Loops HouseDiveMarket

NEAR HACKATHON (Test)
Team
1 member- YUOwner
yuzuru
Overview
DiveMarket is a fishing game on NEAR where every fish has a real supply, a real price and somewhere to go.
You cast, wait for the bite and strike. The game server signs each catch (zone, fish, weight, rod, bait) and the player claims it on chain. Guests can fish on a loaner rod before connecting a wallet.
The economy is built so nobody gets drained:
- Fish only enter when someone catches one, out of zones with finite, regrowing populations. They leave for good as bait, rod crafting and repairs, docks, koi trophies, vault sales, or releases back into a zone. A supply ledger tracks minted, burned and circulating for every fish.
- Scarce zones bite slower, licenses rise as fish run low, and regrowth slows when a fish piles up. Players can release fish to restock a zone.
- The vault always buys, at up to 75% of fair price, less as its reserve runs low and less for fish it is flooded with that day. Its floor still leaves anglers a profit at normal license prices. Surplus above 10 NEAR funds the weekly tournament.
- Fair prices are computed on chain from demand, supply and NPC stock. No admin sets a price.
Three NPC shops (Bob, Alice, John) trade with their own treasuries. NEAR AI Cloud plans their weekly orders and writes their notes, posted on chain; rules bound every plan. They cap shelves, sell above cost, and players can invest in them for a share of profit.
Endgame: rods wear out and are repaired, upgraded or crafted (Legendary Rod is craft-only), harbor masters stake NEAR to run zones, plus weekly tournaments, koi trophies, world records, seasons and a Fishdex. Players also trade fish directly with each other.
Built with a Rust contract (near-sdk, 137 tests, on-chain solvency check), a React app, Vercel functions for signed catches, and a Node NPC engine on NEAR AI Cloud. Live on testnet: dm21.testnet.