$MAMO
$MAMO is the only currency of the MAMONO world. It is a standard token launched on pump.fun. The game never mints tokens and never holds token authority. It does three jobs.
Hold to play
The game checks your wallet for $MAMO when you log in. Hold the minimum and you can play. No tokens yet? Spectate every live battle for free.
Play to earn
Every new species you catch, every battle you win and every daily quest pays $MAMO into your in game balance. The first catch of a species pays ten times a repeat.
Spend in game
$MAMO is the only currency in Akebono. Capture orbs and healing snacks are bought with it, recycling tokens back into the reward pool.
Claim on chain
Earned $MAMO is claimable to your Solana wallet, live now. Claim once a day from the in game wallet, the treasury settles your payout within the hour.
Supply
$MAMO launched on pump.fun with the standard supply of 1,000,000,000 tokens. The game never mints and never holds token authority, so every number below is a fixed slice of that 1B supply. The gate to play with a wallet is 10,000 $MAMO, which is 0.001 percent of supply, and free play is always open.
Earning
All earnings land in a server side ledger first, then become claimable on chain. Encounters and catches are rolled by the server, so a modified client can never print tokens.
| Action | Reward | Share of supply | Limit |
|---|---|---|---|
| Catch a species for the first time | 5,000 | 0.0005% | once per species, 151 total |
| Catch a duplicate | 500 | 0.00005% | per catch |
| Win a wild battle | 250 | 0.000025% | rate limited |
| Beat a tamer | 1,000 to 1,500 | 0.0001% | once per tamer per day |
| Win a PvP match | 2,500 | 0.00025% | per win |
| Daily quest: win 3 battles | 3,000 | 0.0003% | once per day |
Two ceilings keep the economy bounded. Each wallet can earn at most 50,000 $MAMO per day (0.005 percent of supply), and all players together can earn at most 1,000,000 $MAMO per day (0.1 percent of supply), enforced by the server. Filling the entire dex is worth 755,000 $MAMO in first catch bonuses alone (0.0755 percent of supply), a long progression to chase.
Spending
Your earnings cover purchases first. When they do not, the game sends real $MAMO from your wallet to the treasury on chain, and that treasury is the same wallet that pays every player claim. Spenders fund grinders, verifiably.
| Item | Price | Effect |
|---|---|---|
| Tama | 500 | a capture orb |
| Ootama | 1,500 | strong orb, grips 1.5 times harder |
| Hoshitama | 4,000 | star orb, grips 2.5 times harder |
| Onigiri | 300 | restores 30 HP |
| Name Scroll | 2,500 | rename one mamo |
| XP Charm | 5,000 | double battle XP for 24 hours |
| Kagami Dye | 50,000 | permanently awaken the rare kagami coloration |
The premium items are priced at and above the daily earn cap on purpose: a Kagami Dye is a full day of perfectly capped grinding, or one quick buy. Rare and legendary mamo have low catch rates, so star orb spend is the late game sink for hunters.
Claiming and sustainability
On chain claims are live. Claims need a minimum of 10,000 $MAMO (0.001 percent of supply) and a 24 hour cooldown, with each claim capped at the daily earn limit, and the treasury settles each payout within the hour. The reward pool only pays what it holds, funded by pump.fun creator fees. The loop is simple: trading volume earns creator fees, fees refill the rewards wallet, players claim capped daily earnings, players spend on orbs, and players hold the gate amount to keep playing. Worst case the game emits 0.1 percent of supply per day, and only if the rewards wallet holds it. Every rate, cap and price is a server value, so the economy can be tuned live without ever touching the chain.