Token sale to fund exciting new features for F2P competitive combat game SKARA – The Blade Remains, including eSports, blockchain-powered in-game asset trading and in-game betting.
Skara, developer and publisher of the eponymous free-to-play competitive team-based melee combat game, today (February 8th) begins a €10m token sale to fund the ambitious expansion of the franchise.
Skara – The Blade Remains has notched up over 30 awards and boasts 350,000+ installs of its Alpha version via the Steam platform, in addition to generating tens of thousands of in-game transactions. The highly-anticipated Beta version of the game will be released imminently.
The Token Sale (also called an Initial Coin Offering, or ICO) will offer the public a chance to invest in the game’s own cryptocurrency, SKARAT (SKARA Token – SKRT), which is based on the Ethereum blockchain.
Crucially, gamers can participate in the fundraising simply by playing the game and buying the coins. It’s a simple and safe way for ordinary folk to get involved in the world of crypto currencies.
SKARA has adopted blockchain technology principally to decentralise the in-game economy, allowing players to keep real ownership of their hard-earned in-game loot, including SKARATs, safely and securely outside of the game’s control.
As such, players will be free to buy, sell or trade these assets for a profit in external markets, such as Counterparty, where some of these Skara assets are already being traded.
The first Skara eSports tournaments will take place in March, enabling players to compete for cash prizes awarded in the form of SKARAT.
While Bitcoin and similar currencies are currently facing much volatility, the game claims that the Token (SKRT) is the answer for those wishing to enter the world of crypto, as real use of the tokens will keep the value high.
“The main use of most of the cryptos is speculative, so when Bitcoin goes down, many others follow. SKARATs are different,” said SKARA Co-Founder Cesar Ortega.
“SKARATs are sustained by a fast-growing community of 350,000+ video game players who will be purchasing in-game assets very soon. This means that the demand for SKRT won’t be affected by market sentiment since gamers will focus on using the currency for in-game purchases, rather than being concerned by crypto market conditions.
“Around five to eight per cent of free-to-play gamers buy virtual currency, and we plan to hit 3 million players by the end of 2018 – that is a lot of players buying and selling SKRT in the secondary market.”
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