Game & proving ground
A robot world went all in on the NFT boom. Then the boom ended.
Tok didn’t dabble. Every bot, every factory, every spare cycle went into minting and flipping — and when the bubble popped, the planet went bankrupt and the whole civilisation dropped into power-saving mode just to survive. What’s left is abandoned machinery, rusted conveyors and billboards nobody has read in years. Except NFTs are back. Time to wake up and get the lights on again.
Products
Tier three — products
Toko for tokens and ownership, with Canic, IcyDB, IC Memory and IC Testkit underneath.
The foundations it runs on — and Dragginz, which inherits the systems proven here.
Toko Miner is the load test we actually ship. It is the top of the stack and the thing that stresses every tier below it. See the full stack.
The premise
There’s a robot world called Tok that went all in on the NFT boom. Not dabbled — all in. Then, as these things do, it ended. The bubble popped, the planet went bankrupt, and an entire civilisation powered down to keep the lights flickering.
What you arrive to is pure “NFTs are dead” nostalgia, rusted in place: silent conveyors, cold factories, billboards still advertising collections nobody has thought about in years. Your job is to start it all up again.
The game
That’s the loop, and everything else hangs off it. An order comes in, you make the thing, a drone swings by to collect it, and you get paid.
Orders need materials, so you mine them. Hence the name.
Raw material is no use on its own. Build the machines that process it.
Mint the NFTs the order asked for and package them up for collection.
A drone collects the finished order. Reward lands. The next order is already waiting.
From there it widens. Automate the boring parts. Unlock new tech layers. Patch up the rocket, work out how to make fuel, and fly to nearby planets for the materials you can’t get at home. Then come back to the hangar, where it’s machines, minions and conveyor belts — keeping the whole operation running while the orders keep landing.
Why we built it
We needed something that would hammer Canic and IcyDB under real load — not synthetic benchmarks, but an actual application with messy state, concurrency, and things going wrong in inconvenient ways.
Running the foundations under genuine application pressure has already surfaced issues that would otherwise have bitten someone else later — and forced us to get better at telling a framework bug apart from “we integrated it wrong”.
A live game is a real workload, not a demo. Cycles get spent, storage fills up, and the numbers we tune against come from something people are actually playing.
The whole thing, not a web app with a blockchain bolted on the side. We’re not going to labour the point — it simply happens to be the reason what we build can do more than most things in this category.
Every asset-production problem we solve here is one we don’t have to rediscover in Dragginz. The workflows carry over even when the individual assets don’t.
In fairness
It’s a joke premise with a serious core. The world is dumb and funny on purpose; the engineering underneath it is the real deal. That gap is roughly the point.
It looks a bit incoherent style-wise, and it should — we’ve only been at this a couple of weeks. We push updates daily, so you get to watch the transformation happen in real time. It’s exactly how we built Neopets back in the day.
Harvest, build, mint, ship. Then work out how to make the rocket fly.