mist
* Mental blast damage has been increased
* Midas punch damage has been increased
* Dragon breath damage has been increased
* Bad reception now does damage
* Seek shelter now provides powerful
* Overclock now provides haste
* Snowball damage has been added at the start of the cast
* Glass lance damage has been increased
* Gamepad can now be used continuously while holding the left click or proper input
* Handheld console damage and energy given have been increased
* The area of the handheld console skill now disappears immediately as soon as the executing is complete
* The energy given from the plasma ray gun has been reduced
* Forward thrust has been revamped: the longer the player charges the skill, the farther it travels and the more damage it does
* Added damage to snawjaw
* Positive status effects (i.e. powerful, haste) duration has been increased
* Descriptions for safe hero and silver mist have been updated
* Golden whipclaw damage has been reduced
* Static storm can no longer be canceled if pressing R again during its cast
* Added proper messages display for the login screen

#### USER INTERFACE

* Added ultra wide screen support
* Added rounds visual indicator to the game hud. A green square will be shown when the round is won, and a red square when its lost
* Improved the background detail from the main menu and all of the sub menus
* Improved the text position on the main menu tabs
* Partial improvement of the energy points of the game hud

#### BUGS

* Fixed an issue that was causing health and energy bars to act incorrectly with the damage done and energy spent
* Fixed an issue that was causing the health and energy bars to disappear in round 1
* Fixed an issue with the dummies and the practice room, in which they appeared to be floating
* Fixed an issue that was causing the handheld console particles to be invisible
* Fixed an issue that was preventing the player score from being displayed correctly
* Fixed an issue that was causing the inevitability glove to provide energy even if it was not used on an enemy player
* Fixed an issue in which golden sanctuary was blocking the player own projectiles
* Fixed an issue with the sucker punch particles
* Fixed an issue in which the combination of party rock and unbreakable were causing the shield particles to stack and never disappear
* Fixed an issue that prevented the gamepad particle to spawn
* Fixed an issue that prevented the variants effects to work properly
* Fixed an issue that was causing double damage with radar navigation
* Fixed an issue that was preventing plume to teleport to the proper location
* Fixed an issue that was causing players to lose energy in the practice room
* Fixed an issue in which the tooltips from the attributes and skills was not showing the same description

### 18/11/2022

#### GAMEPLAY & IMPROVEMENTS

* The Thrusters no longer slow enemies
* The attack speed of the Pistols has been increased and its damage reduced
* The damage of the Inevitability Glove has been increased and the energy given has been reduced
* The speed of the Gamepad has been reduced
* The damage and the energy recovered of the Handheld Console has been increased
* The Plasma Ray Gun movement speed has been increased
* The Plasma Cannons attack speed has been increased
* The damage of the Zero Hands and Boxing Gloves has been increased
* The energy provided from the Baseball Bat has been reduced
* The damage of Radar Navigation has been increased
* The Pong Thrust damage and stun duration has been reduced
* Mental Blast can be used while in movement
* Increased the damage and stun duration of the Frozen Screen
* Increased the mute duration of Reboot
* Increased the duration of the buffs & debuffs of the Face attributes
* Reduce the anticipation time of Ambush
* Added Overclock to Unbreakable and increased its duration
* Increased the area of Golden Sanctuary. Provides positive status effects to the users
* Increased the thickness and damage of Golden Whipclaw
* Reduced the stun time of Glass Lance
* Decreased the damage from Powerful status effect
* Changed the energy costs from Antenna, Head and Face attributes
* Added Fog to the playground and battle arena
* Added a message when connecting to a duel
* Added general fixes to the Matchmaking System
* Removed P input to quit game
* Improved performance across the whole game

#### USER INTERFACE

* Changed various elements from the match user interface
* Collection pages now start from 01 instead of 00
* Scores now show colors every time a player wins/loses
* Fixed an issue with the collection tooltips displaying text incorrectly
* Added text highlights to tabs and sub-tabs
* Fixed text typos
* Fixed an issue that showed the incorrect game pad inputs

#### BUGS

* Fixed an issue that was causing the Plasma Ray Gun to not provide energy
* Fixed an issue in which Thrusters were recovering energy with 1 hit
* Fixed an issue that caused the Snowball (Artic Camo) was not doing the proper damage per distance traveled
* Fixed an issue in which Bouncing Thrust was showing a debug laser
* Removed debug messages when using a game pad
* Fixed an issue from displaying players energy bars incorrectly
* Fixed an issue that allowed Pong Thrust to stun the target behind the player
* Fixed an issue that prevented the VFX of the Spartan Laser to be displayed properly
* Fixed an issue that prevented the VFX of Ambush to be displayed properly
* Fixed an issue that allowed players to get more than 1 point per round
* Fixed an issue that caused various damage from the Zero Head
* Fixed an issue that prevented players from replenishing energy before the next round
* Fixed Zero Chest not doing damage when too close to target

### WEEK 42: 22-10-17

#### DESIGN

* UX wireframes for next iteration.
* References for UI design.
* Gamepad feedback.
* Droid feedback.

#### ART

3D:

* Modified entrance blockade´s flag.
* Painted new landscape textures.

UI:

* Worked on 22 Emotes.
* Adjusted skill and status effects icons.

Technical Art:

* Added finite energy particles.
* Worked on Snowball particles and montage.
* Imported new assets to GameplayTest Map.
* Built light and adjusted ESRT material parameter.
* Imported all BattleLeet skeletal meshes and inevitability glove version.
* Created BattleLeet preview mesh collection.
* Created second landscape material, fixed nomenclature, added parameters to the Master Material and created blend test landscape (map).
* Added BattleLeet level sequence for render and imported wheel and bottom combined skeletal mesh.
* Enabled never stream textures option.
* Added rocket landing montages (intro/outro), worked on particles too.
* Adjusted BattleLeet arms skeletal meshes due to overlapping issues with weapons.

#### PROGRAMMING

Gameplay:

* Finished the implementation of the variant behaviors.
* Fixed issue with leet material in the spectator mode: was causing extreme weird visual issues with the battle leets.
* Fixed invisibility when entering and exiting the spectator mode.
* Changed call command when equipping skills with debug menu.
* Fixed a bug with the death leet body moving through the landscape and environment.
* Started the first iteration of gamepad inputs working on the main menu.
* Implemented all of the elemental droids.
* Added keyboard inputs settings.
* Added gamepad inputs settings.
* Fixed a visual bug for energy pickup.
* Fixed a bug in ambush ability.
* Fixed a bug of casting montages which didn’t hide hands.
* Limited stun effect stacks.
* Fixed a bug which stuck UI SE icons.
* Added login screen to game flow.
* Added matchmaking through sockets
* Credentials in the login screen can now be saved.
* Finished optional sound cue for Play Montage and Wait for Event node.
* Added support for variant meshes.
* Added BattleLeet variant to Data table.
* Fixed BattleLeet chest issues with meshes.
* Fixed BattleLeet arms issues with meshes.
* Changed give mesh implementation for all hands abilities.

### WEEK 41: 22-10-10

#### DESIGN

* Balance changes in head, antenna and chest.
* Changed pickups locations.
* Proposals on how to highlight when the player is out of mana.
* Leadersboards, achievements and encounters UX.
* Gamepad control documentation.
* New variants effects documentation.

#### ART

3D:

* Worked on new versions for the camo, arctic camo and gold chest.
* Worked on engine integration for the new arches.
* Set tubes and pipes in engine.
* Adjusted scale of plants and rocks in engine.
* Changed the leather flag of center wall.

UI:

* Worked on 22 emotes.
* Worked on Heal over time and Energy over time icons.

Technical Art:

* Changed Dragon Breath particles as requested.
* Imported Battle Leet skeletal mesh, created and assigned materials.
* Enabled local space from Healing and Overclock particles.
* Polished floating curve and montages from Static Storm.
* Started to work with Whipclaw particles (possible changes).
* Fixed chest turbines not being emissive.
* Made energy pickup particles infinite as requested (placeholders).
* Started Ambush particles rework.
* Updated chest renders on HDRI map.
* Changed Character skeletal mesh to lighting channel 0 due to overexposed materials.
* Reorganized level lighting channels by assets and characters.
* Added energy recovering particle (placeholder).
* Started to work with Golden Sanctuary particles and montage.
* Edited IntelliDome glass material (needs to be tested).
* Created snow master material, cast montage and replaced it on the game ability.
* Edited Ambush animations.

#### PROGRAMMING

Gameplay:

* Rework bad reception ability.
* Preventing healing over time effect (VFX) stacking.
* Added cheat to get ability by approximate name.
* First iteration for implementation of input gamepad.
* Replicate projectiles and reduce area of effect size of bad reception ability.
* Iterated the emote system to work more closely to the game design references (LoL).
* Started the implementation of the variants new behaviors.
* Changed behaviour of Red Lightning ability.
* Increased Leet max health.
* Increased health and time regen of health pickups.
* Levitation is now simulated in Static Storm.
* Increased Ki Blast montage play rate.
* Added energy pickups (as well as its particle).
* Increased dummy default values
* Added a small delay of activation for Ambush ability.
* Divided floating status bar to 10 health blocks again.
* Blocked rotation for High Roller ability.
* Updated ambush ability server projection to avoid particle stacking.
* Changed plasma discharge behavior (missing particle).
* Fixed immune getting stuck in golden sanctuary ability.
* Reduced 50% of handheld console and gamepad abilities cooldowns if overclocked.
* Fixed gamepad projectile.
* Fixed VFX getting stuck.
* Implemented air droid.
* Acquire abilities with level.
* Added particle system that keeps relative rotation.
* Added particle parameter to spawn niagara without rotation.
* Added particle system without rotation to particle system 2.
* Added droid tab to assemble.
* Added animation to ultimate UI.
* Ultimate change border color when charge (without cooldown and enough energy).
* Change chests costs to be three points in ui.
* Reimport render images.
* Turn on and off energy points.
* Fixed Inevitability Glove variant issues.
* Fixed Projectiles Spawning on the other side of a wall.
* Modified given meshes for hands to include arms.
* Added line decal to Pong Thrust.
* Fixed Frozen Screen wall behavior.
* Worked on Play Montage and Wait for Event optional Sound Cue.

Backend:

* Architecture with gamelift was done.
* Migrated API calls to lambda functions using websockets.
* SNS set up to notify lambda functions when a game sessions is created to return to client when a game sessions is ready for users to play.
* small migration of database from MongoDB to DynamoDB.
* General testing for this new architecture and its components listed above.

### WEEK 40: 22-10-03

#### DESIGN

* Balance changes proposals and implementation (Hand, Antenna, Head, Face, Chest).
* Adjustments Skills proposals (Pickaxe, High Roller, Red Lighting, Dragon Breath, Spartan Laser, Sucker Punch, Bad Reception).
* Pick Ups new documentation; added to the map as well.
* Variants passives documentation and UI proposal.
* Drones passive abilities (with level ups) and level documentation.

#### ART

3D:

* Adjusted Center Ground Textures.
* Imported pipes and cables in Engine.

UI:

* Worked on emotes sketches.
* Adjusted the chest renders.
* Adjusted the hand renders.

Technical Art:

* Updated Diamond chest render on HDRI map.
* Edited Static Storm/Removed chest vfx and game ability.
* Edited KiBlast/Robe montage and game ability.
* Work on Ambush vfx and game ability (wip).
* Imported cast animations by parts (including release loop) and created respective montages.
* Polished Baseball bat attack\_03 particle spawn point.
* Created intro and loop montages for splinter barrage ability.
* Modified splinter barrage projectile particles.
* Updated fractured chest static mesh for render.
* Adjusted particle offset from:
  * Frozen Screen
  * Reboot
  * ShutDown
  * PlasmaCannons
  * Plasma RayGun
  * MentalBlast
  * Pistols
* Extended pistols particle lifetime as requested.
* Started to work with GoldenWhipclaw/TChain ability.
* Incremented Splinter Barrage projectile number.
* Modified Static Storm montage, added levitating leet part.
* Adjusted GoldenWhipclaw ray size.

#### PROGRAMMING

Gameplay:

* Implemented spectator mode.
* First implementation of emotes.
* Reworked the system to cancel hold and release skills.
* Changed how battle drone applies damage.
* Antenna now cancel casting abilities.
* Fixed mental blast projectiles not being destroyed on canceled.
* Fixes in battle drone and added mesh.
* Changes in battle drone.
* Added debug category selection.
* Made character's health and energy editable values.
* Now drone NPC can be equipped and unequipped.
* Created Login screen widget.
* Added intangible while casting static storm.
* Changed ambush ability.
* Changed spartan laser ability.
* Finished custom editor module documentation.
* Finished custom content browser filters documentation.
* Fixed floating spectator mode and hid leet on active.
* Fixed BaseProjectile location offset relative to leet.
* Adjusted offset of several Head and chest abilities.
* Attempted to fix variant color of arms in Inevitability glove.
* Fixed bug that spawned impact particles at 0,0,0 when casting projectile directly on wall.
* UI:
  * Finished custom editor module documentation.
  * Finished custom content browser filters documentation.
  * Fixed floating spectator mode and hid leet on active.
  * Fixed BaseProjectile location offset relative to leet.
  * Adjusted offset of several Head and chest abilities.
  * Attempted to fix variant color of arms in Inevitability glove.
  * Fixed bug that spawned impact particles at 0,0,0 when casting projectile directly on wall.

Backend:

* Fixed some steps on Jenkins to create fleets for game servers when a new build is released.
* Worked on new architecture using lambda instead of web server instance for API.
* Checking how to integrate our API with battleLeets API.
* Started working on a new matchmaking system integration gamelift.

### WEEK 39: 22-09-26

#### DESIGN

* Updated UX files.
* Main documentation updated in Miro.
* Started tweaking the values of damage and cooldowns for game balancing purposes.

#### ART

3D:

* Made center ground textures and tested in engine.
* Fixed MetalHawk mesh and textures.
* Fixes to the fractured chest.
* Created another version for the diamond chest (textures).
* Created silver version for the halo-met (textures).
* Fixed gold chest textures.
* Integration of droids and textures in engine.
* Fixed baking issues on the arches (textures WIP).

UI:

* Made small changes to the items’ renders.
* Small updates on the UI hovers and buttons.
* Reworked the chest and face icons.

Technical Art:

* Requested Ray vfx.
* Removed sRGB from masks and created a material instance for blue droid.
* Reworked Silver claws vfx. Added sounds, delays and systems at locations.
* Started to work on chest montages (KiBlast/Robe).
* Fixed Safe Hero’s screen not being emissive.
* Edited healing particle loop duration.
* Reimported textures and reworked fractured chest skeletal mesh. Replaced it on the data table.
* Deleted unused textures.
* Updated halomet textures (green and silver).
* Updated MetalHawk skeletal mesh, reimported textures.
* Updated /gold chest textures, deleted wrong ones.
* Fixed diamond texture/shader, added skeletal mesh and replaced it on the data table.

#### PROGRAMMING

Gameplay:

* OnHold skills can now be canceled if pressing ESC before executing them.
* Fixed a bug where the player was gaining energy even if it wasn’t hitting the enemy.
* Added auto destruction cheat.
* Fixed a bug that allowed dead players to rotate their battle leet.
* Fixed a bug where the battle leet didn’t look forward when executing the radar navigation skill.
* Fixed a bug where the reboot projectile wasn’t spawning.
* Added energy points in chest skill.
* Set all chest skills with an energy cost of 2.
* Fixed static storm stacking particles.
* Fixed a bug that allowed the gamepad boomerang projectile to stack.
* Added is valid to silver claws projectiles.
* All projectile debug spheres are now hidden in the projectile skills.
* Removed the delay from gamepad ability.
* Fixed the snowball damage not being reset and spawning ball in front of character.
* Fixed seeing red getting stacked.
* Fixes to forward thrust.
* Fixed forward thrust particles getting stuck.
* Fixed boosted thrust and Zero antenna doing double damage.
* Created battle NPC.
* Updated status effect from Slow Hands to Chill Touch.
* Changed intangible effect to duration set by caller and updated abilities using it.
* Gave the dummy its own set of attributes.
* Extended intangible effect given by Ambush ability.
* Implemented HP Pickups.
* Adjusted animation playrate of Radar Navigation.
* Added hit particle to Golden Whip Claw.
* Fixed several visual and gameplay issues on Silver Claws ability.
* Fixed Ki Blast not hitting twice.
* Adjusted Line Decal length for several Antennas to match travel distance.
* Reduced Forward Thrust travel distance relative to decal length.
* Hid LeetCollisionIndicator on HideHUDMenu command.
* Added custom content browser filter for gameplay abilities.
* Started content browser filter documentation.
* Implemented spectator mode cheat.
* Hid LeetCollisionIndicator on spectator mode.
* Extended buffs and debuffs to 10 spaces.
* Change to a new font menu.
* Reordered menu tabs.
* Change the zero head icon.
* Change selected style of menu buttons.
* Menu feedback.

