WHITEPAPER

A complete technical and design reference for HB Outliners — a classic 2D MMORPG reborn on the BASE L2 blockchain. Read this to understand the game world, the economy, the contracts, and the long-term plan for player ownership.

Version 1.0 Last updated April 2026 Network BASE Mainnet

01Abstract

HB Outliners is a free-to-play, skill-based 2D MMORPG built on a heavily modernized fork of the late-1990s game Helbreath. It runs on a custom C++ server with 1920×1080 native rendering, an 80+ map persistent world, two warring factions (Aresden and Elvine), 180 character levels, 2,500-point skill system and full-loot deathmatch PvP. The game is integrated end-to-end with Coinbase's BASE L2 blockchain through an on-chain economy (HBUCKS, ERC-20) and a player-owned item layer (HelbreathItems, ERC-721). The economy is bound by a hard 1,000,000,000 token supply cap that the server enforces every tick. Items earned in the world can be exported to BASE as NFTs for $5 USD, traded freely on any compatible marketplace, and burned back to recover the original item with its full state.

02Origins & Vision

The original Helbreath was a Korean MMORPG released in 1999 — early enough that the genre was still being invented. Its faction war between Aresden and Elvine, full-loot PvP, and pure skill-based progression formed a kind of design that the modern AAA MMO has largely abandoned in favor of safer, theme-park content. HB Outliners restores and extends that design with three goals:

HB Outliners is open source. The full game client, server, smart contracts, web bridge, NFT pipeline and asset extraction tools all live in a public GitHub repository. Anyone can audit the rules, fork the project, or run a private shard.

03Game Design

HB Outliners is a top-down 2D MMORPG running on a persistent server. The combat is real-time, the world is shared, and the player choices that matter most — what you train, who you ally with, what you risk in the open world — are permanent.

Genre 2D MMORPG

Top-down, real-time, persistent shared world.

System Skill-based

No classes. Every character can train every skill.

PvP Mode Deathmatch

Open-world, faction-based, full-loot.

Cost Free

No subscription, no pay-to-win.

Core Loops

Players choose a faction and a starting town, train their skills against the world's mobs, gear up by looting drops or buying from NPCs, and then either pursue raid bosses, defend their faction in the Crusade war, or stake out a corner of the open world to PvP for honor and loot. Every action either earns HBUCKS (the in-game currency / token) or spends them, and the server enforces a strict conservation rule that no HBUCKS can ever be created out of thin air.

No Classes

HB Outliners has no Warrior / Mage / Rogue split. Every player allocates from a shared pool of 2,500 skill points across roughly 23 skills covering melee weapons, archery, magic, defense, crafting, gathering and utility. A player who pours points into Long-Sword and Magic-Resistance will fight nothing like a player who specializes in Magic and Staff-Attack — but the choice is open and never locked. This is the original Helbreath philosophy and it is preserved unchanged.

04World & Maps

The game world is composed of more than 80 distinct maps connected by teleport tiles and open borders. Maps fall into several categories:

CategoryExamplesPurpose
Faction Townsaresden, elvineStarting cities, NPC merchants, banks, training
Farming Zonesarefarm, elvfarmNewbie-friendly hunting near the towns
Hunting Groundsarebrk11–22, elvbrk11–22Mid-level mob farming, EXP and gear
Dungeonsaresdend1, elvined1, dglv2, dglv3, dglv4Tiered indoor dungeons, deeper = harder
Towerswzdtwr_1, wzdtwr_2Wizard towers, magic-themed mobs
Boss LairsinferniaA, inferniaB, abaddon, mazeEnd-game boss arenas
Open PvPmiddleland, 2ndmiddle, huntzone1–9Free-for-all PvP, faction warfare ground
Arenasfightzone1–9Reservable PvP fight zones
Jailsarejail, elvjailPenalty zones for criminal players
Specialcathedral, cityhall_1, cityhall_2Faction headquarters and cathedrals

Travel between maps is handled by teleport tiles embedded in the map data. Players can not travel directly between Aresden and Elvine territory — they must cross through neutral middle zones, where they will encounter players of the opposite faction.

