Introducing Kvartal
A district you can own a coat in.
Kvartal is a 2.5D isometric game set in a collapsed microrayon, and a fixed-supply cosmetic economy priced in $KVARTAL. You walk the streets, take jobs, open chests, talk to people who do not especially want to talk to you, and — if you want — you buy a coat that only fourteen other people will ever own.
These docs cover how the district works, how the outfit market is priced, and how the token fits in. They are deliberately blunt about what exists today and what does not.
What is the District?
A single continuous map of khrushchyovkas, courtyards, a dead fountain, an empty playground, forty named districts and fifteen interiors you can walk into. A tram runs through it. There are chests scattered around with items inside, revealed one at a time.
It is a game first. Everything economic sits on top of a place that would still be worth an evening if the token did not exist — that is the design constraint the whole project is built against.
Two currencies
Kvartal runs on two currencies that never touch, and the separation is the single most important design decision in the economy.
| Currency | Earned by | Spends on | Leaves the game? |
|---|---|---|---|
| Rubles | Jobs and quests | Food, tobacco, quest items | Never |
| $KVARTAL | Bought on a DEX | Outfits | Yes — it is an on-chain token |
Because grinding pays in rubles, no amount of playing prints $KVARTAL. That is what stops the quest loop from becoming a faucet pointed at the tradeable layer.
What is an outfit?
An outfit is a cosmetic worn by your character. There are 55. Each one is hand-drawn, each one is visible to every other player on the street, and each one has a hard supply cap.
Outfits are cosmetic on purpose. They do not make you faster, richer, or harder to beat. This costs us the easiest revenue in games — selling power — and we give it up deliberately: a paid item that out-guns a free player empties the room of the people whose presence made the status worth buying in the first place.
Supply & rarity
Every outfit has a fixed cap between 3 and 15 copies. Not a limited drop, not ten thousand of them: three to fifteen of that one, ever. There is no mint button and no second collection scheduled for when this one gets quiet.
- Common — the larger runs, the everyday coats.
- Rare — middling supply, distinctly recognisable.
- Legendary — the smallest runs, often three copies.
The bonding curve
Outfit prices are not set by us and not set by an order book. They are
set by a curve: price(n) = base × (1 + n/Q)^k, where
n is how many copies are out and Q is the cap.
The price climbs as copies leave and walks back down as they return. Buying the fifth copy of something costs more than the second, permanently, because there is less supply behind it. The curve is visible before you spend anything.
Selling & the hold rule
Selling returns the outfit to supply and pays you at the current bid. Two gates apply, in order:
- You must hold at least $20 of $KVARTAL.
- You must have owned the outfit for at least 15 minutes.
The token
$KVARTAL is the currency the outfit market is priced in. That is its whole job. It is not a governance token, not a share of anything, and it does not entitle you to revenue. It buys coats.
Wallets & networks
Kvartal connects MetaMask and Phantom through their injected providers, plus any other browser wallet. On a phone there is no extension for anyone, so the buttons hand the page over to the wallet's own browser instead.
The target network is Base. If your wallet is somewhere else the lobby says so and offers to switch, adding the network first if your wallet has never seen it.
You can also continue as a viewer with no wallet at all and look around the whole market.
Buying $KVARTAL
Kvartal never builds, signs or sends a transaction. Buying happens on a DEX, in your own tab, with your own wallet:
- Connect a wallet in the lobby.
- Press Buy — it opens Uniswap with $KVARTAL preselected.
- Swap, then come back. Your balance re-reads when the tab refocuses.
Balances are read straight from the chain through a public RPC, so they are correct even while your wallet sits on the wrong network.
Missions & Online
Go on Missions is the quest chain, on your own. Online gameplay puts you on a street with everybody else, with a live chat and market price cards down the sides.
Quests, chests & the journal
Quests come from people in the world — press E near somebody with a ! over their head. Chests are scattered around the map and open with an animation that reveals their contents one item at a time.
The journal (J) tracks quests, stats, districts named, buildings entered, distance walked and outfits owned, and carries a Back to lobby button. Leaving mid-run costs nothing: progress is written continuously and the lobby reads the same save.
Controls
| Key | Does |
|---|---|
| WASD | Move |
| E | Use / talk |
| J | Journal |
| I | Items wheel |
| M | Map |
| T | Chat (Online) |
| Esc | Close whatever is open |
Risk & disclosures
Nothing in these docs is investment advice or a prediction of price. $KVARTAL is a game currency for cosmetic items. Its value can go to zero. Outfits are cosmetic and carry no guaranteed resale value.