SIP-24: Chrysalis Quest, The Sandbox Communities Platform

TL;DR

What Chrysalis Quest is a gamified community management platform for creators in The Sandbox, enabling customizable missions, SAND/NFT rewards, and community leaderboards.enhancing interactions and driving participation within The Sandbox. The proposed budget for the platform is $85,000 USD.
Why It addresses the lack of centralized tools for managing engagement, fostering loyalty, and increasing visibility for creator-led games in The Sandbox.
How Through features like mission seasons, manual/automated validation, and reward distribution, enhancing creator-player interaction
When A 9-month development timeline, with key milestones like platform foundation, reward integration, and advanced features.
Who Led by Andres RodrĂ­guez and Ashara Studios, a proven team in The Sandbox ecosystem, with expertise in Web3, development, and UI/UX design.; https://x.com/yuelwolf; @yuelwolf https://x.com/Grumysh; @Grumysh

Council Recommandation

Negative :frowning:
=> Due to concerns about the budget size, potential interference with the ongoing UGC SIP-19 implementation, and an unclear user journey, particularly the need for manual validation from creators.

SIP Details

Problem Description

In The Sandbox, creators such as Ashara Studios struggle to sustain and grow engagement within their communities due to the absence of a unified platform for event management, reward distribution, and participation tracking.

The lack of centralized tools leads to fragmented community interactions, inefficiencies in rewarding loyal members, and missed opportunities for deeper engagement, ultimately hindering long-term community retention and growth.

Solution Proposed

The platform will provide creators with essential tools to manage mission seasons, track player participation, and distribute rewards efficiently.

This system enhances engagement by enabling real-time leaderboards, automated tracking, and data-driven optimization for The Sandbox experiences.

You can see the base mock-ups of these tools in this Twitter thread (please note these are not final versions).

The main features include:

  • Mission and Event Management: Create events and define missions, with an administrative module for manual and/or automated tracking.
    • AI Vision System for Automatic Mission Review: Creators will be able to use defined parameters to automatically review missions. In the following example, you can see how it works by validating the date and username in a screenshot for a mission in The Sandbox.
  • Reward System: Creators can easily distribute SAND and NFTs to players.
  • Leaderboard: Track player progress in real time throughout a season.

Metrics: Creators can analyze mission engagement and optimize experiences based on data.

Monetization Model

The platform offers a structured monetization system designed for creators of all levels:

Mission Packages:

  • 20 free missions per month
  • 50 missions for $5/month
  • 100 missions for $9/month
  • Unlimited missions for $20/month

Experience Promotion:
Creators can pay to feature their experiences in a dedicated “Promoted” section on the homepage.

Reward Packages (due to transaction service costs):

  • 20 free rewards per month
  • 50 rewards for $5/month
  • 100 rewards for $9/month
  • 300 rewards for $20/month

The free package ensures that any creator can achieve the same level of performance that secured second place in the Builder Challenge. Paid plans are designed for those managing two or more experiences who want to position them simultaneously.

For Players:

  • Season Pass: A $7/month season pass that allows players to claim rewards (SAND and NFTs) by completing missions on the platform. These rewards will come from partners and a percentage of the monthly revenue from creator service fees.

The DAO receives 100% of the revenue generated by the third-party company until its initial investment is fully recouped.

Once the investment has been recovered, the revenue is split 50/50 between the DAO and the third-party company until the DAO earns 3 times its original investment.

After this milestone is achieved, the revenue split will move to 80/20, in favor of the third party.

During the first year, we aim to onboard 100 studios onto the platform, including AAA, AA, and indie studios, while reaching 15,000 active users. We project that at least 10% (1,500 users) will purchase a season pass, generating $144,480 in revenue through subscriptions and pass sales.

By year three, with a more mature and expanding ecosystem, we expect The Sandbox to reach 1,000 creators, with over 60% actively using our platform. Additionally, we aim to surpass 81,000 active users, with 10% (8,100 users) purchasing season passes. With this adoption, our projected annual revenue will reach $795,600, driven by the growth of studios and the increasing demand for mission and reward management tools.

