> For the complete documentation index, see [llms.txt](https://blast-isles.gitbook.io/blast-isles-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://blast-isles.gitbook.io/blast-isles-docs/blast-isles-document/introducing-blast-isles.md).

# Introducing Blast Isles

Product overview, vision and design principles.

Blast Isles is a casual artillery game project. It combines character progression, equipment collecting and community competition with Web3.

Players create characters, choose equipment and pursue their preferred goals. Those goals include matches, collecting, leaderboards and community content.

Web3 supports wallet connectivity, verifiable reward distribution and eligible asset transfers. Gameplay comes first. Market-value rewards depend on performance, programme rules and available funding.

| Attribute            | Product direction                                                              |
| -------------------- | ------------------------------------------------------------------------------ |
| Genre                | Casual artillery with combat, character progression and social features        |
| Characters           | Player-created characters customised through appearance, weapons and equipment |
| Character classes    | No fixed class or profession system                                            |
| Platforms            | Windows for pre-beta; Windows and Android planned for beta                     |
| Blockchain           | BNB Chain for deployed Web3 functions                                          |
| Economic model       | BLI governance token alongside Gold, Ruby and Diamond                          |
| Long-term experience | Seasons, competition, collecting, progression and community contributions      |

### Vision and mission

Blast Isles aims to be a Web3 game world players return to for matches, characters and community. Regular content and an adaptable economy support operation across market cycles.

The project makes rewarding gameplay accessible to traditional and Web3 players. Players should understand their goals, reward sources and asset rights. Onboarding should not require detailed blockchain knowledge.

The long-term direction includes tournaments, guild communities, creators and contribution programmes. Each growth stage depends on retention, reliable operations and adequate resources.

### Design principles

Enjoyment underpins retention. Activities should be worthwhile before token rewards. Progress can include skill, collections, titles and community relationships.

Competition needs clear rules. Matchmaking, scoring and reward eligibility rules should publish before entry.

Rewards need limits and an identified funding source. Blast Isles does not promise income for online time or spending. Rewards recognise valid results, meaningful contributions and allocated budgets.

Economy, tokenomics, governance and security parameters remain proposals until approval and official publication.