Backend:

* Implementation of gamelift in order to create game servers and game sessions limiting players to join.
* Implementation of gamelift on API to create game sessions using backend architecture.

### WEEK 38: 22-09-19

#### DESIGN

* Updated all skill descriptions to better match their live counterparts.
* Gameplay testing sessions.

#### ART

3D:

* Modeled and detailed 13 ground assets for the arena.
* Fixed UVs of Chest\_Fractured assets.
* Finished SM\_Arch mesh and textures fixes.
* Finished Droids (Blue, Orange, Purple and Green) assets and textures.

UI:

* Adjusted all item renders of Assemble menu.
* Adjusted background image and item holder for UI.
* Finished Zero head icon.
* Adjusted Launcher play, download and delete buttons.
* Finished 3v3 and 2v2 play mode cards.

Technical Art:

* Reworked vulnerable animated vfx.
* Adjusted light color from IntelliDOme
* Reimported crown skeletal meshes due to issues in smoothing groups. Replaced them on the data table.
* Created merge references and adjusted center assets.
* Added extra mesh to IntelliDome, reimported skeletal mesh, polished materials too.
* Adjusted the main menu’s camera due to cropping issues.
* Activated show on hit particles from Pistols, Plasma Cannons and Gamepad abilities.
* Reimported fractured chest due to missing parts, replaced it on the data table.

#### PROGRAMMING

Gameplay:

* Added damage when glass lance explodes.
* Adjust spawn laser of golden whip claw.
* Added variable to create or not respawn menu.
* Made little change to thrusters to spawn projectiles.
* If the icon of status effect is still active when end status effect, force hide status effect.
* Adjust calls of the respawn menu function.
* Adjust time of status effects of glass lance.
* Destroy party hard shield particles.
* Remove fog of war.
* Added powerfull to zero face.
* Destroy seek shelter particles and fix duration of haste.
* Fixed third decal not being displayed and the end point of projectiles for beat drop ability.
* Fixes on snowball ability.
* Placed dummies together.
* Fixed ki blast stun effect.
* Fixed muted effect getting stacked.
* Fixed haste effect getting stacked.
* Fixed thrusters doing double damage and now they no longer cross walls.
* Reduced boxing gloves and zero hands box.
* Fixed pickaxe third hit range.
* Fixed hands abilities having energy gain effect without hitting target.
* Removed dragon breath collision at spawning.
* Changed snowball ability.
* Added effect to silver claws ability.
* Fixes to snowball ability, now collision is the same size as projectile and increases damage with time.
* Change play screen to duels.
* Change icons of renders in assemble.
* Eliminate white scare of right and left click in hud.
* Fixed search bar in leets page.
* Reimport select button asset.
* increase leet window in UI.
* Show the equipped part name.
* Highlight selected button.
* Change tab hover.
* Reimport button assets.
* Eliminated unbreakable text.
* Changed splinter barrage icon.
* Removed prints from Main Menu
* Changed Berserk leap outer and inner decals
* Hid old abilities, and buff and debuff debug abilities
* Reordered Debug Menu tabs
* Added randomization feature for starting abilities
* Changed default abilities
* Hid main menu leet collision indicator
* Added support for hiding mesh types in LeetPartDT
* Hid Antennas for Intelli-Dome.
* Changed BeatDrop decals to green and red.
* Made thrusters apply slow and removed knockback, saved original config in new ability.
* Changed Head line decals to match Midas Punch.

Backend:

* Game maintenance to main game server.
* Some fixes on launcher’s UI.

### WEEK 37: 22-09-12

#### DESIGN

* Gameplay testing sessions for tuning chest skills.
* Status effects discussion for documentation: how particles interact with each other, how do they stack, how does the message should display.

#### ART

3D:

* Worked on the droids (Bakes and textures).
* Created vegetation cards for green droid.
* Polishing maps (WIP).
* Started working on a platform 3D model for the battle arena.

UI:

* Worked on 2v2 card.
* Worked on 3v3 card.
* Finished mouse and clicks icons.
* Finished beserk leap decal.
* Provided feedback to the programming team in order to iterate on the in-game UI.

Technical Art:

* Worked on Frozen Screen vfx. Replaces montage on the game ability.
* Removed “receives decals” from center junk piles.
* Updated entrance blockade collisions by importing a new UCX.
* Worked on various resistant status vfx.
* Imported turnhit animations by intro/loop/outro and made respective montages.
* Polished Reboot and Plasma Discharge vfx. Modifies spawn points.
* Created ArrowElectricity\_Hit alternative particle.
* Adjusted status effects colors (first feedback).
* Modified face skills activation animations.
* Reduced Silver Claws particle hit scale.
* Reworked Silver Claws projectile particle.
* Changed Resistant status particle to emissive one.

#### PROGRAMMING

Gameplay:

* Added relative location to parabola projectile.
* Added relative location to reboot projectile.
* Added end ability to berserk leap.
* End stun montage on remove cue.
* Adjusted particle location for plasma ray gun.
* Adjusted boosted thrust decal.
* Moved dummy and fixed its materials.
* Round to Zero damage counters.
* Created "Get BLGameInstance" Blueprint Pure function in UBFL Leet Utilities.
* Fixed Pong Thrust not applying stun effect properly.
* Snowball ability now drags character and explosion makes damage.
* Fixed knockback for KiBlast and Thrusters.
* Added gameplay cues to all status effects.
* Changed radar navigation montage.
* Implemented feedback of Splinter Barrage ability.
* Implemented feedback of Rocket Landing ability.
* Implemented feedback of Ambush ability.
* Added VFX debug abilities:
  * All buffs to self
  * All debuffs to self
  * All debuffs to others
* Implemented a utility to get server IP.
* Battle result UI.
* Round result UI.
* Eliminated unbreakable text.
* Change face and chest icons.
* Change hover of assemble button.
* Selected button highlighted.
* Increased damage reduction for Resistant status effect.
* Adjusted collision indicator to improve appearance.
* Removed status effect on player death.
* Increased timer cooldown precision.
* Added Berserk Leap decal.
* Hid some unused abilities from Debug.
* Added UI support for ability recasting.
* Changed High Roller UI to show recasting time.

Backend:

* Matchmaking implementation on client side.
* Added UI improvements and some functionality to the launcher.
* Moved multiplayer server to other server to make it more efficient.

### WEEK 36: 22-09-05

#### DESIGN

* Gameplay testing sessions for tuning, in overall, all of the skills.

#### ART

Tasks worked during this week:

3D:

* Worked on the geo optimization for the droids (blue, green, orange and purple), high poly, Uv’s and bakes.
* Started work on the textures.

Technical Art:

* Polished wall collisions.
* Fixed missing boosted signal skeletal mesh (mesh wasn’t assigned on data table).
* Fixed Handheld Console and Gamepad run animations. Used 2 hands animations.
* Created a new animation montage for ZeroHands second hit.
* Worked on abilities vfx:
  * SilverClaws/MetalHawk.
  * SilverMist/SilverClaws.
  * ShutDown/DeathCross.
  * Reboot/Red Ring of Death.
  * BadReception/SignalBars.
  * FrozenScreen/LoadingScreen.
* Worked on status effects:
  * Slow.
  * Haste.
  * Powerful.
  * Vulnerable.
  * Intangible.
  * Overclocked.
  * Muted.
  * Mighty.
  * Resistant.

#### PROGRAMMING

Gameplay:

* Highroller first cooldown now has the same value as the second cooldown.
* Remove texture changes for status effects.
* Now the stun effect cancels abilities.
* Fixed zero hands double damage on second hit.
* Fixed thrusters range.
* Plasma ray gun projectiles now hitting at the same time.
* Created a second dummy for testing purposes (i.e. area of effect skills).
* Fixed crash due to dummy.
* Changed dummy health regeneration.
* Fog of war second iteration.
* Fixed a bug with the plasma ray gun projectiles not colliding with targets properly.
* Fixed a bug that allowed the plasma ray gun to collide with invisible walls.
* Increased the range of glass lance skill.
* Adjusted the laser particles of the inevitability gloves to match its distance.
* Added rotation and movement penalty to golden whip claw ability, and increased movement speed while casting the inevitability glove.
* Reduced life time of projectiles, fixing a bug where ranged weapons (hands) were colliding after the particle disappeared.
* Added an implementation to interrupt hand skills with all of the other skills.
* Updated radar navigation animation.
* Updated Rocket Landing:
  * Position is locked once the player targets an area.
  * Minor visual tweaks.
  * Changed the form in which collision works.
* Updated Splinter Barrage:
  * Minor visual tweaks.
* Added casting montages to numerous face abilities.
* Attempted to fix a bug on Beat Drop projectile.
* Finished implementing status effects on floating status bar.
* Tested abilities to make sure they work correctly with floating status bar.
* Raised leet indicator to elevate over ground meshes.
* Added the results assets.
* Change chest and face icons.
* Created results UI.

### WEEK 35: 22-08-31

#### DESIGN

* Gameplay testing sessions to tune chest skills.

#### ART

3D:

* Worked on the Battle Leet model:
  * Game optimization (topology).
  * UV unwrapped.
  * Baked
  * Texturing in WIP.

UI:

* Worked on the first iteration for UI cards, which are to be used inside the main menu UI.
* Created the duel card (design, render).

Technical Art:

* Imported new animations and created respective moontages.
* Adjusted zero hands VFX.
* Adjusted PlasmaRayGun particle spawn.
* Adjusted sequences camera angle in order to render the sky/clouds.
* Enabled min/max exposure parameters for post process volume.
* Fixed collision issues: changed walls collision preset to block all and enabled generate overlap events.

#### PROGRAMMING

Gameplay:

* Fixed immunity receiving damage.
* Remove unbreakable status buff.
* Reduced boosted thrust distance and added decal.
* Snowball ability now makes the target disappear.
* Hand abilities can now be canceled.
* Added energy gain to handheld console.
* Fixed zero hands not having collision.
* Removed mouse hover from the game HUD since this is interfering with the execution of the mouse skills (hands and dashes).
* Added collision to boundary walls (this fixes bugs like blind navigation, where the collision with the wall wasn’t ending the skill).
* Added command to hide all hud (“HideHUDMenu true”) and to undo this (“HideHUDMenu false”).
* Implemented fog of war first iteration: hides other players when there are obstacles blocking the player visibility.
* Removed the collision of the dead battle leets.
* Changed the casting of the lightweight leap skill from OnHold to Instant.

### WEEK 34: 2022-08-22

#### Design

* Gameplay testing for skill tuning.
* Gameplay testing for bugs and QA.

#### Art

3D

* Finished Center Wall textures.
* Created Center Wall Junk Pile (metal scraps and leets’ pieces).
* Imported Center Wall Junk Pile and assigned correspondent material instances.
* Started working on the refurbished Leet.

UI

* Finished Sign in mockup.
* Finished Launcher mockup.

Technical Art

* Imported turnhit attacks:
  * 90 & 90\_M
  * 180 & 180\_M
  * 360 (one hand and two)
* Created respective animation montages.
* Imported center wall asset, textures.
* Created center wall custom collision.
* Created center wall material instance and height map for vertex paint.

#### Programming

Gameplay

* Applied gameplay tag to obtain energy when striking an enemy.
* Removed gameplay cues when the skills end.
* Increased the damage area and speed of second hit of the ki blast skill.
* Implemented the golden whip claw skill.
* Remove collision of the dead players.
* Reworked the inevitability glove skill.
* Implemented glass lance skill.
* Implemented Ambush skill.
* Worked on Splinter Barrage skill feedback.
* Worked on Rocket Landing skill feedback.
* Added damage reduction to Resistant effect.
* Fixed debuff blocking in Resistant effect.
* Removed Generic Gameplay Abilities.
* Fixed Mental Blast movement penalty bug.
* Initial implementation of status effects on floating health bar.

Ui

* Parts tooltip for assemble menu.
* Equipped abilities tooltip in menu.
* Round results UI.
* Enable all abilities in debug menu.

### WEEK 33: 2022-08-15

#### Design

* Latest additions to the chest rework.
* Indicator for status effects.
* Gameplay testing for skill tuning.

#### Art

3D

* Tubes and panels trim texture - updated.
* Created the low and high meshes of the Center Wall asset.
* Center Wall textures in progress.

UI

* Finished chest icons.
* Polished status effects icons.

Technical Art

* Edited shuriken rotation on the game ability.
* Imported buff, throw, explode, take off and turn hit animations.
* Created missing animation montages.
* Changed Oversized Shuriken animation to throw 01.
* Worked on montages and vfx from:
  * BeatDrop/Headset
  * CurveBall/BaseballCap
  * Oversized Shuriken/Hachimaki
  * MidasPunch/GoldCrown
  * RedLighting/MaulHorns
  * SpartanLaser/HaloMet
* Reimported tubes and textures.
* Created antenna color variants:
  * Bent.
  * DiamondTipped.
  * Snapped.
  * BoostedSignal.
* Created particle for PlasmaRayGun projectile.
* Reimported cast eyes animation intro.
* Created sequences for the stadium.

#### Programming

Gameplay

* Implemented Rocket Landing ability.
* Fixed a bug which allowed lightweight leap to go outside of the map.
* Implemented Splinter Barrage ability.
* Added new animation montages:
  * Death montage.
  * Stun montage.
* Fixed a bug which printed every damage value.
* Changed damage multiplier tag.
* Exchanged all ‘Has Authority’ false nodes for ‘Is Locally Controlled’ true nodes.
* Linked some missing skill icons.
* Fixed Reboot Decal and removed damage.
* Added drag rotation for leets in Assemble, Emoticons and Leets menus.
* Fixed a bug that was blocking the execution of some skills and multi stacking damage.
* Adjusted the animation of damage counters, alongside its size and position.
* Added an extra skeletal mesh to the outline material.
* Fixed a bug that prevented the skeletal mesh from disappearing sometimes.
* Changed the boomerang skill behavior to throw a projectile instead of a boomerang.
* Fixed the thrusters from doing damage when the particle was already destroyed.
* Added more locations in the Game HUD for damage counters.
* Reduced the effect time from the overclock skill, added tag and removed a bug that cause it to stack.
* Reduced the animation speed of the second hit of the nunchucks skill.
* Adjusted the rotation of the pistols skill projectiles.
* Reduced the range distance to the plasma ray gun projectiles.
* Added ki blast skill.
* Reduced the gamepad projectile distance, and adjusted its spawn position.
* Unchecked receive decals option to the new skeletal meshes.
* Fixed a bug that caused the thrusters to deal double damage.
* Created static storm ability.
* Rework of the energy system: it now provides energy points and blocks. Values still need to be adjusted but some skills will cost blocks and some other will provide with points.

Ui

* Added button tooltip to assemble button.
* Show equipped pieces.
* Added tooltip to shown pieces.
* Assemble menu show your leet.
* Imported lights to Menu level.
* Fixed effects tooltip and bar.
* Added pagination to assemble menu.
* Swapped handheld and gamepad.
* Linked some missing skill icons.
* Implemented Muted Feedback for correct debuff icons and tooltips.

Backend

* Finished creation of matches by region.

### WEEK 32: 2022-08-08

#### Design

* Playtesting.
* Reworked Chest skills.
* Feedback on damage counters positioning and text for status effects.

#### Art

3D

* Finished wall asset (textures).
* Finished Entrance Blockade asset.
* Finished Tubes high-poly - fixing normals.

UI

* Finished Face skills icons.
* Worked on Chest skills icons.

Technical Art

* Created Head Animation Montages.
* Worked on MentalBlast/IntelliDome’s vfx and replaced it on the GA.
* Added charge montage to MentalBlast/IntelliDome’s GA.
* Worked on DragonBreath/ObsidianCrown’s vfx and replaced it on the GA.
* Added charge montage to DragonBreath/ObsidianCrown’s GA.
* Worked on SuckerPunch/Headguard’s vfx and replaced it on the GA.
* Worked on ZeroHead’s vfx and replaced it on the GA.
* Imported stunned, block and charge animations, created respective montages.
* Fixed katanas first attack (vfx).
* Created Variants sequences for render.
* Imported hands skeletal meshes (left and right).
* Added pose to variant render sequences.
* Set particles to one loop duration (not infinite).
* Added antenna NA sequence for render.
* Deleted unused textures, folders and material instances.
* Imported entrance blockade, created material instance and heightmap for vertex paint.
* Worked on OversizedShuriken/Hachimaki’s montage/ability, added vfx.

