Risks
Honest list. These are the things that could go wrong, and what the design does about each one.
The token price can fall#
- Seeds, upgrades and fees burn $BLOOM, and nothing mints more.
- Common harvests return less than their seed, so farming alone does not print value.
- Land is priced in USDC, so the game earns money that does not depend on $BLOOM.
- Prizes are capped at what the pool holds. There is no bailout mint.
- Part of the treasury is held in USDC.
Bots#
- Holding $BLOOM to play puts real money at risk for every bot.
- Watering will include a tiny mini-game that bots find annoying.
- Harvests are rate limited.
- Leaderboards check wallet age and history.
- Harvest value drops 5% per back-to-back harvest without a 4 hour gap.
Too many rare mutations#
- Mutation rates live on the server and can be tuned.
- If a tier is minted too often in a week, its odds drop 10% the next week.
- Seasonal effects expire, though the NFTs stay collectible.
- Hybrid breeding may consume the Epic parents from your garden.
Rules and regulators#
- No promises of returns. This is a game.
- $BLOOM has real uses: entry, seeds and upgrades.
- No team allocation.
- Skill matters: sprinkler placement, pet choice and timing.
- Legal review before launch, and geo-blocking where the game is not allowed.
Smart contract bugs#
- $BLOOM launched on pump.fun with mint authority revoked.
- Crop NFTs use Metaplex Bubblegum, an audited standard.
- Game logic stays off-chain. The chain only moves tokens and mints NFTs.
- A third-party audit before any treasury contract goes to mainnet.
Server trouble during weather#
- Weather is announced 30 minutes ahead, so people do not all rush in at once.
- If the server goes down during an event, the event timer pauses.
- Affected players get a Weather Token for a personal 30 minute weather window.