05Factions & the Crusade

Every player must choose one of two factions at character creation: Aresden or Elvine. The choice is permanent and visible to other players. Faction members can use each other's town facilities, can not attack each other in safe zones, and fight together in the Crusade war.

The Crusade War

The Crusade is a recurring server-wide war fought on the middleland map. Each faction defends a series of war structures — gates, towers, mana stones, and magic generators — while attempting to destroy the enemy's. EK (Enemy Kill) points are awarded for every PvP kill during war windows.

War Schedule

DayWindowType
Monday – Thursday3 hoursDaily raid window
Friday30 hoursWeekend kickoff
Saturday45 hoursPeak war
Sunday60 hoursMarathon war

War Structures

The Crusade map contains destroyable buildings: AGTs (Alliance Guard Towers, ~500 HP), CGTs (Castle Guard Towers, ~500 HP), ESGs (Energy Shield Generators), Mana Stones (neutral capture points) and Grand Magic Generators (faction-specific). A faction wins the Crusade by demolishing the enemy structures and accumulating EK points.

06Combat & Death

Combat is real-time and unforgiving. The server is in Deathmatch mode: there are no instances, no soul-bound items, and the open world is genuinely dangerous.

Death Penalty

Why Full Loot

Full-loot PvP is the original Helbreath compromise that makes the rest of the game work. Every fight has stakes; every death has a cost; every kill has meaning. The market for items stays liquid because items are constantly cycling out of player inventories. The HBUCKS economy stays healthy because risk-takers feed the loot pool. Removing this would remove most of what HB Outliners is.

07Progression & Skills

Characters progress along three independent axes: Level, Stats, and Skills. Each axis has its own cap and its own training method.

Level Cap 180

Maximum playable level. Reached through experience earned by killing mobs and completing quests.

Stat Cap 200

Maximum points per attribute (STR, DEX, INT, CON, etc.).

Skill Pool 2,500

Total skill points to allocate freely across all skills.

Skill List

IDSkillCategory
3Magic ResistanceDefense (passive)
4MagicSpellcasting
5Hand AttackMelee (unarmed)
6ArcheryRanged
7Short-SwordMelee
8Long-SwordMelee
9FencingMelee
10AxeMelee
11ShieldDefense
14HammerMelee
21StaffMelee
0MiningTradeskill
1FishingTradeskill
2FarmingTradeskill
12AlchemyTradeskill
13ManufacturingTradeskill
18CraftingTradeskill
20EnchantingTradeskill
19Pretend CorpseUtility
23Poison ResistanceDefense (passive)

HBUCKS Skill Training

In addition to natural skill gain through use, players can spend HBUCKS to buy skill levels directly via the in-game /train command. The cost scales exponentially: early levels cost ~50 HBUCKS each, late levels (90+) can cost thousands. This makes raw HBUCKS a meaningful long-term investment in character power, but it also makes it impossible to "buy your way to god mode" without first contributing to the economy.

A quote is valid for 60 seconds before it expires. Maximum 100 levels per quote, capped further by the skill's hard limit.

08Magic System

The Magic skill unlocks 97 spells covering damage, healing, control, buffs, debuffs and utility. Spells require Intelligence to learn and Mana to cast.

SpellReq INTManaTypeEffect
Fire Missile188DamageSingle target ranged bolt
Heal2015HealingRestore HP to self or ally
Fire Ball2627AoE2×2 area explosion
Great Heal2828HealingLarge HP restore
Lightning4744Damage1×1 single target
Resurrection200SupportRevive a corpse on the spot
Meteor Strike169120AoEMassive AoE damage
Blizzard195170AoE3×3 freeze + damage

A small slice of the 97-spell roster. Full list available in server-data/GameConfigs/Magic.cfg.

09Mobs & Bosses

The world is populated by 115 distinct mob types ranging from a level 10 Slime in the farming zones to a level 81 Abaddon raid boss with 15,000 HP. Each mob has a fixed level, HP pool, damage range, magic resistance, gold drop range and experience reward, all configured in NPC.cfg.