#### Programming

Gameplay

* Created an outline for the player and the enemy, with different colors.
* Second iteration of the animations of nunchucks ability.
* Changes to the thrusters: decal now follows the player and is properly doing damage in the selected area.
* Changed the thruster damage.
* Plasma ray gun now shoots 3 projectiles instead of lines.
* Plasma ray gun is kept active if the player holds the input.
* Adjusted decal, speed and damage area of the handheld console skill.
* Reworked the gamepad skill to use a gamepad like a projectile.
* Adjusted animations and damage the the gamepad skill.
* Created the parameter to set the attack speed to all hands abilities.
* Created the overclock skill: increases the speed of the hands skills.
* Added piercing to harvest laser.
* Implemented bad reception ability.
* Implemented niagara option for projectile explosion.
* Implemented frozen screen ability, modified tags for bad reception.
* Implemented shutdown ability, added cast tag to frozen screen.
* Added particle option on base projectile and relative location.
* Added editable rotation and scale to OnHit particle.
* Implemented resistant effect for party rock ability.
* Implemented chosen one (All hands abilities apply slow effect).
* Implemented feedback for Snapjaw ability.
* Implemented feedback for Splinter Storm ability.
* Reworked lightning leap ability.
* Implemented Bouncing Thrust feedback.
* Fixed a bug in which both hands were not shown.
* Modified duration of seeing red ability.
* Adjusted animation play rate of bouncing thrust.
* Replaced animation montages for antenna abilities.
* Fixed a bug where simultaneous sphere collision did not apply ability stage effects.
* Changed the form in which the Haste effect is set.
* Implemented Reboot Ability.
* Created Muted Gameplay Effect and Cue.
* Implemented Like the Simulations Ability.

Ui

* Added Emotes menu and More menu.
* Fixed a bug with Handheld console and gamepad icons being used as the opposite.
* Fixed a bug where antenna’s icons where being displayed incorrectly.
* Added faces icons.
* Implemented Leet feature: player is able to select parts and customize its Leet.
* Filled the LeetDataPart table for Leet feature.

Backend

* Added elo for new players and reduce or increase depending on win or lose a match.
* Added search for leaderboard based on current elo to show top players.
* Documentation for elo and leaderboard.

### WEEK 31: 2022-08-01

#### Design

* Feedback compilation for gameplay.
* UX for new modes.
* Started polish for chest skills.
* Started work on completing the account progression system.

#### Art

3D

* Re-textured Entrance02 adding emissive lights and extra panels.
* Created Wall Pillar asset w/textures.
* Created Wall asset w/textures.
* Started working on Entrance Blockade (Low-poly to High-Poly).

UI

* Finished Icons for Head skills.
* Worked on icons for Face skills.
* Provided feedback for the UI to the programming team.

Technical Art

* Imported new assets/textures and created respective material instances.
* Added rock piles (environment).
* Imported VRHeadset and Shades skeletal meshes.
* Created assets height maps and changed master material to vertex paint.
* Painted assets (arches, chairs, stands, walls, panels and tubes) with vertex paint.
* Imported mixamo skeleton for cheering animations.
* Created different LODs for cheering leets.
* Imported/Reimported leet animations.
* Created missing animation montages.

#### Programming

Gameplay

* Solved feedback from head abilities.
* Implemented red lighting ability.
* Implemented silver claws ability.
* Changed taxman particles to be the same color, circular explosion.
* Removed showcase filter for see all abilities in debug menu.
* Added sphere particle to static discharge, increased energy cost, bigger particle and visual that ability is active.
* Fixed projectile not landing on target when getting out of range.
* Polished harvest laser.
* Changes in harvest laser: faster lightning beam, less curved.
* Changed blind navigation commit form.
* Added a notify to High Jump animation:
  * Placed it in berserk leap ability.
* Implemented feedback for Snapjaw ability.
* Implemented feedback for Zealous Lightning ability (previously Zealous Leap).
* Implemented feedback for Bouncing Thrust ability.
* Tweaked Radar Navigation ability and placed placeholder animations.
* Implemented feedback for Splinter Storm ability.
* Reworked forward thrust ability.
* Added the new animation for handheld console.
* Added a blend space to all of the idle hands animations.
* Added the animations and the weapon mesh to pickaxe ability.
* Added the animations and the weapon mesh to sabers ability.
* Added the animations and the weapon mesh to plasma cannons ability.
* Added the cone decal to thrusters ability.
* Added the animations and the weapon mesh to nunchucks ability.
* Adjust a weapon blend space with run animations.
* Added an outline to the Battle Lleet to distinguish it when its behind an object.

Backend

* Documentation for lobby.
* Finishing lobby functionality.
* Working on start multiplayer by regions.
* General fixes on some bugs found with features related with regions.

### WEEK 30: 2022-07-29

#### Design

* Playtesting for game balance.
* Reworked skills:
  * 360 no scope.
  * Zero face.
  * Zero head.
  * Zero chest.
  * Zero antenna.
  * Diamonds are forever.
* Requested changes on the colors of the particles of the showcase skills to differentiate them better.
* Documented an alternative to face skills, consisting on buffs & debuffs for the player (unique identity).

#### Art

3D

* Finished Stand Divisions.
* Finished Entrance 1 textures.
* Reworked stands textures to fix normal map issues.
* Entrance 2 textures –WIP.
* Finished Enviroment Ramp.

UI

* Finished icons for Antennas’ skills.
* Worked on icons for Head skills
* Worked on mockup of small pop up window.
* Small changes on mockups of Defeat, Victory, Round Lost and Round Won screens.

Technical Art

* Imported animations:
  * Cast
  * Dash
* Removed projectiles from Animation Montages.
* Fractionated animations by number of hits.
* Created Montages:
  * Jump
  * Dash
  * Casts
* Created vfx projectiles (stills).
* Created color variants of vfxs.
* Removed roof from entrances due to decals/visibility issue.
* Imported sound effects and created respective cues.
* Added sfx to katanas, pistols and boxing gloves abilities.
* Reimported dash and locomotion animations.
* Changed character material instances to Leet (yellow).
* Imported environment assets.
* Created material instances for environment assets.
* Reimported static meshes and textures.
* Added chairs and tubes to the scene.

#### Programming

Gameplay

* Made an adjustment to the particle timing of the baseball bat.
* Added a casting montage to zero face.
* Changed the color of the casting particle and increased effect area of the zero face.
* Increased the angle of the damage cones of the diamonds are forever skill, and changed its animation.
* Changed the color of the diamonds are forever particles.
* Created Zero head ability.
* Changed the color of the zero head projectile.
* Changed the cooldowns and damage for skills.
* Fixed boxing gloves and zero hands skills.
* Added description to the tooltip for current skills.
* Polished skills: Zero hands, zero face, and zero chest.
* Fixed 360 no scope projectiles and cooldown time.
* Filter abilities in the debug menu.
* Implemented Debug mode.
* Implemented debug mode on the utility library instead of game mode.
* Polished 360 scope ability.
* Allowed double casting on 360 scope and fixed ability not ending.
* Polished and added falling particles to satellite crash.
* Implemented zero chest as 360 scope.
* Added debug to control volume.
* Added debug condition to visibility line between instigator and target.
* Changed decals for satellite crash.
* Removed missile mesh from dragon breath.
* Reimported several decals, fixed leet decal size and gameplay cues now have the option to be seen differently for players and enemies.
* Adjusted decals on several abilities, both in size and visibility parameters (such as color or if the decal is visible).
  * Abilities with circular decals have an updated decal.
  * Whilst targeting the decal is white in color.
  * After a target is selected the player sees the decal green whereas the enemies see the decal red.
* Reworked ZeroAntenna (previously ZeroDash).
* Implemented feedback on BlindNavigation ability, Updated the form in which skill names are listed.
* Updated HUD icons, a material is now used to display them and there is now icon consistency.
* Added a conditional check for debugging damage boxes.
* Added a boolean to check if the leet model should equip hand meshes for certain abilities.
* Updated cheat menu visibility and size.

Backend

* Feature to send friend request and accept or reject.
* Feature to delete friends.
* Documentation for add/delete friends.
* Started working on lobby functionality.
* Started working on regions to create a match.

### WEEK 29: 2022-07-18

#### Design

* UX Last round of chances.
* Follow up on implementaron.
* ELO equation tweak.
* Playtesting to pick up skills for august showcase.

#### Art

3D

* Finished Tubes and Panels trim texture and models.
* Worked on Enviroment\_Chair Finished modular stands and textures.
* Started working on stands divisions and textures.

UI

* Changed UI skills.
* Finished hand skills icons.
* Worked on antenna skills icons.

Technical Art

* Reimported Leet animations (orientation axis issue).
* Reimported Glass & Removed chest, pistols Skeletal mesh.
* Created Hands animation montages (attacks).
* Added VFX to AnimMontages, edited/created niagara systems.

#### Programming

Gameplay

* Fixed player not canceling abilities on dead.
* Fixed sucker punch getting stuck.
* Fixed simulate weakness projectiles being out of phase and increased projectile size by 33%.
* Implemented Midas Punch ability.
* Created function to calculate launch velocity for parabola projectiles.
* Fixed plasma discharge not doing damage.
* Fixed dragon breath doing double damage.
* Fixed mental blast particles not being destroyed on canceled.
* Fixed simulate weakness projectiles not hitting too close to target.
* Stop character movement on midas punch cast, fixed particle dying before hitting target.
* Stun effect cancel abilities.
* Implemented min range to target data actor (parabola).
* Implemented beat drop ability.
* Implemented Curve Ball ability.
* Fixed projectile rotation on spawning.
* Implemented silver mist ability and fixed position while casting projectile.
* Updated the attack and particle of the plasma ray gun.
* Hands skills now enter a loop if left click is hold pressed.

Backend

* API documentation finished (just for local not online).
* Unified multiplayer server and API in order to save resources.
* General refactor to make the API easier to maintain.
* Started working with functionality to add friend.

### WEEK 28: 2022-07-11

#### Design

* Changes to the user interface and features.
* Playtesting skills.

#### Art

3D

* Finished High polys for tubes and panels
* Finished three versions of arches:
  * Non-damaged arch.
  * Low-damage arch.
  * High-damage arch.
  * In the process of reworking these textures.

UI

* Worked on hand skills icons.
* Changed the chat and friend list.
* Changed the “LEETS” screen.
* Worked on new profile window.
* Small changes on “PLAY” screen.
* Reworking the skill place holders.

Technical Art

* Removed “Receives decals” parameter from arena’s static meshes.
* Worked on VFX listing document.
* Tested VFX implementation to Boxing Gloves’ animation montage.
* Deleted particle cues from Boxing Gloves’ Game ability.
* Duplicated Warrior spin vfx & changed it on Radar Navigation Game ability.
* Added missing vfx thumbnails.
* Modified landscape exterior (blend material).
* Imported new Leet rig and Skeletal meshes.
* Added metallic parameter to master material.
* Created/modified Eleet, Automaton & Sentient chest material.
* Imported Leet hands animations.
* Imported antennas skeletal meshes.
* Imported heads skeletal meshes.
* Imported chests skeletal meshes.
* Assigned material instances in SK material slots.
* Worked on new animation montages.

#### Programming

Gameplay

* Plasma ray gun implementation with three projectiles for laser beam and wall detections.
* Added input buffering for baseball bat skill to test three way combos.
* Adjusted the damage and animation of inevitability gloves.
* Handheld console adjustments: reduction of the decal’s and projectile’s size, projectile’s speed, added casting animation.
* Changes to the box range, damage and functionality of the baseball bat third hit.
* Fixed a bug to match the particles effects of the last hit of the baseball bat with the execution of the skill.
* Updated the laser beam width for the plasma ray gun and inevitability gloves skills.
* Added a projectile to sucker punch.
* Implemented mental blast feedback: Reduce decal width, increased projectile size, impact explosion, faster projectile, destroy particles on canceled, fixed projectile position.
* Implemented dragon breath feedback: destroy missile on canceled, increased projectile’s speed and size, added channeling with cast animation. Implemented Spartan Laser feedback: added cast animation, increased projectile speed, and added casting time.
* Added casting to dragon breath.
* Fixed the projectile rotation, used calculation angle utility for plasma discharge.
* Implemented Oversized Shuriken feedback: reduce projectile range, fixed projectile position, end ability after shooting, return on hit wall, reduce projectile velocity, reduce damage after hits.
* End plasma discharge ability after shooting projectile, fixed decal size not the same as damage area.
* Fixed oversized shuriken jittering.
* Fixes to Dragon Breath: throw projectile on end casting, fixed jitter, adjusted projectile size and added debug for explosion area.
* Fixes Spartan Laser: Particle duplicating, faster projectile and throw projectile on end casting. Fixed abilities not being canceled on death.
* Fixed projectiles being destroyed with other projectiles.
* Fixed projectiles not hitting too close to the player, adjusted casting animation for dragon breath.
* Fixed utility to calculate launch angle of a parabola projectile.
* Implemented an example in Deep Thinking ability.

Backend

* Fixed matchmaking functionality to create a multiplayer server once both players have joined.
* Launcher with auto-updater working and 3 main screens added ready to add assets (logo, images, buttons).
* Technical documentation of how the auto-updater’s launcher was implemented.
* Documentation for API with parameters needed for each call and responses.
* General testing for API while making documentation.

### WEEK 27: 2022-07-04

#### Design

* UX for social functionalities, like friend list and chat.
* Worked together with UI artists to place Account Stats, Extra playmodes, and show account progression.

#### Art

* Finished Stands Trims.
* Finished Chest\_Gold.
* Finished Entrance 1 changes.
* Finished low-poly, UV’s and textures for the non-destroyed tileable arch.
* Worked on Assemble screen changes.
* Worked on Leets screen changes.
* Worked on Emotes screen changes.
* Worked on Settings screen changes.
* Added a Social and Profile screens.
* Worked on Hand skill icons.
* Added gold chest & baseball cap items.
* Created level sequences for items.
* Created material instances.
* Tests to match the animation states and the VFX.
* Nunchuks animations WIP.

#### Programming

Gameplay

* Improved netcode of dash abilities.
* High Roller: Changed high roller to instead be a double dash.
* High Roller: High Roller now changes.
* Boosted Thrust: Improved response.
* Lightweight Leap: Improved teleport and added particles.
* Berserk Leap: Fixed stun time and changed particles.
* Radar Navigation: Changed implementation to be a charge forward.
* Reworked handheld console ability, projectile fall the sky.
* Update sprite size of laser beam of inevitability gloves.
* Apply damage to enemies with inevitability gloves.
* Increased speed of cast of plasma ray gun.
* Match parabolic projectile with decal position.
* Used 3 projectiles for laser beam, and wall detections.
* Spawned muzzle particle to spartan laser.
* Added ring pulse decal to plasma discharge ability.
* Implemented Mental Blast ability.
* Implemented Oversized Shuriken ability.
* Add movement penalty on oversized shuriken after throwing projectile.
* Implemented Sucker Punch ability.
* Added end ability on canceled to head abilities.
* Fixed projectile replication for head abilities.
* Implemented Dragon Breath ability.
* Adjusted Splinter Storm montage rate.
* Testing a Leet Utility to calculate the launch angle of a projectile.

Backend

* Started working on the launcher to login users, open client(game) and auto-update both when a newer version is release.
* Finished the actor which listens to server calls.
* Implemented the endpoint/call to equip items from the server.

### WEEK 26: 2022-06-27

#### Design

* Finished all of the references for the HEAD skills.
* Playtesting sessions for new batch of polish.
* Final tweaks to all of the movement skills (ANTENNAS) to complete their development.
* Feedback for the latest hands skills.

#### Art

3D

* Worked on Enviroment\_Stands Trim texture and assets.
* Worked on the high poly model of the modular arches.

Tech Art

* Created Automaton & Sentient chest material instances.
* Adjusted chest roughness of the master material by adding a parameter.
* Reorganized materials/textures engine folders.
* Created a new level for testing purposes.
* Imported diverse HDRIs.
* Adjusted HDRI lighting.
* Imported chest & face assets.
* Created chest & face material instances as well as respective sequences for renders.
* Created glass master material & adjusted level sequence.

UI

* Started working on the hands icons.
* Second iteration (modular) of menu to fit new documented systems.

Animations

* Plasma Ray Gun attack.
* Pickaxe idles.
* Pickaxe attack.

#### Programming

Gameplay

* Made an adjustment to the damage and projectile of the taxman ability.
* Reworked the plasma ray gun ability.
* Fixed the stun and particle effect of the landing of berserk leap ability.
* Fixed a bug that allowed the players to move in the middle of jump of the berserk leap ability.
* Reworked the baseball bat 3-combo.
* Added the half-circle attacks and the third box attack.
* Reworked the gamepad 3-combo.
* Polished Simulate Weakness: freeze leet while casting, projectile origin center of leet, reduced space between projectiles.
* Polished Boosted Thrust: Added thunder particle, removed self-power, applied damage to an overlapped character, reduced dash velocity, and increased dash distance.
* Implemented Head ability, Spartan Laser.
* Implemented Plasma Discharge ability.
* Reworked Splinter Storm ability.

