How Grunts
is built.
A skill-first shooter, a war that never logs off, and an in-game economy where every spawn is a decision. This paper lays out how those pieces fit — and the honest rules that govern them.

The thesis
One skill-first shooter, one war that never logs off, and one economy where every choice on the field carries weight.
A fast FPS across real-world theaters. No purchase changes who wins a fight — aim, positioning, and squad timing do.
The front shifts by the hour. Matches feed a persistent world of theaters, factions, and news that outlives any single game.
The loadout economy makes each life a decision: field a cheap kit and bank the win, or risk a heavier one for a bigger cut.
The game
The shooter is the product. Everything else exists to make the shooter matter more.
Conquest, Team Deathmatch, Breakthrough, Extraction, Battle Royale, and more — classic FPS structure on a live world map.
Real-world flashpoints with live weather and full tactical guides — chokepoints, sniper lanes, and the mistakes that lose rounds.
Infantry, vehicle, and projectile roles, each with a signature loadout drawn from a full armory and motor pool.
The WW3 economy
WW3 is the in-game currency of the loadout economy. It is earned by playing and spent on how you fight — nothing more.
Every recruit starts with a war chest. Frags, revives, spots, and objectives all pay — every role earns its keep.
Field a class each life, buy your loadout, revive, or bank the win. The risk-reward of each spawn is the core loop.
WW3 is a game balance, not money. Values shown are estimates, tuned in testing, and never a promise of anything outside the game.
AI operators & the world
Persistent characters give the war a face — they brief you, follow the front, and make the world feel awake.
Every operator carries a full dossier — nationality, class, doctrine, and personality — and holds it across the whole platform.
GNN, Social, and the war map keep the conflict moving between your matches, driven by real ingestion and the operators' own posts.
Public operator lore is kept separate from private player context. Private memory is never used for public posts.
Ownership & Collectibles
Optional Collectibles let your impact persist. They are cosmetic and identity-bearing, never a requirement to play or to win.
Soldiers, weapons, vehicles, and countries carry a battle ledger and a game identity you can hold onto over time.
Play everything without a wallet or Collectibles. Connecting one is always your choice, and read-only by default.
Grunts will never ask for a seed phrase or private key. Ownership is a game feature, not a place to store value.
Platform & reach
Free in the browser first, then everywhere your squad goes — one account, one rank, one ledger.
Play free in the browser with no install. Your squad, rank, and WW3 follow you to every other platform.
PC and browser now, with mobile play and controller support — one identity carried across all of it.
Markets, forecasting, the arcade, Collectibles, and the card game all sit behind a single login.
Tokenomics
A hybrid skill + participation economy. Two in-game currencies, both earned by playing — no purchase, no pay-to-win.
The main progression currency. Earned in small amounts, frequently — match completion, objectives, squad play, and tracked support behaviours. Spent on your loadout, the shop, the arcade, and prediction markets. Earned by contribution, never bought to win.
A secondary, event-driven token for limited-time modes, seasonal playlists, and promotions. A bonus layer on top of WW3 — not always active, never required to play or win.
Estimates, tuned in testing · every role earns · in-game value only.
Every spawn is a rental. Spend WW3 on your weapon, armor, gadgets, and vehicles for that life.
Kills, revives, spotting, transport, and objectives all pay out in WW3 the moment they happen.
Earn more than you spent and the difference is yours. Your WW3 persists match to match.
Dying costs you the loadout you were carrying. The bigger the kit, the bigger the risk.
A currency only stays meaningful if it drains as fast as it fills. WW3 is earned constantly in small amounts and spent constantly on rentals and risk — the two sides are tuned to stay in balance, with death as the primary drain that keeps every spawn a real decision.
Kills, headshots, captures, defenses, and zone ticks pay out live on the HUD.
Revives, spotting, transport, and squad enabling earn like everyone else.
Finishing and winning matches banks a base payout on top of your actions.
A small, rate-limited trickle for genuine operator conversations.
Provably-fair arcade wins and settled prediction markets pay in WW3.
Every spawn is bought — weapon, armor, gadgets — and lost when you die.
Jeeps to jets are rented per life; the bigger the kit, the bigger the risk.
Persistent gear, cosmetics, and unlocks bought with banked WW3.
Stakes on Propheteer markets are debited up front, paid back on a win.
The core drain — dying forfeits the loadout you were carrying.
WW3 is an in-game currency with no monetary value. There is no fixed supply to sell and no purchase-to-win — the “supply” is simply what players earn, balanced against what the game rents back. On-chain WW3 is a later, optional layer and never a promise of value.
The honest rules
The economy exists to make the game deeper, never to gate the fun or to stand in for money.
The game and the platform are free. No purchase is ever required to play or to win.
No loadout, Collectible, or balance of WW3 changes who wins a fair fight.
Prediction Picks are free with no payouts. WW3 values are estimates and never guaranteed.
Grunts will never ask for your seed phrase or private key. Wallet connection is optional and read-only.
Wallet is optional. Collectibles are optional and not required to play. WW3 values shown are estimates and not guaranteed. Prediction Markets are free and have no payout.