Sample Roster

MobLvHPDamageEXP
Slime10210–3067–70
Skeleton11840–10079–100
Orc14435–7028–29
Giant Ant16315–4034–35
Scorpion17635–8085–88
Zombie181040–9086–89
Clay Golem2330100–150550–580
Troll285585–200595–600
Ogre29115150–230790–900
Liche30130300+920–1,050
Demon31340450–50010,500+
Werewolf33140180–3002,260–3,500
Stalker48130200–3002,180–2,350
Hellclaw (Boss)491,000450–1,00033,800–37,000
Tigerworm (Boss)502,000550–1,20065,600–85,000
Beholder53100100–4501,200–1,300
Mountain Giant58100250+1,700–1,900
Wyvern (Boss)662,5001,000–1,30098,000–99,000
Barlog70500400–5002,450–3,000
Centaurus71350450–5002,250–3,000
Fire Wyvern (Boss)733,0001,000–1,30012,250–105,000
Abaddon (Final Boss)8115,0001,500–1,600125,000–550,000

All mob stats are sourced directly from the live NPC.cfg file shipped with the server. Mob behavior, spawn rate and respawn timer are configured per-map in the MAPDATA directory.

10Items & Equipment

There are over 730 distinct items in the game, split across three configuration files (Item.cfg, Item2.cfg, Item3.cfg). Items have type, slot, stats, weight, color, durability and special property fields.

Item Types

Type IDCategorySlot
1WeaponHand
2ArmorBody
3HauberkBody (heavy)
4LeggingsLegs
5MaterialInventory
6AccessoryVarious
7ShieldOff-hand
10RingFinger
11ConsumableInventory
12CapeBack

Sample Weapons

ItemDamageWeight
Dagger4–5300
Short Sword5–6500
Long Sword10–11800
Claymore10–111,000
Great Sword11–121,000
Flameberge12–131,000
Excalibur (Rare)12–138,000

Sample Armor & Shields

ItemDefenseWeight
Wood Shield8300
Targe Shield13500
Knight Shield30800
Tower Shield35800
Leather Armor10400
Chain Mail30–321,000
Plate Mail37–403,000

Item Quality & Color

Every equippable item has a color code (which palette is applied to its sprite — also defines whether it is a Critical, Heavy, or Normal variant) and one or more special property slots (Spec1/Spec2/Spec3) which can hold enchantments, +stat bonuses, or unique effects. Items also have a durability counter (current / max) that decreases as the item is used and must be repaired.

This is the metadata that travels with the NFT when an item is exported on-chain. A "Critical Long-Sword (gold) at 487/500 durability" is a different NFT than a "Heavy Long-Sword (red) at 100/500 durability" even though they share the same item ID.

11Tokenomics

HBUCKS is the in-game currency of HB Outliners and the ERC-20 token deployed on BASE Mainnet. The supply is hard-capped at 1,000,000,000 tokens and the server enforces a strict conservation invariant every tick: the sum of all HBUCKS in all locations must always equal the total supply.

Total Supply 1,000,000,000

Hard cap. Enforced on-chain by the contract and in-game by the server.

Distribution Pool 900,000,000

90% — paid out to players via mob drops, NPC sales and quest rewards.

Team Reserve 100,000,000

10% — vested over 6 months (10% unlocked, 90% linear).

Decimals 18

Standard ERC-20 decimals.

The Conservation Invariant

At every moment in time, the following must hold:

Pool + Team + InGame + OnChain = 1,000,000,000
No HBUCKS can be created out of thin air. Every drop reduces the Pool. Every spend recycles back into Pool and Team. Every export increments OnChain. Every import decrements OnChain. The total never moves.

This invariant is enforced in server/Tokenomics.h and persisted in tokenomics.dat with an XOR checksum. The server's /pool command shows the live state of all four components in any chat window.