UI implementation

* Added the next Game HUD elements created by the UI Artist:
  * Art font.
  * Health bar.
  * Energy bar.
  * Skill icons display (including the cooldown number).

Backend (UE)

* Created an actor to listen to all API calls. Calls such as:
  * Login process.
  * Add/Remove items from the user.
  * Request joining a match.
  * Update inventory.
  * Checked/added endpoint to add items to user’s inventory in-game.
* Inventory is updated both server-side and in-game when adding a new item.
* Users can now check their inventory in-game.

Backend

* Started working on a discord bot that will help us to start, stop and give a status about the multiplayer server and API server in order to test and restart both when is necessary.
* Fixes and refactor for some endpoints like:
  * Inventory.
  * Equip items.
  * Close match.

### WEEK 25: 2022-06-20

#### Design

* Created an addendum to the skill costs and energy rework.
* UX design meetings due to the changes in skill costs (UI changes to the game HUD).
* Created a section for health and energy pickups (they will be eventually placed inside the level).
* Started documenting head skills (projectile skills).

#### Art

* Created concepts for chairs, stands, archs, stands divisions, inner walls and tiles.
* Finished Chest Fractured.
* Finished Matrix Screen texture.
* Finished Electron Line texture.
* Finished Camo Texture.
* Finished Artic Cammo Texture.
* Finished the Diamond Chest texture.
* Finished the Cracked Screen textures (Matrix).
* Started working on the tileable arches (arena).
* Status effect: Power icon finished.
* Status effect: Haze icon finished.
* Status effect: Intangible icon finished.
* Status effect: Invisible icon finished.
* Status effect: Knockback icon finished.
* Status effect: Slow icon finished.
* Status effect: Stun icon finished.
* Status effect: Vulnerable icon finished.
* Status effect: Refreshed icon finished.
* Status effect: Resistant icon finished.
* Worked on changes on the Hud, skill cost and energy bar.
* Adjusted greyboxing for references.
* Deleted unused items.
* Modified walls location (gameplay test map).
* Created Matrix master material.
* Added faced materials, organized them in folders.
* Created different lightning master materials for IntelliDome.
* Adjusted IntelliDome’s final version, deleted unused materials.
* Adjusted Matrix cracked textures with alpha.
* Material configuration for Leet color change.

#### Programming

* Updated user’s inventory endpoints.
* Close match and set winner endpoint done.
* Equip items functionality added.
* Augmented ping thrust knockback velocity.
* Fixed party rock particle not visible on player.
* Fixed set name not showing on character.
* Allowed rotation and augmented time on Glitch Out ability.
* Fix cool pistols ability not ending.
* Added delay for party rock decal.
* Fixed berserk leap particle spawning before the player hits the ground.
* Added landing decal to Berserk Leap.
* Faster cool pistols shoot, slowed character while casting ability.
* Changed diamonds are forever particle.
* Stop knockback task on hit wall. Fixed pong thrust jitter on hit character.
* Fixed damage cue flash, and made adjustments to alternate states to change the Battle Leet color.
* Changed the knockback effect to restrict it going through walls.
* Added a check in gameplay cue count (in case it is equal to 0 it will to remove it).
* Players are now able to see their own damage counters.
* Second iteration of the plasma ray gun ability.
* Changed post die time handle to character, to allow the respawn button to restore stats.
* Cool Pistols:
  * Decreased movement speed by half when casting the ability.
  * Reduced projectile life-span by half.
  * Reinstanciated combo for the ability (two projectiles).
* Boxing Gloves:
  * Added VFX to each hit.
  * Adjusted the timing to better feel the 3 hit combo.
* Doubled melee hitbox size.
* Added a Cheat Menu with checkboxes.
* Added an infinite health cheat.
* Fixed a bug where NoClip cheat could only be activated once.
* Unreal Engine API implementation:
  * A player ID must be sent to the server when a player either logs in or registers to the platform.
  * When Matchmaking starts, the user is now notified about their match status (waiting, joining, has a match open).
  * Both players connect to the same IP when a match.
  * Added a login screen that retrieves user data and then forwards the player to the matchmaking screen.

### WEEK 24: 2022-06-13

#### Design

* Focusing work on the polish to nail 8 skills.
* Started documentation on drops, a new energy system for more dynamic combat.

#### Art

* Worked on Chest Fractured.
* Finished "Face\_Shades".
* Finished "Face\_Death-Cross".
* Finished "Face\_Glowering".
* Finished "Face\_Loading Screen".
* Finished "Face\_Red Ring of Death".
* Finished "Face\_Signal Bars".
* Finished "Face\_Safe Hero".
* Worked on the Diamond Chest Texture.
* Finished the asset Game Thrash T.
* Started working on the Matrix texture crashed screen.
* Finished Skill decals.
* Worked on UI buffs/debuffs.
* Worked on Victory, defeat and Next rounds UI screens.
* Worked on status effects icons.
* Created a new level for rendes, added lighting and first camera.
* Added render requences for items.
* Changed alpha channel support to "Allow through tonemapper".
* Added experimental map for greyboxing.
* Fixed arena’s blended center.
* Added static meshes to experimental level.
* Replaced textures of saber and thruster.
* Adjusted greyboxing for references.

#### Programming

* General fixes to knockback.
* Fixed Party Rock Visual effects not showing to other players.
* Fixed an issue that was causing duplicated particle effects on certain skills.
* Added knockback to chest and head abilities.
* Katanas with VFX as semicircles.
* Implemented camera zoom.
* Incremented radius, added particles and hit montage to robe robin.
* Implemented Utility Function: Get BLCharacter.
* Implemented Utility Function: Get BLCharacterMovement.
* Implemented add particle cue on gameplay ability.
* Implemented rotation on particle systems, changed particle rotation as rotator input.
* Implemented Utility Function: Create Decal Cue.
* Implemented one hit per click on Katanas ability and half-circle collision.
* Removed damage through walls.
* Added validated get to ground decal.
* Changed particle and decal gameplay cue to add particles and add decal functions.
* End abilities on canceled or interrupted.
* Triplicated scroll velocity.
* Added knockback to antenna abilities.
* Addes custom respawn when die in test.
* Increased cast speed, remove decal and change particles to diamonds are forever particles.
* Set gameplay cue folder n settings.
* Added second decal to berserk leap ability,
* Added flash effect to damage cue.
* Respawn only restores your own stats.
* Added fade out to particles of diamond are forever.
* Fixed collision with walls, destroy max range decal and jump have the same velocity for \* different distances in berserk leap ability.
* Added NoCooldowns, InfiniteEnergy, SlowMotion and NoClip cheats.
* Added and removed Knockback from hand skills.
* Cool Pistols:
  * Adjusted projectile spawn point.
  * Decreased fire rate.
* Katanas:
  * Increased range.
  * Fixed an issue where the target was hit when out of ability range.
* Adjusted combo feeling to feel more natural.
* Fixed a problem where the particle cue kept stacking.

### WEEK 23: 2022-06-06

#### Design

* Playtesting for bugs and unintended behaviours.
* Focusing work on the polish to nail 8 skills.
* Documented status effects.

#### Art

* Worked on Chest\_Fractured.
* Re-worked Halo-met to fit all antennas.
* Finished Headguard.
* Started the Game Thrash T asset.
* Worked on Hover for skills and items information.
* Worked on Ingame HUD.
* Added gradients and glow to finished UI screens.
* Added a sub level for Landscape modifications.
* Created Master Material and Material Instances for Landscape and Vertex Painting (enviro).
* Added tiling & UV custom rotation nodes for texture modifications.
* Loaded antennas static meshes, textures and created material instances (character).
* Loaded hands static meshes, textures and created material instances (character).
* Loaded head static meshes, textures and created material instances (character).
* Boxing gloves idle animation.
* Boxing gloves attack animation.
* Baseball idle animation.
* Baseball attack animation.
* Katana idle animation.

#### Programming

* Changed taxman decal to gameplay cue.
* Fixed boosted thrust dash, now it dash towards mouse location instead of players forward direction.
* Increased the damage hit box of booster thrust by 100%.
* Fixed gameplay cue of damage not working.
* Fixed boosted thrust dash replication.
* Removed stop from cool pistols.
* Fixed blind navigation not working close to player.
* Fixed efficient circuits ability not ending, added montage.
* Modified dash abilities to avoid jittering.
* Added collision to walls.
* Fixed the teleport of neo landing to make sure it is properly executing.
* Fixed snapjaw jump and the placement of the area decal.
* The decal of the high roller ability was made dynamic in order to accurately represent bouncing from the walls.
* Fixed a bug were the decals of the skills remained even after casting it.
* Fixed berserk leap skill.
* Fixed a bug that allowed particles to remain after the skill ended.
* Made an adjustment to the shared splinter decal in order to properly represent the skill.
* Added an animation montage and particles effects to harvest laser.
* Player’s name is now visible above the Leet health bar.
* Fixed a bug where a player’s death was canceling other players skills & casts.
* Fixed a bug where dying and then respawning would make the mouse cursor disappear.
* Fixed a bug where party rock consumed more energy on the first use.
* Changed the way movement works in skills to make it more responsive.
* Changed knockbacks to feel more responsive.
* Some minor fixes for the pipeline that creates and deploys the web server.

### WEEK 22: 2022-05-30

#### Design

* Meetings with the programming team to provide feedback about each of the skills.
* Playtesting for bugs and unintended behaviours.
* Focusing work on the polish to nail 8 skills.

#### Art

* Head\_VrHeadset - Finished.
* Chest\_Cracked - Started.
* Worked on tile and trim textures for Stands.
* Marmoset integral scene for assets display.
* Halo-met asset finished.
* Assemble screen finished.
* Emotes screen finished.
* Leets screen finished.
* Play screen finished.
* Settings template.
* Level dressing tests.

#### Programming

* Switch to Unreal Engine 5.
* Leets debug menu crash fix.
* Server moved to a new one with more space.
* Pipeline Fix due to the new server.
* Fixed stacks on slow gameplay effect.
* Fixed movement penalty on efficient circuits ability.
* Added knockback to handheld console.
* Fixed arctic aura particle not replicating.
* Changed input on diamonds are forever ability.
* Removed movement penalty on pickaxe ability.
* Incremented knockback distance in knockback effect.
* Removed stop gameplay effect from projectiles, added energy gain.
* Increased taxman projectile range and added decal for explosion.
* Adjusted zealous leap landing location.
* Added lifetime to efficient circuits wall.
* Added replicated decal for bouncing thrust and taxman.
* Fixed chameleon not committing ability.
* Removed penalty movement to zero hands ability.
* Added decal to shared splinter.
* Implemented Robe Robin decal as gameplay cue.
* Spawn plasma cannons particle at hand instead of root.
* Added dead tag to avoid knockback on dead characters.
* Increased handheld console projectile.
* Removed collision response. Changed bouncing thrust decal to gameplay cue.
* Fixed neo landing damage area.
* Arctic aura only made apply effect to enemies inside of area.
* Reduced effect slow of arctic aura.
* Reduced slow effect of arctic aura.
* Made adjustment to box collision of diamonds and forever ability.
* Added VFX to diamonds and forever ability.
* Set decal of 360 no scope ability to max range.
* Particle change of 360 no scope projectile.
* Added an announcement when a player does not have enough energy for an ability.
* Placed leets in level once again.
* Placed HP/EP pickups in level.
* Added a cast montage to Splitter Storm ability.
* Removed energy cost from remaining hand skills.
* Added damage to thruster ability.
* Changed knockback applied to ZeroFace ability.
* Fixed a bug where static discharge would disappear the cursor after ability.
* Implemented a method to deactivate collisions when using root motion.
* Spawning particles and decals in abilities is now done through cues.
* Fixed HighRoller not properly applying ability cost.

### WEEK 21: 2022-05-23

#### Design

* Meetings with the programming team to provide feedback about each of the skills.
* Playtesting for bugs and unintended behaviours.
* Adding more information to the Skill Listing document.
* One more layer of feedback added (colors to the skill listing in order to ensure what is complete).

#### Art

* Finished Chest\_TChain.
* Finished Antenna\_Plume.
* Finished Chest\_Removed.
* Finished Baseball\_cap asset.
* Finished Hachimaki asset.
* Reworked Pistols, Sabers and Inevitability\_Glove (added extra geo and loops for animation purposes).
* Halo-met asset in progress (high poly).
* Three color pallets concepts.
* Four element/background concepts.
* Three button concepts.
* Finished the rig of the katanas, sabers, pistols, inevitability glove, boxing glove, baseball kit.
* Started replacing some of the assets of the greybox battle arena.

#### Programming

* Free for all testing map implemented.
* Applied stage effect to all abilities.
* Fixed having multiple status effects that involve materials make the character stay stuck with one of those materials.
* Added value tag to vulnerability time.
* Set deep thinking as hold release.
* Implemented correctly assured self destruction ability.
* Fixed hands abilities not gaining energy.
* Correct input in abilities, implemented piercing on simulate weakness.
* Added constant damage to efficient circuits, fixed wall not getting destroyed.
* Added knockback to robe robin ability.
* Ignore collisions on forward thrust.
* Removed spline point in 0,0,0.
* Fixed deep thinking projectile getting stuck.
* Added delay to pistols.
* Added particle and montage to shared splinter ability.
* Added Application Tag Requirements for exact damage.
* Refactor for the whole project in order to make easy maintenance.
* Sockets for matchmaking and creation of web server once two players match.
* ZeroFace knockback now always pushes the opponent, will not pull them.
* Fixed plasma ray gun not making damage.
* Fixed a VFX bug of ZeroFace ability.
* Thrusters ability VFX size increased and target selection shape changed to cone.
* Harvest laser ability now pierces through all opponents.
* Radar navigation ability travels more distance and does it faster.
* Fixed a bug that made the game crash when using Harvest Laser.
* Reworked snapjaw ability.
* Update handheld console ability, speed of projectile was increased and its range was decreased.
* Reworked lightweight leap ability.
* Was reduced increased speed and reduce duration time of seek shelter ability.
* Added visual feedback to 360 no scope ability.
* Reworked seeing red ability.
* Reworked diamonds are forever ability.
* Was made chameleon material more translucent.
* Increased bounce in walls with high roller ability.
* Was made adjustment in spawn of area damage, and increased cooldown of snapjaw ability.
* Reduce speed of pickaxe ability.
* Made adjustment of cooldown to shared splinter ability.
* Reworked berserk leap ability.

### WEEK 20: 2022-05-16

#### Design

* Meetings with the programming team to provide feedback about each of the skills.
* Playtesting for bugs and unintended behaviours.
* Adding more information to the Skill Listing document.

#### Art

* Finished: SM\_Antenna\_WarHorn.
* Finished: SM\_Chest\_MetalHawk.
* Started working on SM\_Chest\_TChain.
* Finished Plasma\_Detectors.
* Finished Maul\_Horns.
* Finished Baseball\_Bat, glove, ball models & textures.
* Finished Headset.
* Finished Intelli-dome.
* Updated Inevitability\_Glove textures.
* Started: SM\_Plume.
* Finished the Battle Leet rig.
* Started working on weapons rigs.
* Started moodboards for the UI.
* Finished four design and four color concepts.

#### Programming

* Simulate weakness second iteration, three projectiles.
* Plasma cannons second iteration, double shot.
* Taxman second iteration.
* Neo landing second iteration.
* High roller second iteration.
* Handheld console second iteration.
* Lightweight leap second iteration.
* Seek shelter second iteration.
* 360 no scope second iteration.
* Sabers second iteration.
* Bouncing thrust second iteration.
* Satellite crash second iteration.
* Artic aura second iteration.
* Deep thinking second iteration, parabola target is mouse position.
* Static discharge second iteration, toggle input.
* Second iteration plasma cannons, shooting combo.
* Implemented efficient circuits ability.
* Set battle leet 7 on map.
* Splitter Storm second iteration.
* ZeroFace ability rework.
* Readjusted VFX of Harvest Laser and Splitter Storm.
* Adjusted initial slow effect of ZeroHands combo.
* Changed spawn point of the thrusters projectile.
* Implemented a first iteration of the game flow / user journey.
* Ran a QA pass to find bugs in the skills.

### WEEK 19: 2022-05-09

#### Design

* Meetings, looking for bugs and unintended behaviours.
* Removing non-interesting skills from documentation.
* Proposal for matchmaking rules.

#### Art

* Finished: Antenna\_WarTagged.
* Finished: Antenna\_Bent.
* Finished: Antenna\_SateliteDish.
* Finished: Antenna\_BoosterSignal.
* Finished: Antenna\_Snapped.
* Finished: Antenna\_JoyStick.
* Finished: Antenna\_Improvissed.
* Finished: Antenna\_DiamondTipped.
* Working on: Plume.
* Finished inevitability glove asset (Hands category).
* Finished gold crown asset (Head category).
* Finished silver crown asset (Head category).
* Finished obsidian crown asset (Head category).

#### Programming

* Implemented pickaxe ability.
* Fixed being able to make actions on glitch out ability.
* Fixed hands abilities not implementing energy gain.
* Correction on abilities movement penalty.
* Apply movement penalty effect on commit ability.
* Removed movement penalty effect on start ability.
* Implemented inevitablity gloves ability.
* Implemented pong thrust.
* Implemented harvest laser ability.
* Implemented spliter storm ability.
* Implemented update and get inventory.
* Working on multiplayer match.

### WEEK 18: 2022-05-02

#### Design

* Organizing playtesting sessions with internal team in order to improve and tweak dashes’ skills.
* Added final references and combo movements to the skill listing.
* Worked on polishing skills with the programming team.

#### Art

* Plasma ray gun finished.
* Thrusters finished.
* Plasma cannon finished.
* Inevitability glove WIP.
* 60% of the rig completed.
* Entrance2 completed.
* Baseball bat items WIP.

#### Programming

* Implemented Forward Thrust ability.
* Implemented Deep Thinking ability.
* Implemented Boosted Thrust ability.
* Implemented custom cooldown effect.
* Implemented custom cost effect.
* Implemented editable damage.
* Modified abilities cooldowns, cost and damage.
* Implemented Snap jaw ability.
* Implemented new stun gameplay tag state.
* Implemented seeing red ability.
* Implemented shared splinter ability.
* Implemented sabers ability.
* Implemented satellite crash ability.
* Modified testing room and added interaction box to add abilities for each battle leet.
* Implemented artic aura ability.
* Implemented bouncing thrust ability.
* Implemented handheld console ability.
* Implemented lightweight leap ability.
* Implemented Gamepad ability.
* Implemented Berserk leap ability.
* Added Clear all abilities button to Leet debug menu.
* Implemented Thrusters ability.
* Currently working on Harvest Laser ability.
* Functionality to register and login created on backend (API).

### WEEK 17: 2022-04-25

#### Design

* Playtesting and improving skills.
* Expanded size of the greyblock (design & art task).
* Detected polish tasks for the programming team.
* Added references for every skill on the skill list.

#### Art

* Entrance1 texture finished.
* Platform texture finished.
* Wall1 Texture Finished.
* Handheld console asset finished.
* Saber asset finished.
* Pickaxe asset finished.
* Boxing gloves asset finished.
* Changed the dimensions of the greyblock.
* Plasma ray gun WIP.
* Thrusters WIP.
* Started the rig for the character.

#### Programming

* Implemented nunchucks ability and added rotation penalty to baseball bat ability.
* Added show leet (piece picker / skill selector) debug menu button.
* Implemented zealous leap ability.
* Implemented diamonds are forever.
* Implemented simulate weakness ability.
* Implemented Zero hands ability.
* Implemented Zero chest ability.
* Implemented Zero dash ability.
* Implemented Zero face ability.
* Implemented Nunchucks.
* Implemented Diamonds are forever.
* Implemented Simulate Weakness.
* Implemented Boosted thrust.
* Implemented Plasma ray gun.
* Implemented Snapjaw.
* Implemented Seeing red.
* Implemented Shared splinter.
* Implemented Plasma cannons.
* Implemented Taxman.
* Implemented forward thrust.
* Implemented Deep thinking.
* Made combo system to melee abilities.
* Fixed damage counters with damage execution calculation.
* Implemented Plasma ray gun ability.
* Added Leet Debug Menu Cheat.
* Changed ability icons.
* Checked ability tags to be assigned correctly.

### WEEK 16: 2022-04-18

#### Design

* Playtesting Pipeline.

#### Art

* Entrance2 - Low poly model w/ Bakes.
* Stands - Low Poly model w/ Bakes.
* Platform - Currently working on hp.
* Gamepad asset finished.
* Handheld device high poly stage ongoing.
* Chest robe low poly and texture.
* Boxing gloves high poly.
* Nunchucks model and textures.

#### Programming

* Implemented skill boxing gloves.
* Implemented skill static discharge.
* Implemented skill party rock.
* Implemented skill baseball bat.
* Implemented skill chameleon.
* Implemented skill neo landing.
* Implemented skill high roller.
* Added BoxOverlap, SphereOverlap and CapsuleOverlap functions.

### WEEK 15: 2022-04-11

#### Design

* Added variant units and placeholder values.
* Added skill references for the chest tab.
* Added chest skills.

#### Art

* Created the "stands" 3D model.
* Created the "stands divisions" 3D model.
* Created the "Entrance2" 3D model.
* Finished the pistol asset (model, bakes, textures).
* Started work on the gamepad model.
* Created the robe high poly model.

#### Programming

* Implemented interact to equip skills.
* Resized room 1 and 2.
* Polished room 2 with:
  * A mechanic in which the game will hold on until 2 players connect to start the match.
  * In case some player disconnects, the match resets.
  * Round won placeholder message.
  * Round timer to start.
  * Delay between rounds.
  * Delay between matches.
  * Match won placeholder message.
  * Put players back into initial position after each round/match.
* Replaced and renamed stat modifiers areas.
* Added interact prompt for each triggerable on the floor.
* All the projectile skills now hide the mouse cursor.
* Changed the camera distance to properly test the range of skills.
* Added area of effect with point and release skill.
* Modified projectile skills to be activated with right click.
* Modified acquisition of abilities so it removes the ability with the same input.
* Updated health slots on health increase.
* Removed mannequins from battle level.
* Implemented cost effect for abilities.
* Added instant regeneration to the dummy and changed its texture to red.
* Added ability tags and implemented energy stat modifier.
* Added an option to equip the skill, being reflected in the keyboard input and UI skills showcase.
* Added DoT mechanic.

### WEEK 14: 2022-04-04

#### Design

* UX - made changes to account for Emotes.
* Documentation of Emote system, updated control scheme.
* Proposal for "Body" skills.

#### Art

* Finished modeling and baking "Wall\_Asset".
* Finished High and Low poly of "Entrance" asset, currently doing UVS.
* Finished "Katana" asset (model and bakes).
* Started "Katana" textures and "Pistols" model.

#### Programming

* Fixed a bug where the parabola wasn’t being activated in multiplayer.
* Implemented the damage counters.
* Fixed head item.
* Fixed parabola dropping fps.
* Added particle in line travel behaviour.
* Added particle in ground select.
* Added numbers to health and energy bars.
* Implemented ESC/P menu.
* Implemented target dummy.
* Added skill cooldown display.
* Fixed hand skills being replaced.
* Added a second room to try multiplayer with timed combat.
* Capped framerate at 60 FPS to avoid GPU overheating.
* Fixed a bug where the camera changed to first person.
* Fixed death bugs.
* Removed the second HP\&MP bars.
* Added numbers to the current HP\&MP bars.
* Added build hash to keep track while doing QA.

### WEEK 13: 2022-03-28

#### Design

* Skills for cases where a piece is missing.
* Status effects reference chart.
* Account progression system, first cut.
* Emote system, first cut.

#### Art

* 3D production of the environment started (walls).
* 3D production for weapons (katana).

#### Programming

* Added win condition by time, the player remaining with the most health wins.
* Timer added to the HUD.
* In-game scores are saved after each round, displayed in the HUD (On-time condition)

### WEEK 12: 2022-03-21

#### Design

* Zero Leet proxy designs, with temporal values.
* Game flowchart documented.
* Game UX documented.

#### Art

* Finalized stadium concept.
* Blocking of the stadium implemented on engine.
* Individual concepts of the stadium assets (WIP).

#### Programming

* Implemented click and confirm ability.
* Added range to ground select.
* Implemented line travel ability.
* Reduced build size for server deployment.
* Added utility functions to know when a player acquires a certain skill.
* Modified Win Condition: Rounds (After any player wins 3 matches, the game stops resetting).
* Added Buff/Debuff areas for Health and Energy.

### WEEK 11: 2022-03-14

#### Design

* UX for Main Menu: Play, Assemble, and Leets Screens.
* UX for battle and round rewards, victory and loss.
* Meeting with the leets team to solve some questions about game systems.

#### Art

* Finished Battle Leet textures.
* Fixed Battle Leet skeletal mesh structure and reworked some aspects of the model, UVs and textures.
* Rigged the character with the UE skeleton.
* Started the stadium concept: image concept, basic 3D blocking to imagine spaces and proportions.

#### Programming

* Implemented Katana Skill.
* Implemented Attribute Head and pickup abilities.
* Moved pistol skill to item.
* Gameplay HUD to see hp and Energy.
* Equip mesh on item pickup on top of adding ability/stats.
* Added placeholder Icons for abilities to the HUD.
* Added Max Health and Max Energy parameters.
* Implemented Pistol skill.
* Added the winning condition.

### WEEK 10: 2022-03-07

#### Design

* Updated winning conditions (combat page).
* Increased skills database.
* Completed the "Zero Leet" design.
* Started Game Flow chart.

#### Art

* Retopology for base Battle Leet.
* Textures for base Battle Leet.
* Level greybox for space and sizes testing

#### Programming

* Completed Technical Design Document.

### WEEK 9: 2022-02-28

#### Design

* Player movement and camera.
* Control scheme overview.
* Player values and parts (Battle Leets attributes) - WIP.
* Combat mechanics - WIP.
* Skills - WIP.

#### Art

* Started retopology for one Battle Leet.
* Exploring visual styles for the Battle Leet (in-game).

#### Programming

* Started Technical Design Document.
* Created project’s repository.
* Started prototype: basic movement, isometric camera, added a couple of decals for visual representation of skills indicators.


# Battle Leet: Infected

![](/files/nyLm2VcaM6AoT9x6nMLJ)

A mobile spin-off of our flagship arena combat experience, **Battle Leet Infected** brings the intensity of Battle Leet to Android with zero blockchain friction. Built on the same Unreal Engine framework and BNB Chain-originated tech, this standalone Google Play title lets any gamer - with only a Google account - dive into multi-wave arena shooter combat against AI-controlled “Infected” hordes.

{% embed url="<https://battleleetinfected.com>" %}
Check out the official Battle Leet: Infected website
{% endembed %}

{% embed url="<https://play.google.com/store/apps/details?id=com.gmr.BattleLeet>" %}
Download the game now on the GooglePlay store
{% endembed %}

### Practice Your Skills, Master the Arena

**Battle Leet Infected** is your training ground: hone aiming, movement, and load-out synergy as you repel successive Infected waves. Every round you survive sharpens the reflexes and tactics you’ll need in the main Battle Leet universe.

### No Tokens, No NFTs - Pure Action

We’ve removed all tokenomics and NFT mechanics to streamline onboarding. There’s no wallet to set up, no blockchain transactions - just instant access to:

* **3D Arena Combat:** Fast-paced, skill-based shooter gameplay against relentless Infected AI, each wave growing more challenging.
* **Custom Cosmetics:** Earn in-game credits through victories to unlock new skins, weapon wraps, and avatar designs directly within the mobile client.
* **Deployable Traps & Arena Weapons:** Strategically place automated turrets, proximity mines, energy barriers, and other gadgets to slow or neutralize the Infected horde and gain the upper hand.

### A Launchpad for Future Exclusives

#### **Battle Leet Infected** not only sharpens your combat skills - it opens the door to our broader Battle Leet and GMR Center ecosystem. In the future, we plan to reward mobile survivors with special cosmetic drops, early-access previews, and progression bonuses for the flagship game. Your achievements here could one day unlock exclusive content and events across our entire platform.

**Battle Leet Infected** isn’t just another mobile shooter - it’s the first step in your journey from Infected survivor to Battle Leet legend. Download on Google Play and begin mastering the arena today.


# GMR Media

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/oN3whYmqc09yl47H6orK)

GMR Media was created to bring gamers all the latest gaming news, entertainment, and everything that's happening with GMR. More than that, GMR Media will unify the "story" of GMR across many mediums.

> *"We all love Leet, and GMR Media is bringing Leet to the masses in an unprecedented way. In some ways, we are loving guardians of Leet and we feel he deserves the best!" - Frank Catena*

GMR Media, headed up by Frank Catena, is creating stories with Leet and bringing those to the "big screen" in a completely new way. With "tokenized access," GMR users will be able to enjoy feature-length films that will tell the story about the world that GMR is creating.

GMR Media is doing much more than just making films. Our very talented team of podcasters, animators, designers, and storytellers is creating an entire universe that will span across both films and games with a continuous storyline that will captivate audiences worldwide.

The motto of GMR is "Create. Empower. Game."

And, indeed, we will create.

### What We Made Earlier

#### GMR Logo Reveal

{% embed url="<https://www.youtube.com/watch?v=HKdhMWMcvGI>" %}

#### NFLs Reveal

{% embed url="<https://www.youtube.com/watch?v=x8JFIVfr0OU>" %}

#### Thanksgiving

{% embed url="<https://www.youtube.com/watch?v=cYK6W-6pJro>" %}

#### Migration Initiation

{% embed url="<https://www.youtube.com/watch?v=3biTrMLXhnQ>" %}

#### GMR Media Reveal

{% embed url="<https://www.youtube.com/watch?v=TnE6HIWXdEg>" %}

#### CertiK Approved

{% embed url="<https://www.youtube.com/watch?v=tPmoSLHbNsE>" %}

#### ApeSwap Partnership

{% embed url="<https://www.youtube.com/watch?v=Q44nYvoI4L8>" %}

#### Christmas Short

{% embed url="<https://www.youtube.com/watch?v=0RPggj8aN_A>" %}

#### New Year Short

{% embed url="<https://www.youtube.com/watch?v=L4VMlgNpZXs>" %}

#### Battle Leet Reveal Cinematic

{% embed url="<https://youtu.be/yVwhQmRpvuY>" %}


# Technology

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/lIcnsvmzKjLruQWK99ET)

By developing a roster of applications we are not only on a trajectory to disrupt the industry, but we are also creating IP that protects investors' long-term interests.

With software developers working across the globe GMR benefits from a talented team that includes experienced systems architects, senior software developers with computer engineering specialties, full-stack web developers, front and backend developers in senior and junior roles, and extremely talented solidity contract writers who specialize in blockchain security and threat analysis.

![](/files/ppcvscftKDQooI93XK8p)

{% embed url="<https://github.com/gmr-center>" %}


# Roadmap

![](/files/x2b7qvMmnHPCC1Y2pQKA)

### **GAMER**

* [x] List on PancakeSwap.
* [x] List on CoinMarketCap.
* [x] List on CoinGecko.
* [x] List on Bitmart.
* [x] List on LA Token
* [x] Partner with Mazer Gaming.
* [x] Participate in MVBII [(finished in top 20)](https://www.binance.org/en/blog/the-mvbii-phase-two-meet-top-20-projects/).
* [x] <mark style="color:green;">`Launch`</mark> Leet Mascot.
* [x] [Partner with Binance Smart Chain.](https://twitter.com/BinanceChain/status/1432047648526065666?s=19)
* [x] Participate in MVBIV.
* [x] <mark style="color:green;">`Launch`</mark> community governance system.
* [x] <mark style="color:green;">`Launch`</mark> [staking](https://twitter.com/GMRCenter/status/1547521642728923137).
* [x] Reveal cross-chain deployment strategy.
* [x] Initiate first cross-chain implementation.
* [ ] List on a top 5 exchange.

### **GMR Center**

* [x] Create membership registration.
* [x] Add user profile management.
* [x] <mark style="color:green;">`Launch`</mark> Non-Fungible Leets dApp.
* [x] <mark style="color:green;">`Launch`</mark> migration dApp.
* [x] <mark style="color:green;">`Launch`</mark> Social Timeline. (Beta - Retro Badge Members only)
* [x] <mark style="color:green;">`Launch`</mark> NFLs marketplace BETA (NFT Hub).
* [x] <mark style="color:green;">`Launch`</mark> New GMR Center homepage.
* [x] <mark style="color:green;">`Launch`</mark> staking.
* [x] <mark style="color:green;">`Launch`</mark> Social Timeline. (Full release)
* [x] <mark style="color:green;">`Launch`</mark> Battle Leet dApp
* [x] <mark style="color:green;">`Launch`</mark> GamerVerse dApp
* [x] <mark style="color:green;">`Launch`</mark> Leet Lotto
* [ ] <mark style="color:green;">`Launch`</mark> general NFT marketplace (NFT Hub).
* [x] <mark style="color:green;">`Launch`</mark> Arcade.
* [x] <mark style="color:green;">`Launch`</mark> streaming.