Sqrt Decay Drop Rate

Mob drops do not pay out a fixed amount of HBUCKS. Instead, every drop is scaled by a multiplier:

multiplier = sqrt(poolRemaining / 900,000,000)

When the pool is full, the multiplier is 1.0 — drops pay full value. As the pool depletes, drops shrink smoothly. When the pool is empty, the multiplier is 0 and mobs simply do not drop HBUCKS at all (no inflation, ever). This is the mechanism that makes the 1B supply cap meaningful.

NPC Spend Split

When a player buys from an NPC merchant, the HBUCKS they spend do not vanish — they are split:

Player-to-Player Trade Fee

Direct trades between players incur a 5% fee on the HBUCKS portion of the trade, split with the same 70/30 ratio as NPC spending: 70% returns to the Distribution Pool and 30% goes to the Team Reserve. This keeps the pool topped up over time even if no one buys from NPCs, supports development, and gently disincentivizes pure HBUCKS hoarding by recycling some of every transaction.

Where HBUCKS Come From (Sources)

Where HBUCKS Go (Sinks)

Every conservation rule is encoded in the source code and the production server reads its state from a checksummed binary file. There is no admin command, no GM, and no developer that can mint HBUCKS into existence. Even /createitem HBUCKS from a GM account is gated through the same Distribute() call that the pool uses for mob drops — if the pool is empty, the GM command fails.

12NFT System

Items earned in the world can be exported to the BASE blockchain as ERC-721 NFTs. Each NFT carries the full state of the in-game item — type, color, special properties, durability — and can be burned at any time to recover the original item back to the player's inventory.

Standard ERC-721

With ERC-2981 royalty support and per-token metadata URIs.

Mint Fee $5 USD

~0.0024 ETH at current pricing. Bounded between $1 and $100 by the contract.

Royalty 5%

On secondary marketplace sales (ERC-2981).

Network BASE L2

Coinbase's Ethereum L2. Cheap gas, fast finality, full EVM.

Mint Flow

  1. In-game, type /mint-nft to see your unequipped items as a numbered list.
  2. Type /mint-nft <number> to mint that item. The item is removed from your inventory and a "pending NFT" entry is created.
  3. Open https://hboutliners.com/bridge/, connect your wallet (the one you linked with /wallet) and you will see your pending NFT.
  4. Click Pay & Mint. MetaMask will prompt for ~0.0024 ETH.
  5. The bridge verifies the on-chain payment, then calls the NFT contract to mint the token to your wallet.
  6. Your NFT is now visible on BaseScan, OpenSea, Rarible — anywhere that reads ERC-721.

Import Flow (Burn-back)

  1. One-time setup: on the bridge page, click Approve NFTs. This signs setApprovalForAll(bridgeWallet, true) and lets the bridge burn your NFTs on your behalf.
  2. In-game, type /import-nft. The bridge scans your wallet for HB Outliners NFTs and returns a numbered list.
  3. Type /import-nft <number>. The bridge burns the NFT and the server recreates the original item in your inventory with full state preserved.

Metadata

Every NFT carries a JSON metadata document hosted at https://hboutliners.com/nft/<tokenId>.json. The metadata follows the OpenSea standard and includes:

Metadata images are pre-rendered by the tools/sprite-extractor/ Python pipeline (2,848 cards = 178 items × 16 colors). New items added to the game can be regenerated by running extract.py.

Why $5

The $5 mint fee covers BASE gas (a few cents), bridge infrastructure (VPS, monitoring, backups), and prevents people from spamming the chain with worthless items just to pollute the contract. It is paid in ETH at the current oracle price and accumulates in the NFT contract balance, where the team can withdraw it via withdrawFees() to fund continued development.

13Web3 Bridge

The bridge is the boundary between the in-game world and the on-chain world. It is a Node.js service running in a Docker container on the same VPS as the game server, with a strict file-based message queue between game ↔ bridge and JSON-RPC calls between bridge ↔ BASE blockchain.

Architecture

Wallet Linking

Before any blockchain operation, a player must link their wallet to their character with the in-game command:

/wallet 0xYourBaseAddressHere

The link is one-to-one: one character per wallet, one wallet per character. The link is stored in the player's character file on the server and verified on every mint, export and import.