#### **Socials**

* [x] Develop GMR Center API for socials.
* [x] Create a database storage solution.
* [x] Write image handling solution.
* [x] Add public profile pages with bios.
* [x] <mark style="color:green;">`Launch`</mark> public Alpha release of GMR Socials
* [x] Add @ mentions.
* [x] Add member search.
* [x] Integrate notifications.
* [x] Add hashtags and hashtag search.
* [x] <mark style="color:green;">`Launch`</mark> Social Timeline Beta for 9,000 Retro Badge Members.
* [x] Add subscribe/watch to posts for notifications.
* [x] Enable comments on comments.
* [x] Enable media in comments.
* [x] <mark style="color:green;">`Launch`</mark> full application release to all members.
* [x] Add channels.
* [ ] Add enriched links.
* [x] Integrate GMR tipping. 💸
* [x] Add following/follower functionality.
* [ ] Add Super Likes. 💸
* [ ] Add up-votes.
* [ ] Release NFT Comments. 💸

#### **NFT Hub**

* [x] Finalize designs.
* [x] Create wireframes.
* [x] Write auction contract.
* [x] Write NFLs marketplace contract.
* [x] Create a subgraph for polling collections.
* [x] <mark style="color:green;">`Launch`</mark> NFLs browser.
* [x] <mark style="color:green;">`Launch`</mark> NFLs details page.
* [x] Develop frontend for the marketplace.
* [x] <mark style="color:green;">`Launch`</mark> NFLs marketplace BETA.
* [x] Write make offer contract.
* [x] <mark style="color:green;">`Launch`</mark> NFLs marketplace BETA publicly.
* [x] <mark style="color:green;">`Launch`</mark> NFT swaps through Direct Messages
* [ ] Write straight sale contract.
* [ ] <mark style="color:green;">`Launch`</mark> general NFT marketplace.
* [ ] Write Game Swag contract.
* [ ] <mark style="color:green;">`Launch`</mark> in-game/out-game NFT marketplace.

### GamerVerse

* [ ] Reveal GamerVerse roadmap.

{% hint style="danger" %}
The GamerVerse is a core development ambition for GMR and as such warrants a standalone whitepaper and roadmap. These documents will be published separately and linked to here.
{% endhint %}

### **Battle Leet**

* [x] Create the initial concept.
* [x] Create game user stories.
* [x] Create user flow charts.
* [x] Create environment sketches.
* [x] Create character stories.
* [x] Create character sketches.
* [x] 3D render all Non-Fungible Leets.
* [x] Create full resolution environment assets.
* [x] Create full resolution rigged character assets.
* [x] Create basic gameplay mechanics.
* [x] Add Event Log to whitepaper.
* [x] Reveal Battle Leet roadmap.
* [x] <mark style="color:green;">`Launch`</mark> Battle Leet & Battle Droid reveal.
* [x] <mark style="color:green;">`Launch`</mark> teaser trailer including gameplay aspects.
* [x] Develop Web3 integration toolkit.
* [x] Develop advanced gameplay mechanics.
* [x] <mark style="color:green;">`Launch`</mark> Battle Pass holders beta test.
* [x] <mark style="color:green;">`Launch`</mark> Battle Leet Open Beta.
* [x] <mark style="color:green;">`Launch`</mark> Battle Leet Infected Open Beta.
* [ ] Turn on P2E & P2C (Play2Earn, Play2Create)


# Legal

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
{% endhint %}

![](/files/fUjno2IHf7eEkKcIi55B)

Please read the entirety of this "Legal disclaimer" section carefully. Nothing herein constitutes legal, financial, business or tax advice and you should consult your own legal, financial, tax or other professional advisor(s) before engaging in any activity In connection herewith. Neither GMR Center, any of the Project team members (the GMR team) who have worked on GMR (as defined herein) or Project to develop GMR in any way whatsoever, any distributor/vendor of $gmr Tokens (the distributor), nor any service provider shall be liable for any kind of direct or indirect damage or loss whatsoever which you may suffer in connection With accessing this whitepaper, the website at <https://www.gmr.center/> (the website) Or any other websites or materials published by GMR Center.

**Project purpose:** You agree that you are acquiring $GMR to participate in GMR and to obtain services on the ecosystem thereon. GMR Center, the Distributor and their respective affiliates would develop and contribute to the underlying source code for GMR. GMR Center is acting solely as an arms’ length third party in relation to the $GMR distribution, and not in the capacity as a financial advisor or fiduciary of any person regarding the distribution of $GMR.

**Nature of the Whitepaper:** The Whitepaper and the Website are intended for general informational purposes only and do not constitute a prospectus, an offer document, an offer of securities, a solicitation for investment, or any offer to sell any product, item, or asset (whether digital or otherwise). The information herein may not be exhaustive and does not imply any element of a contractual relationship. There is no assurance as to the accuracy or completeness of such information and no representation, warranty or undertaking is or purported to be provided as to the accuracy or completeness of such information. Where the Whitepaper or the Website includes information that has been obtained from third party sources, GMR Center, the Distributor, their respective affiliates and/or the GMR team have not independently verified the accuracy or completeness of such information. Further, you acknowledge that circumstances may change and that the Whitepaper or the Website may become outdated as a result; and neither GMR Center nor the Distributor is under any obligation to update or correct this document in connection therewith.

**Token Documentation:** Nothing in the Whitepaper or the Website constitutes any offer by GMR Center, the Distributor, or the GMR Team to sell any $GMR (as defined herein) nor shall it or any part of it nor the fact of its presentation form the basis of, or be relied upon in connection with, any contract or investment decision. Nothing contained in the Whitepaper, or the Website is or may be relied upon as a promise, representation or undertaking as to the future performance of GMR. The agreement between the Distributor (or any third party) and you, in relation to any distribution or transfer of $GMR, is to be governed only by the separate terms and conditions of such agreement.

The information set out in the Whitepaper and the Website is for community discussion only and is not legally binding. No person is bound to enter into any contract or binding legal commitment in relation to the acquisition of $GMR, and no digital asset or other form of payment is to be accepted on the basis of the Whitepaper or the Website. The agreement for distribution of $GMR and/or continued holding of $GMR shall be governed by a separate set of Terms and Conditions or Token Distribution Agreement (as the case may be) setting out the terms of such distribution and/or continued holding of $GMR (the Terms and Conditions), which shall be separately provided to you or made available on the Website. The Terms and Conditions must be read together with the Whitepaper. In the event of any inconsistencies between the Terms and Conditions and the Whitepaper or the Website, the Terms and Conditions shall prevail.

**Deemed Representations and Warranties:** By accessing the Whitepaper or the Website (or any part thereof), you shall be deemed to represent and warrant to GMR Center, the Distributor, their respective affiliates, and the GMR team as follows:

1. in any decision to acquire any $GMR, you have shall not rely on any statement set out in the Whitepaper or the Website.
2. you will and shall at your own expense ensure compliance with all laws, regulatory requirements and restrictions applicable to you (as the case may be).
3. you acknowledge, understand and agree that $GMR may have no value, there is no guarantee or representation of value or liquidity for $GMR, and $GMR is not an investment product, nor is it intended for any speculative investment whatsoever.
4. none of GMR Center, the Distributor, their respective affiliates, and/or the GMR team members shall be responsible for or liable for the value of $GMR, the transferability and/or liquidity of $GMR and/or the availability of any market for $GMR through third parties or otherwise; and
5. you acknowledge, understand and agree that you are not eligible to participate in the distribution of $GMR if you are a citizen, national, resident (tax or otherwise), domiciliary and/or green card holder of a geographic area or country (i) where it is likely that the distribution of $GMR would be construed as the sale of a security (howsoever named), financial service or investment product and/or (ii) where participation in token distributions is prohibited by applicable law, decree, regulation, treaty, or administrative act; and to this effect you agree to provide all such identity verification document when requested in order for the relevant checks to be carried out.

GMR Center, the Distributor and the GMR team do not and do not purport to make, and hereby disclaims, all representations, warranties or undertaking to any entity or person (including without limitation warranties as to the accuracy, completeness, timeliness, or reliability of the contents of the Whitepaper or the Website, or any other materials published by GMR Center or the Distributor). To the maximum extent permitted by law, GMR Center, the Distributor, their respective affiliates and service providers shall not be liable for any indirect, special, incidental, consequential or other losses of any kind, in tort, contract or otherwise (including, without limitation, any liability arising from default or negligence on the part of any of them, or any loss of revenue, income or profits, and loss of use or data) arising from the use of the Whitepaper or the Website, or any other materials published, or its contents (including without limitation any errors or omissions) or otherwise arising in connection with the same. Prospective acquirors of $GMR should carefully consider and evaluate all risks and uncertainties (including financial and legal risks and uncertainties) associated with the distribution of $GMR, GMR Center, the Distributor and the GMR team.

**$GMR Token:** $GMR are designed to be utilised, and that is the goal of the $GMR distribution. In fact, the project to develop GMR would fail if all $GMR holders simply held onto their $GMR and did nothing with it. In particular, it is highlighted that $GMR:

1. does not have any tangible or physical manifestation, and does not have any intrinsic value (nor does any person make any representation or give any commitment as to its value);
2. is non-refundable and cannot be exchanged for cash (or its equivalent value in any other digital asset) or any payment obligation by GMR Center, the Distributor or any of their respective affiliates.
3. does not represent or confer on the token holder any right of any form with respect to GMR Center, the Distributor (or any of their respective affiliates), or its revenues or assets, including without limitation any right to receive future dividends, revenue, shares, ownership right or stake, share or security, any voting, distribution, redemption, liquidation, proprietary (including all forms of intellectual property or licence rights), right to receive accounts, financial statements or other financial data, the right to requisition or participate in shareholder meetings, the right to nominate a director, or other financial or legal rights or equivalent rights, or intellectual property rights or any other form of participation in or relating to GMR, GMR Center, the Distributor and/or their service providers;
4. is not intended to represent any rights under a contract for differences or under any other contract the purpose or pretended purpose of which is to secure a profit or avoid a loss.
5. is not intended to be a representation of money (including electronic money), security, commodity, bond, debt instrument, unit in a collective investment scheme or any other kind of financial instrument or investment.
6. is not a loan to GMR Center, the Distributor or any of their respective affiliates, is not intended to represent a debt owed by GMR Center, the Distributor or any of their respective affiliates, and there is no expectation of profit.
7. does not provide the token holder with any ownership or other interest in GMR Center, the Distributor or any of their respective affiliates.

Notwithstanding the $GMR distribution, users have no economic or legal right over or beneficial interest in the assets of GMR Center, the Distributor, or any of their affiliates after the token distribution.

To the extent a secondary market or exchange for trading $GMR does develop, it would be run and operated wholly independently of GMR Center, the Distributor, the distribution of $GMR and GMR. Neither GMR Center nor the Distributor will create such secondary markets nor will either entity act as an exchange for $GMR.

**Informational purposes only:** The information set out herein is only conceptual and describes the future development goals for GMR to be developed. In particular, the project roadmap in the Whitepaper is being shared in order to outline some of the plans of the GMR team and is provided solely for INFORMATIONAL PURPOSES and does not constitute any binding commitment. Please do not rely on this information in deciding whether to participate in the token distribution because ultimately, the development, release, and timing of any products, features or functionality remains at the sole discretion of GMR Center, the Distributor or their respective affiliates, and is subject to change. Further, the Whitepaper or the Website may be amended or replaced from time to time. There are no obligations to update the Whitepaper or the Website, or to provide recipients with access to any information beyond what is provided herein.

**Regulatory approval:** No regulatory authority has examined or approved, whether formally or informally, any of the information set out in the Whitepaper or the Website. No such action or assurance has been or will be taken under the laws, regulatory requirements or rules of any jurisdiction. The publication, distribution or dissemination of the Whitepaper or the Website does not imply that the applicable laws, regulatory requirements or rules have been complied with.

**Cautionary Note on forward-looking statements:** All statements contained herein, statements made in press releases or in any place accessible by the public and oral statements that may be made by GMR Center, the Distributor and/or the GMR team, may constitute forward-looking statements (including statements regarding the intent, belief or current expectations with respect to market conditions, business strategy and plans, financial condition, specific provisions and risk management practices). You are cautioned not to place undue reliance on these forward-looking statements given that these statements involve known and unknown risks, uncertainties and other factors that may cause the actual future results to be materially different from that described by such forward-looking statements, and no independent third party has reviewed the reasonableness of any such statements or assumptions. These forward-looking statements are applicable only as of the date indicated in the Whitepaper, and GMR Center, the Distributor as well as the GMR team expressly disclaim any responsibility (whether express or implied) to release any revisions to these forward-looking statements to reflect events after such date.

**References to companies and platforms:** The use of any GMR Center and/or platform names or trademarks herein (save for those which relate to GMR Center, the Distributor or their respective affiliates) does not imply any affiliation with, or endorsement by, any third party. References in the Whitepaper or the Website to specific companies and platforms are for illustrative purposes only.

**English language:** The Whitepaper and the Website may be translated into a language other than English for reference purpose only and in the event of conflict or ambiguity between the English language version and translated versions of the Whitepaper or the Website, the English language versions shall prevail. You acknowledge that you have read and understood the English language version of the Whitepaper and the Website.

**No Distribution:** No part of the Whitepaper or the Website is to be copied, reproduced, distributed or disseminated in any way without the prior written consent of GMR Center or the Distributor. By attending any presentation on this Whitepaper or by accepting any hard or soft copy of the Whitepaper, you agree to be bound by the foregoing limitations.

### Terms of Use

#### Interpretation and Definitions

Interpretation

The words of which the initial letter is capitalized have meanings defined under the following conditions. The following definitions shall have the same meaning regardless of whether they appear in singular or in plural.

Definitions

For the purposes of these Terms of Use:

* Account means a unique account created for You to access our Service or parts of our Service.
* Affiliate means an entity that controls, is controlled by or is under common control with a party, where "control" means ownership of 50% or more of the shares, equity interest or other securities entitled to vote for election of directors or other managing authority.
* "We", "Us" or "Our" in this agreement refers to GMR Center.
* Country refers to: United Kingdom.
* Feedback means feedback, innovations or suggestions sent by You regarding the attributes, performance or features of our Service.
* Goods refer to the items offered for sale on the Service.
* Orders mean a request by You to purchase Goods from Us.
* Service refers to the Website and any products or services made available through it.
* Website refers to the GMR Center website, accessible at <https://www.gmr.center/>
* You means the individual accessing or using the Service, or GMR Center, or other legal entity on behalf of which such individual is accessing or using the Service, as applicable.

#### Acknowledgment

These are the Terms of Use governing the use of this Service and the agreement that operates between You and GMR Center. These Terms of Use set out the rights and obligations of all users regarding the use of the Service.

Your access to and use of the Service is conditioned on Your acceptance of and compliance with these Terms of Use. These Terms of Use apply to all visitors, users and others who access or use the Service.

By accessing or using the Service, You agree to be bound by these Terms of Use. If You disagree with any part of these Terms of Use then You may not access the Service.

You represent that you are over the age of 16. GMR Center does not permit those under 16 to use the Service.

#### Privacy

Your access to and use of the Service is also conditioned on Your acceptance of and compliance with our Privacy Policy.

Our Privacy Policy describes Our policies and procedures on the collection, use and disclosure of Your personal information when You use the Service and tells You about Your privacy rights and how the law protects You. Please read Our Privacy Policy carefully before using Our Service.

#### Placing Orders for Goods

By placing an Order for Goods through the Service, You warrant that You are legally capable of entering into binding contracts.

Your Information

If You wish to place an Order for Goods available on the Service, You may be asked to supply certain information relevant to Your Order including, without limitation, Your name, Your email, Your phone number, Your credit card number, the expiration date of Your credit card, Your billing address, and Your shipping information.

You represent and warrant that: (i) You have the legal right to use any credit or debit card(s) or other payment method(s) in connection with any Order; and that (ii) the information You supply to us is true, correct and complete.

By submitting such information, You grant us the right to provide the information to payment processing third parties for purposes of facilitating the completion of Your Order.

#### Order Cancellation

We reserve the right to refuse or cancel Your Order at any time for certain reasons including but not limited to:

* Goods availability
* Errors in the description or prices for Goods
* Errors in Your Order

We reserve the right to refuse or cancel Your Order if fraud or an unauthorized or illegal transaction is suspected.

Your Order Cancellation Rights for Electronic Goods

In the case of an order of electronic Goods, such as but not limited to, NFTs (non-fungible tokens), paid comments or tips, we do not issue refunds once the order is confirmed. We can only issue a refund if there is a technical problem and we cannot help you to resolve it. In those cases, the refund period is 14 days from the moment of the purchase. We consider a technical problem to be one of the following:

* Non-delivery of the product: due to some server issues, you might not be able to access the products you have ordered.
* Major defects: although all the products are thoroughly tested before release, unexpected errors may occur.
* Product not-as-described: clear evidence must be provided proving that the purchased product is not as described on the Service. Complaints which are based merely on the customer's false expectations or wishes are not honored.

There is no obligation to provide a refund or credit in the following situations:

* You change your mind about an order after it has been confirmed;
* You make an order by mistake;
* You do not have sufficient expertise to use the products.

#### Availability, Errors and Inaccuracies

We are constantly updating Our offerings of Goods on the Service. The Goods available on Our Service may be mispriced, described inaccurately, or unavailable, and We may experience delays in updating information regarding our Goods on the Service and in Our advertising on other websites.

We cannot and do not guarantee the accuracy or completeness of any information, including prices, product images, specifications, availability, and services. We reserve the right to change or update information and to correct errors, inaccuracies, or omissions at any time without prior notice.

#### Prices Policy

GMR Center reserves the right to revise its prices at any time prior to accepting an Order.

The prices quoted may be revised by GMR Center subsequent to accepting an Order in the event of any occurrence affecting delivery caused by government action, variation in customs duties, increased shipping charges, higher foreign exchange costs and any other matter beyond the control of GMR Center. In that event, You will have the right to cancel Your Order.

#### Payments

All Goods purchased are subject to a one-time payment. Payment can be made through various payment methods as accepted by our payment processing partners.

Payment cards (credit cards or debit cards) are subject to validation checks and authorization by Your card issuer. If we do not receive the required authorization, We will not be liable for any delay or non-delivery of Your Order.

#### User Accounts

When You create an account with Us, You must provide Us information that is accurate, complete, and current at all times. Failure to do so constitutes a breach of the Terms, which may result in immediate termination of Your account on Our Service.

You are responsible for safeguarding the password that You use to access the Service and for any activities or actions under Your password, whether Your password is with Our Service or a Third-Party Social Media Service.

You agree not to disclose Your password to any third party. You must notify Us immediately upon becoming aware of any breach of security or unauthorized use of Your account.

#### Intellectual Property

The Service and its original content (excluding Content provided by You or other users), features and functionality are and will remain the exclusive property of GMR Center and its licensors.

The Service is protected by copyright, trademark, and other laws of both the Country and foreign countries.

Our trademarks and trade dress may not be used in connection with any product or service without the prior written consent of GMR Center.

#### Your Feedback to Us

You assign all rights, title and interest in any Feedback You provide GMR Center. If for any reason such assignment is ineffective, You agree to grant GMR Center a non-exclusive, perpetual, irrevocable, royalty free, worldwide right and license to use, reproduce, disclose, sub-license, distribute, and modify such Feedback without restriction.

#### Links to Other Websites

Our Service may contain links to third-party web sites or services that are not owned or controlled by GMR Center.

GMR Center has no control over, and assumes no responsibility for, the content, privacy policies, or practices of any third party web sites or services. You further acknowledge and agree that GMR Center shall not be responsible or liable, directly or indirectly, for any damage or loss caused or alleged to be caused by or in connection with the use of or reliance on any such content, goods or services available on or through any such web sites or services.

We strongly advise You to read the terms and conditions and privacy policies of any third-party web sites or services that You visit.

#### Termination

We may terminate or suspend Your Account immediately, without prior notice or liability, for any reason whatsoever, including without limitation if You breach these Terms of Use.

Upon termination, Your right to use the Service will cease immediately. If You wish to terminate Your Account, You may simply discontinue using the Service. Or follow the steps within your Account dashboard.

#### No Warranties

The Service is provided to You "AS IS" and "AS AVAILABLE" and with all faults and defects without warranty of any kind. To the maximum extent permitted under applicable law, GMR Center, on its own behalf and on behalf of its Affiliates and its and their respective licensors and service providers, expressly disclaims all warranties, whether express, implied, statutory or otherwise, with respect to the Service, including all implied warranties of merchantability, fitness for a particular purpose, title and non-infringement, and warranties that may arise out of course of dealing, course of performance, usage or trade practice. Without limitation to the foregoing, GMR Center provides no warranty or undertaking, and makes no representation of any kind that the Service will meet Your requirements, achieve any intended results, be compatible or work with any other software, applications, systems or services, operate without interruption, meet any performance or reliability standards or be error free or that any errors or defects can or will be corrected.

Without limiting the foregoing, neither GMR Center nor any of GMR Center's providers makes any representation or warranty of any kind, express or implied: (i) as to the operation or availability of the Service, or the information, content, and materials or products included thereon; (ii) that the Service will be uninterrupted or error-free; (iii) as to the accuracy, reliability, or currency of any information or content provided through the Service; or (iv) that the Service, its servers, the content, or e-mails sent from or on behalf of GMR Center are free of viruses, scripts, trojan horses, worms, malware, timebombs or other harmful components.

Some jurisdictions do not allow the exclusion of certain types of warranties or limitations on applicable statutory rights of a consumer, so some or all of the above exclusions and limitations may not apply to You. But in such a case the exclusions and limitations set forth in this section shall be applied to the greatest extent enforceable under applicable law.

#### Limitation of Liability

Notwithstanding any damages that You might incur, the entire liability of GMR Center and any of its suppliers under any provision of these Terms and Your exclusive remedy for all of the foregoing shall be limited to the amount actually paid by You through the Service.

To the maximum extent permitted by applicable law, in no event shall GMR Center or its suppliers be liable for any special, incidental, indirect, or consequential damages whatsoever (including, but not limited to, damages for loss of profits, loss of data or other information, for business interruption, for personal injury, loss of privacy arising out of or in any way related to the use of or inability to use the Service, third-party software and/or third-party hardware used with the Service, or otherwise in connection with any provision of these Terms), even if GMR Center or any supplier has been advised of the possibility of such damages and even if the remedy fails of its essential purpose.

Some states do not allow the exclusion of implied warranties or limitation of liability for incidental or consequential damages, which means that some of the above limitations may not apply. In these states, each party's liability will be limited to the greatest extent permitted by law.

#### Professional Advice Disclaimer

We are not financial, accounting, tax, or legal advisors. GMR Center, Our Service, or Our Goods are not intended to provide financial, accounting, tax, or legal advice. Your financial situation is unique, and any information and advice obtained through Our Service may not be appropriate for your situation. Accordingly, before making any final decisions or implementing any financial strategy, You should consider obtaining additional information and advice from qualified professional advisers who are fully aware of your particular situation.

#### Governing Law

The laws of the Country, excluding its conflicts of law rules, shall govern these Terms and Your use of the Service.

#### Disputes Resolution

If You have any concern or dispute about the Service, You agree to first try to resolve the dispute informally by contacting GMR Center.

#### For European Union (EU) Users

If You are a European Union consumer, you will benefit from any mandatory provisions of the law of the country in which you are resident in.

#### Severability and Waiver

Severability

If any provision of these Terms is held to be unenforceable or invalid, such provision will be changed and interpreted to accomplish the objectives of such provision to the greatest extent possible under applicable law and the remaining provisions will continue in full force and effect.

Waiver

Except as provided herein, the failure to exercise a right or to require performance of an obligation under these Terms shall not effect a party's ability to exercise such right or require such performance at any time thereafter nor shall be the waiver of a breach constitute a waiver of any subsequent breach.

#### Translation Interpretation

These Terms of Use may have been translated if We have made them available to You on our Service. You agree that the original English text shall prevail in the case of a dispute.

#### Changes to These Terms of Use

We reserve the right, at Our sole discretion, to modify or replace these Terms at any time. If a revision is material We will make reasonable efforts to provide at least 30 days' notice prior to any new terms taking effect. What constitutes a material change will be determined at Our sole discretion.

By continuing to access or use Our Service after those revisions become effective, You agree to be bound by the revised terms. If You do not agree to the new terms, in whole or in part, please stop using the website and the Service.

#### Entire Agreement

These Terms of Use, our Privacy Policy, and any document expressly referred to in them constitute the entire agreement between You and GMR Center regarding your use of the Service and supersede all prior and contemporaneous written or oral agreements between You and GMR Center whether oral or in writing.

You and We acknowledge that, in entering into a contract, You have not and We have not relied on any representation, undertaking or promise given by the other or implied from anything said or written in negotiations between You and Us prior to such contract except as expressly stated in these Terms of Use.

### Privacy Policy

#### Interpretation and Definitions

Interpretation

The words of which the initial letter is capitalized have meanings defined under the following conditions. The following definitions shall have the same meaning regardless of whether they appear in singular or in plural.

Definitions

For the purposes of these Terms of Use:

* Account means a unique account created for You to access our Service or parts of our Service.
* Cookies are small files that are placed on Your computer, mobile device or any other device by a website, containing the details of Your browsing history on that website among its many uses.
* "We", "Us" or "Our" in this agreement refers to GMR Center.
* Country refers to: United Kingdom.
* Data Controller for the purposes of the GDPR (General Data Protection Regulation), refers to GMR Center as the legal person which alone or jointly with others determines the purposes and means of the processing of Personal Data.
* Device means any device that can access the Service such as a computer, a cellphone or a digital tablet.
* Do Not Track (DNT) is a concept that has been promoted by US regulatory authorities, in particular the U.S. Federal Trade Commission (FTC), for the Internet industry to develop and implement a mechanism for allowing internet users to control the tracking of their online activities across websites.
* Personal Data is any information that relates to an identified or identifiable individual. For the purposes for GDPR, Personal Data means any information relating to You such as a name, an identification number, location data, online identifier or to one or more factors specific to the physical, physiological, genetic, mental, economic, cultural or social identity.
* Service refers to the Website and any products or services made available through it.
* Service Provider means any natural or legal person who processes the data on behalf of GMR Center. It refers to third-party companies or individuals employed by GMR Center to facilitate the Service, to provide the Service on behalf of GMR Center, to perform services related to the Service or to assist GMR Center in analyzing how the Service is used. For the purpose of the GDPR, Service Providers are considered Data Processors.
* Third-party Social Media Service refers to any website or any social network website through which a User can log in or create an account to use the Service.
* You means the individual accessing or using the Service, or GMR Center, or other legal entity on behalf of which such individual is accessing or using the Service, as applicable.
* Website refers to GMR Center website, accessible at [https://gmr.center](https://gmr.center/)
* Usage Data refers to data collected automatically, either generated by the use of the Service or from the Service infrastructure itself (for example, the duration of a page visit).
* Social Media Fan Page(s) are public profiles named GMR, GMR Finance, GMR Center or any other varient as directly expressed in the corresponding social media links provided in this Website or other official channels. Specifically created by GMR Center on the specified social network, accessible using the social media links throughout this Website and other official sites.

#### Collecting and Using Your Personal Data

Types of Data Collected

Personal Data

While using Our Service, We may ask You to provide Us with certain personally identifiable information that can be used to contact or identify You. Personally identifiable information may include, but is not limited to:

* Email address
* First name and last name
* Address, State, Province, ZIP/Postal code, City
* Usage data

Usage Data

Usage Data is collected automatically when using the Service.

Usage Data may include information such as Your Device's Internet Protocol address (e.g. IP address), browser type, browser version, the pages of our Service that You visit, the time and date of Your visit, the time spent on those pages, unique device identifiers and other diagnostic data.

When You access the Service by or through a mobile device, We may collect certain information automatically, including, but not limited to, the type of mobile device You use, Your mobile device unique ID, the IP address of Your mobile device, Your mobile operating system, the type of mobile Internet browser You use, unique device identifiers and other diagnostic data.

We may also collect information that Your browser sends whenever You visit our Service or when You access the Service by or through a mobile device.

Tracking Technologies and Cookies

We use Cookies and similar tracking technologies to track the activity on Our Service and store certain information. Tracking technologies used are beacons, tags, and scripts to collect and track information and to improve and analyze Our Service. The technologies We use may include:

* Cookies or Browser Cookies. A cookie is a small file placed on Your Device. You can instruct Your browser to refuse all Cookies or to indicate when a Cookie is being sent. However, if You do not accept Cookies, You may not be able to use some parts of our Service. Unless you have adjusted Your browser setting so that it will refuse Cookies, our Service may use Cookies.
* Web Beacons. Certain sections of our Service and our emails may contain small electronic files known as web beacons (also referred to as clear gifs, pixel tags, and single-pixel gifs) that permit GMR Center, for example, to count users who have visited those pages or opened an email and for other related website statistics (for example, recording the popularity of a certain section and verifying system and server integrity).

Cookies can be "Persistent" or "Session" Cookies. Persistent Cookies remain on Your personal computer or mobile device when You go offline, while Session Cookies are deleted as soon as You close Your web browser. Learn more about cookies: [All About Cookies.](https://www.termsfeed.com/blog/cookies/)

We use both Session and Persistent Cookies for the purposes set out below:

* Necessary / Essential Cookies\
  Type: Session Cookies\
  Administered by: Us\
  Purpose: These Cookies are essential to provide You with services available through the Website and to enable You to use some of its features. They help to authenticate users and prevent fraudulent use of user accounts. Without these Cookies, the services that You have asked for cannot be provided, and We only use these Cookies to provide You with those services.
* Cookies Policy / Notice Acceptance Cookies\
  Type: Persistent Cookies\
  Administered by: Us\
  Purpose: These Cookies identify if users have accepted the use of cookies on the Website.
* Functionality Cookies\
  Type: Persistent Cookies\
  Administered by: Us\
  Purpose: These Cookies allow us to remember choices You make when You use the Website, such as remembering your login details or language preference. The purpose of these Cookies is to provide You with a more personal experience and to avoid You having to re-enter your preferences every time You use the Website.
* Tracking and Performance Cookies\
  Type: Persistent Cookies\
  Administered by: Third-Parties\
  Purpose: These Cookies are used to track information about traffic to the Website and how users use the Website. The information gathered via these Cookies may directly or indirectly identify you as an individual visitor. This is because the information collected is typically linked to a pseudonymous identifier associated with the device you use to access the Website. We may also use these Cookies to test new pages, features or new functionality of the Website to see how our users react to them.

For more information about the cookies we use and your choices regarding cookies, please visit our Cookies Policy.

#### Use of Your Personal Data

GMR Center may use Personal Data for the following purposes:

* To provide and maintain our Service, including to monitor the usage of our Service.
* Web Beacons. Certain sections of our Service and our emails may contain small electronic files known as web beacons (also referred to as clear gifs, pixel tags, and single-pixel gifs) that permit GMR Center, for example, to count users who have visited those pages or opened an email and for other related website statistics (for example, recording the popularity of a certain section and verifying system and server integrity).
* To manage Your Account: to manage Your registration as a user of the Service. The Personal Data You provide can give You access to different functionalities of the Service that are available to You as a registered user.
* For the performance of a contract: the development, compliance and undertaking of the purchase contract for the products, items or services You have purchased or of any other contract with Us through the Service.
* To contact You: To contact You by email, telephone calls, SMS, or other equivalent forms of electronic communication, such as a mobile application's push notifications regarding updates or informative communications related to the functionalities, products or contracted services, including the security updates, when necessary or reasonable for their implementation.
* To provide You with news, special offers and general information about other goods, services and events which we offer that are similar to those that you have already purchased or enquired about unless You have opted not to receive such information.
* To manage Your requests: To attend and manage Your requests to Us.
* For business transfers: We may use Your information to evaluate or conduct a merger, divestiture, restructuring, reorganization, dissolution, or other sale or transfer of some or all of Our assets, whether as a going concern or as part of bankruptcy, liquidation, or similar proceeding, in which Personal Data held by Us about our Service users is among the assets transferred.
* For other purposes: We may use Your information for other purposes, such as data analysis, identifying usage trends, determining the effectiveness of our promotional campaigns and to evaluate and improve our Service, products, services, marketing and your experience.

We may share Your personal information in the following situations:

* With Service Providers: We may share Your personal information with Service Providers to monitor and analyze the use of our Service, for payment processing, to contact You.
* For business transfers: We may share or transfer Your personal information in connection with, or during negotiations of, any merger, sale of GMR Center assets, financing, or acquisition of all or a portion of GMR Center to a company.
* With Affiliates: We may share Your information with Our affiliates, in which case we will require those affiliates to honor this Privacy Policy. Affiliates include GMR Center and any other subsidiaries, joint venture partners or other projects that We control or that are under common control with Us.
* With partners: We may share Your information with Our partners to offer You certain products, services or promotions.
* With other users: when You share personal information or otherwise interact in the public areas with other users, such information may be viewed by all users and may be publicly distributed outside. If You interact with other users or register through a Third-Party Social Media Service, Your contacts on the Third-Party Social Media Service may see Your name, profile, pictures and description of Your activity. Similarly, other users will be able to view descriptions of Your activity, communicate with You and view Your profile.
* With Your consent: We may disclose Your personal information for any other purpose with Your consent.