14Smart Contracts

Three Solidity contracts power the on-chain side of HB Outliners. All three are deployed on BASE Mainnet (chain ID 8453), use OpenZeppelin reference implementations, and are open source in the project repository under contracts/src/.

Live Deployments (v2)

HBUCKSToken — ERC-20 0xa0bB21bE948e6d2EdD8Fa104ea2f19e214ff1307
HelbreathItems — ERC-721 0x4740bE454CD1E29b770d7769d83c180343ADEa6e
TeamVesting 0xD2fB5D21bC62f49306C786cC98e946125251Bca5
Bridge / Deployer Wallet 0x76423A48C109E11c82dEBb6A3c2C99A2bF24090f

Security Hardening (v2 — April 2026)

v1 Incident — Full Disclosure

April 7, 2026. The original v1 bridge wallet private key was accidentally committed to the public GitHub repository for approximately three hours. A drain bot detected the key and stole 0.0055 ETH from the v1 bridge wallet before it was rotated. No player funds were affected — the v1 bridge wallet only held ETH for gas, and at the time no NFTs had been minted to player wallets via v1.

Our response:

The v1 contracts (0x477812C1..., 0x31519432..., 0xBd416eC0...) and the v1 bridge wallet (0x7d9BB888...) are deprecated and unsafe. Do not interact with them. The live system uses only the v2 addresses listed above.

The full incident, including timeline and response, is logged in the project's GitHub issue tracker. We are publishing this in the whitepaper because transparency is not optional for a project that asks players to trust on-chain ownership.

15In-Game Commands

All blockchain operations are exposed as chat commands inside the game client. There is no separate launcher, no external tool, no required browser extension beyond the wallet you already use.

CommandEffect
/wallet 0x…Link your BASE wallet address to your character (one-time)
/wallet-statusShow your currently linked wallet
/poolShow live HBUCKS economy: Pool / Team / InGame / OnChain / Drop multiplier
/trainOpen the numbered skill training menu
/train <n>Select skill #n, prompt for level count
/train <n> <levels>Quote the cost of N levels, await confirm
/train-confirmExecute a pending training quote
/train-cancelDrop a pending training quote
/mint-nftList unequipped items for NFT minting
/mint-nft <n>Mint item #n as an NFT
/import-nftList your wallet's HB Outliners NFTs
/import-nft <n>Burn NFT #n and recover the original item
/helpFull list of in-game commands

HBUCKS export and import (/export-hbucks, /import-hbucks) are temporarily disabled while the player base grows. Item NFT minting is fully active.

16Roadmap

HB Outliners is in v1.0 Early Access. The core game, the economy, the smart contracts and the bridge are all live in production. The roadmap below is the public commitment for what comes next.

Now (Early Access)

Soon (1–4 weeks)

Mid-term (1–3 months)

Long-term

17Risks & Disclosures

HB Outliners is an experimental MMO on a young L2 blockchain. Read this section before investing time, money or expectations in the project.

Game Risks

Blockchain Risks

Economic Risks

Open Source & License

The full source code for the game client, server, smart contracts and bridge is published in a public GitHub repository under an open license. Anyone can read the rules, propose changes, fork the project, or run a private shard. The team welcomes contributions, bug reports, and security disclosures.

Download Integrity

The game client is distributed as a single ZIP from https://hboutliners.com/HBOutliners.zip. Always verify its SHA-256 checksum before running the binary:

HBOutliners.zip — SHA-256 bbfa7c59706d84d901d5d01f1526912fcd91d08f4e9b6b3b847d597c04990cee

Windows: certutil -hashfile HBOutliners.zip SHA256  ·  macOS / Linux: shasum -a 256 HBOutliners.zip  ·  The checksum is also displayed on the Download section of the landing page. If your local hash does NOT match, do not run the binary — contact us.

This whitepaper is informational and is not financial advice, legal advice, or a securities offering. HB Outliners is a video game with a blockchain economy. Play it because you enjoy 1990s-style MMORPGs. Buy NFTs because you want to own your items. Do not buy HBUCKS expecting them to "go up."