#### Retention of Your Personal Data

GMR Center will retain Your Personal Data only for as long as is necessary for the purposes set out in this Privacy Policy. We will retain and use Your Personal Data to the extent necessary to comply with our legal obligations (for example, if we are required to retain your data to comply with applicable laws), resolve disputes, and enforce our legal agreements and policies.

GMR Center will also retain Usage Data for internal analysis purposes. Usage Data is generally retained for a shorter period of time, except when this data is used to strengthen the security or to improve the functionality of Our Service, or We are legally obligated to retain this data for longer time periods.

#### Transfer of Your Personal Data

Your information, including Personal Data, is processed at GMR Center's operating offices and in any other places where the parties involved in the processing are located. It means that this information may be transferred to — and maintained on — computers located outside of Your state, province, country or other governmental jurisdiction where the data protection laws may differ than those from Your jurisdiction.

Your consent to this Privacy Policy followed by Your submission of such information represents Your agreement to that transfer.

GMR Center will take all steps reasonably necessary to ensure that Your data is treated securely and in accordance with this Privacy Policy and no transfer of Your Personal Data will take place to an organization or a country unless there are adequate controls in place including the security of Your data and other personal information.

#### Disclosure of Your Personal Data

Business Transactions

If GMR Center is involved in a merger, acquisition or asset sale, Your Personal Data may be transferred. We will provide notice before Your Personal Data is transferred and becomes subject to a different Privacy Policy.

Law enforcement

Under certain circumstances, GMR Center may be required to disclose Your Personal Data if required to do so by law or in response to valid requests by public authorities (e.g. a court or a government agency).

Other legal requirements

GMR Center may disclose Your Personal Data in the good faith belief that such action is necessary to:

* Comply with a legal obligation
* Protect and defend the rights or property of GMR Center
* Prevent or investigate possible wrongdoing in connection with the Service
* Protect the personal safety of Users of the Service or the public
* Protect against legal liability

#### Security of Your Personal Data

The security of Your Personal Data is important to Us, but remember that no method of transmission over the Internet, or method of electronic storage is 100% secure. While We strive to use commercially acceptable means to protect Your Personal Data, We cannot guarantee its absolute security.

#### Detailed Information on the Processing of Your Personal Data

Service Providers have access to Your Personal Data only to perform their tasks on Our behalf and are obligated not to disclose or use it for any other purpose.

#### Analytics

We may use third-party Service providers to monitor and analyze the use of our Service.

* Google Analytics\
  Google Analytics is a web analytics service offered by Google that tracks and reports website traffic. Google uses the data collected to track and monitor the use of our Service. This data is shared with other Google services. Google may use the collected data to contextualize and personalize the ads of its own advertising network.\
  You can opt-out of having made your activity on the Service available to Google Analytics by installing the Google Analytics opt-out browser add-on. The add-on prevents the Google Analytics JavaScript (ga.js, analytics.js and dc.js) from sharing information with Google Analytics about visits activity.\
  For more information on the privacy practices of Google, please visit the Google Privacy & Terms web page: <https://policies.google.com/privacy>

#### Email Marketing

We may use Your Personal Data to contact You with newsletters, marketing or promotional materials and other information that may be of interest to You. You may opt-out of receiving any, or all, of these communications from Us by following the unsubscribe link or instructions provided in any email We send or by contacting Us.

We may use Email Marketing Service Providers to manage and send emails to You.

#### Payments

We may provide paid products and/or services within the Service. In that case, we may use third-party services for payment processing (e.g. payment processors).

We will not store or collect Your payment card details. That information is provided directly to Our third-party payment processors whose use of Your personal information is governed by their Privacy Policy. These payment processors adhere to the standards set by PCI-DSS as managed by the PCI Security Standards Council, which is a joint effort of brands like Visa, Mastercard, American Express and Discover. PCI-DSS requirements help ensure the secure handling of payment information.

* Stripe\
  Their Privacy Policy can be viewed at <https://stripe.com/us/privacy>
* Metamask\
  Their Privacy Policy can be viewed at <https://metamask.io/privacy.html>

#### Usage, Performance and Miscellaneous

We may use third-party Service Providers to provide better improvement of our Service.

* Invisible reCAPTCHA\
  We use an invisible captcha service named reCAPTCHA. reCAPTCHA is operated by Google.\
  The reCAPTCHA service may collect information from You and from Your Device for security purposes.\
  The information gathered by reCAPTCHA is held in accordance with the Privacy Policy of Google: <https://www.google.com/intl/en/policies/privacy/>

#### GDPR Privacy

Legal Basis for Processing Personal Data under GDPR

We may process Personal Data under the following conditions:

* Consent: You have given Your consent for processing Personal Data for one or more specific purposes.
* Performance of a contract: Provision of Personal Data is necessary for the performance of an agreement with You and/or for any pre-contractual obligations thereof.
* Legal obligations: Processing Personal Data is necessary for compliance with a legal obligation to which GMR Center is subject.
* Vital interests: Processing Personal Data is necessary in order to protect Your vital interests or of another natural person.
* Public interests: Processing Personal Data is related to a task that is carried out in the public interest or in the exercise of official authority vested in GMR Center.
* Legitimate interests: Processing Personal Data is necessary for the purposes of the legitimate interests pursued by GMR Center.

In any case, GMR Center will gladly help to clarify the specific legal basis that applies to the processing, and in particular whether the provision of Personal Data is a statutory or contractual requirement, or a requirement necessary to enter into a contract.

#### Your Rights under the GDPR

GMR Center undertakes to respect the confidentiality of Your Personal Data and to guarantee You can exercise Your rights.

You have the right under this Privacy Policy, and by law if You are within the EU, to:

* Request access to Your Personal Data. The right to access, update or delete the information We have on You. Whenever made possible, you can access, update or request deletion of Your Personal Data directly within Your account settings section. If you are unable to perform these actions yourself, please contact Us to assist You. This also enables You to receive a copy of the Personal Data We hold about You.
* Request correction of the Personal Data that We hold about You. You have the right to to have any incomplete or inaccurate information We hold about You corrected.
* Object to processing of Your Personal Data. This right exists where We are relying on a legitimate interest as the legal basis for Our processing and there is something about Your particular situation, which makes You want to object to our processing of Your Personal Data on this ground. You also have the right to object where We are processing Your Personal Data for direct marketing purposes.
* Request erasure of Your Personal Data. You have the right to ask Us to delete or remove Personal Data when there is no good reason for Us to continue processing it.
* Request the transfer of Your Personal Data. We will provide to You, or to a third-party You have chosen, Your Personal Data in a structured, commonly used, machine-readable format. Please note that this right only applies to automated information which You initially provided consent for Us to use or where We used the information to perform a contract with You.
* Withdraw Your consent. You have the right to withdraw Your consent on using your Personal Data. If You withdraw Your consent, We may not be able to provide You with access to certain specific functionalities of the Service.

#### Exercising of Your GDPR Data Protection Rights

You may exercise Your rights of access, rectification, cancellation and opposition by contacting Us. Please note that we may ask You to verify Your identity before responding to such requests. If You make a request, We will try our best to respond to You as soon as possible.

You have the right to complain to a Data Protection Authority about Our collection and use of Your Personal Data. For more information, if You are in the European Economic Area (EEA), please contact Your local data protection authority in the EEA.

#### Facebook Fan Page

#### Data Controller for the Facebook Fan Page

GMR Center is the Data Controller of Your Personal Data collected while using the Service. As operator of the Facebook Fan Page <https://www.facebook.com/gmrfinanceofficial>, GMR Center and the operator of the social network Facebook are Joint Controllers.

GMR Center has entered into agreements with Facebook that define the terms for use of the Facebook Fan Page, among other things. These terms are mostly based on the Facebook Terms of Service: <https://www.facebook.com/terms.php>

Visit the Facebook Privacy Policy <https://www.facebook.com/policy.php> for more information about how Facebook manages Personal data or contact Facebook online, or by mail: Facebook, Inc. ATTN, Privacy Operations, 1601 Willow Road, Menlo Park, CA 94025, United States.

#### Facebook Insights

We use the Facebook Insights function in connection with the operation of the Facebook Fan Page and on the basis of the GDPR, in order to obtain anonymized statistical data about Our users.

For this purpose, Facebook places a Cookie on the device of the user visiting Our Facebook Fan Page. Each Cookie contains a unique identifier code and remains active for a period of two years, except when it is deleted before the end of this period.

Facebook receives, records and processes the information stored in the Cookie, especially when the user visits the Facebook services, services that are provided by other members of the Facebook Fan Page and services by other companies that use Facebook services.

For more information on the privacy practices of Facebook, please visit Facebook Privacy Policy here: <https://www.facebook.com/full_data_use_policy>

#### "Do Not Track" Policy as Required by California Online Privacy Protection Act (CalOPPA)

Our Service does not respond to Do Not Track signals.

However, some third party websites do keep track of Your browsing activities. If You are visiting such websites, You can set Your preferences in Your web browser to inform websites that You do not want to be tracked. You can enable or disable DNT by visiting the preferences or settings page of Your web browser.

#### Your California Privacy Rights (California's Shine the Light law)

Under California Civil Code Section 1798 (California's Shine the Light law), California residents with an established business relationship with us can request information once a year about sharing their Personal Data with third parties for the third parties' direct marketing purposes.

If you'd like to request more information under the California Shine the Light law, and if You are a California resident, You can contact Us using the contact information provided below.

#### California Privacy Rights for Minor Users (California Business and Professions Code Section 22581)

California Business and Professions Code section 22581 allow California residents under the age of 18 who are registered users of online sites, services or applications to request and obtain removal of content or information they have publicly posted.

To request removal of such data, and if You are a California resident, You can contact Us using the contact information provided below, and include the email address associated with Your account.

Be aware that Your request does not guarantee complete or comprehensive removal of content or information posted online and that the law may not permit or require removal in certain circumstances.

#### Links to Other Websites

Our Service may contain links to other websites that are not operated by Us. If You click on a third party link, You will be directed to that third party's site. We strongly advise You to review the Privacy Policy of every site You visit.

We have no control over and assume no responsibility for the content, privacy policies or practices of any third party sites or services.

#### Changes to this Privacy Policy

We may update Our Privacy Policy from time to time. We will notify You of any changes by posting the new Privacy Policy on this page.

We will let You know via email and/or a prominent notice on Our Service, prior to the change becoming effective and update the "Last updated" date at the top of this Privacy Policy.

You are advised to review this Privacy Policy periodically for any changes. Changes to this Privacy Policy are effective when they are posted on this page.

### Cookies Policy

#### Purpose

This Cookies Policy explains what Cookies are and how We use them. You should read this policy so You can understand what type of cookies We use, or the information We collect using Cookies and how that information is used.

You may change your cookie preferences for the GMR Center website at any time here:

[Change cookie preferences](https://gmr.center/cookies-policy#open_preferences_center)

Cookies do not typically contain any information that personally identifies a user, but personal information that we store about You may be linked to the information stored in and obtained from Cookies. For further information on how We use, store and keep your personal data secure, see our Privacy Policy.

We do not store sensitive personal information, such as mailing addresses, account passwords, etc. in the Cookies We use.

#### Interpretation and Definitions

Interpretation

The words of which the initial letter is capitalized have meanings defined under the following conditions. The following definitions shall have the same meaning regardless of whether they appear in singular or in plural.

Definitions

For the purposes of this Cookies Policy:

* "We", "Us" or "Our" in this agreement refers to GMR Center.
* Cookies means small files that are placed on Your computer, mobile device or any other device by a website, containing details of your browsing history on that website among its many uses.
* Website refers to the GMR Center website, accessible at <https://gmr.center/>
* You means the individual accessing or using the Website, or a company, or any legal entity on behalf of which such individual is accessing or using the Website, as applicable.

#### The use of the Cookies

Type of Cookies We Use

Cookies can be "Persistent" or "Session" Cookies. Persistent Cookies remain on your personal computer or mobile device when You go offline, while Session Cookies are deleted as soon as You close your web browser.

We use both session and persistent Cookies for the purposes set out below:

* Necessary / Essential Cookies\
  Type: Session Cookies\
  Administered by: Us\
  Purpose: These Cookies are essential to provide You with services available through the Website and to enable You to use some of its features. They help to authenticate users and prevent fraudulent use of user accounts. Without these Cookies, the services that You have asked for cannot be provided, and We only use these Cookies to provide You with those services.
* Cookies Policy / Notice Acceptance Cookies\
  Type: Persistent Cookies\
  Administered by: Us\
  Purpose: These Cookies identify if users have accepted the use of cookies on the Website.
* Functionality Cookies\
  Type: Persistent Cookies\
  Administered by: Us\
  Purpose: These Cookies allow us to remember choices You make when You use the Website, such as remembering your login details or language preference. The purpose of these Cookies is to provide You with a more personal experience and to avoid You having to re-enter your preferences every time You use the Website.
* Tracking and Performance Cookies\
  Type: Persistent Cookies\
  Administered by: Third-Parties\
  Purpose: These Cookies are used to track information about traffic to the Website and how users use the Website. The information gathered via these Cookies may directly or indirectly identify you as an individual visitor. This is because the information collected is typically linked to a pseudonymous identifier associated with the device you use to access the Website. We may also use these Cookies to test new pages, features or new functionality of the Website to see how our users react to them.
* Targeting and Advertising Cookies\
  Type: Persistent Cookies\
  Administered by: Third-Parties\
  Purpose: These Cookies track your browsing habits to enable Us to show advertising which is more likely to be of interest to You. These Cookies use information about your browsing history to group You with other users who have similar interests. Based on that information, and with Our permission, third party advertisers can place Cookies to enable them to show adverts which We think will be relevant to your interests while You are on third party websites.

#### Your Choices Regarding Cookies

If You prefer to avoid the use of Cookies on the Website, first You must disable the use of Cookies in your browser and then delete the Cookies saved in your browser associated with this website. You may use this option for preventing the use of Cookies at any time.

If You do not accept Our Cookies, You may experience some inconvenience in your use of the Website and some features may not function properly.

If You would like to delete Cookies or instruct your web browser to delete or refuse Cookies, please visit the help pages of your web browser.

* For the Chrome web browser, please visit this page from Google: <https://support.google.com/accounts/answer/32050>
* For the Internet Explorer web browser, please visit this page from Microsoft: <http://support.microsoft.com/kb/278835>
* For the Firefox web browser, please visit this page from Mozilla: <https://support.mozilla.org/en-US/kb/delete-cookies-remove-info-websites-stored>
* For the Safari web browser, please visit this page from Apple: <https://support.apple.com/guide/safari/manage-cookies-and-website-data-sfri11471/mac>

For any other web browser, please visit your web browser"s official web pages.

#### More Information about Cookies

You can learn more about cookies: [All About Cookies.](https://www.termsfeed.com/blog/cookies/)

### Community Guidelines

**Introduction**

GMR Center is dedicated to creating a safe, inclusive, and innovative web3 gaming and social platform. These guidelines are designed to foster a respectful and enjoyable experience for all users.

**Content Standards**

1. **Gaming and Blockchain Integrity:** Content must align with our focus on gaming and blockchain. We encourage creativity, innovation, and respectful discussions around these themes.
2. **Respectful Conduct:** Users should interact with respect and courtesy, especially in discussions about NFTs, gaming, and blockchain technology.
3. **Intellectual Property Rights:** We strictly adhere to intellectual property laws. Users must respect copyright and ownership, especially in NFT creation and trading.
4. **Privacy and Security:** User privacy and data security are paramount, given the sensitivity of blockchain-related data.
5. **Fair Practices:** Avoid misleading or exploiting users, particularly in cryptocurrency transactions and NFT trading.
6. **Inclusivity and Diversity:** Our platform values diverse perspectives and encourages inclusivity in all interactions.
7. **Legal Compliance:** All activities must comply with relevant laws governing blockchain, cryptocurrency, and online gaming.

**User Responsibility**

* Users are responsible for the content they share and the interactions they engage in.
* Respect for other community members and adherence to these guidelines is expected at all times.

**Platform Rights**

* GMR Center reserves the right to modify these guidelines as necessary to adapt to evolving legal and industry standards.
* We retain the right to remove content, restrict access, or terminate accounts at our discretion, without explanation.
* Users found in violation of these guidelines may face consequences including, but not limited to, temporary suspension or permanent banning from the platform.

**Disclaimer**

These guidelines are subject to change and may be updated in response to legal, technological, or community developments.

GMR Center is not liable for any content posted by users and does not endorse any user-generated content.

**Enforcement**

Violations of these guidelines will be addressed by our moderation team, which will take appropriate action based on the severity of the infraction.

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