We define AAA Studios as those developing four or more experiences simultaneously, AA Studios as those working on three experiences, and Indie Studios as those focusing on two experiences. This classification allows us to tailor our monetization strategies and support to the specific needs of each type of creator.

Benefit to The Sandbox Ecosystem

The platform will encourage active player participation while enabling creators to increase the visibility and engagement of their games in The Sandbox.

With the version we developed exclusively for our studio, we achieved a 375% increase in our player base, demonstrating the platform’s effectiveness in driving growth and retention.

The Platform is unique and will facilitates the creation of community-driven dynamics and allows creators to reward players’ loyalty and commitment, enhancing The Sandbox ecosystem.

Risk analysis

The integration of blockchain, NFTs, and The Sandbox API poses a technical risk that could delay the platform’s launch or result in functionality gaps. To address this, skilled developers will oversee rigorous testing and maintain close collaboration with The Sandbox.

Additionally, a manual validation process for missions is available as a contingency to ensure the platform remains operational, this is a example video : Revision Manual.mp4 - Google Drive

  1. Players upload a screenshot of their completed missions.
  2. These are validated within the platform by the mission creator (this is the manual part).
  3. All other processes, such as leaderboard position calculations and metrics, are handled automatically.

Security vulnerabilities, such as cyberattacks or data breaches, could harm user trust and platform stability. To mitigate this, the project will implement advanced security protocols, conduct third-party audits, and apply encryption and blockchain best practices to protect transactions and user data.

Low user adoption may arise from a lack of awareness or the platform’s perceived complexity. This will be tackled through an extensive marketing campaign targeting key creators, studios, and influencers within The Sandbox ecosystem to generate initial traction and engagement.

In the event that The Sandbox faces difficulties in growing and attracting more players, we have evaluated expanding the platform to other UGC games such as Fortnite and Roblox. In the case of Epic, the project aligns with the Epic Mega Grant program, where we could seek additional funding to expand into these ecosystems. However, we are confident that with the new Builder Challenge model, The Sandbox will experience explosive growth in the coming years.

Interference with The Sandbox and other UGC platforms: We’ve prepared this comparative table to clarify that all the functionalities proposed by Chrysalis Quest

Feature Chrysalis Quest WakeUp Labs The Sandbox
Mission & Event Management Advanced tool with season and reward management. Does not include mission management within The Sandbox. Not available for external creators.
Reward Distribution Automated with SAND, NFTs, and other Web3 assets. Does not include mission management within The Sandbox. Not available for external creators.
Monetization Model Based on mission packages, rewards, season passes, and experience promotion. Almost all business models have clearly defined costs. No NFT distribution planned, only SAND rewards. Tool only available for The Sandbox’s own events.
Analytics & Metrics Detailed data on mission engagement and experience optimization. Monetization based on experience promotion within the platform, but with no clear cost and revenue details. Based on NFT sales and royalties (Lands, Avatars), experience creation for Partners, and exclusive events.
Leaderboards Focused on missions and seasonal events. Uses Google Analytics, but only for tracking page visits. Provides unique user metrics, sessions, and average playtime.
Achievement System Already implemented in the MVP, based on NFT badges and non-crypto digital assets. Not included. Available, but only for individual experiences and based on in-game variables. Not functional for events requiring mission completion tracking.

Chrysalis Quest stands out by offering a complete system for missions, rewards, analytics, and gamification, allowing creators to enhance player retention within The Sandbox. Unlike WakeUp Labs, which lacks tools for missions and rewards and only offers website visit tracking, and The Sandbox, which does not allow external creators to manage missions or distribute rewards directly, Chrysalis Quest provides advanced leaderboards, a functional achievement system, and almost fully defined monetization models, giving creators greater flexibility and autonomy within the ecosystem.

Budget requested

Overall cost: 85,000 USD

Breakdown of the Cost

Item Cost Cost Details Duration
Programming (60%) $51,000 1 blockchain developer (senior) 1 back-end developer (senior) + 1 front-end developer (senior) 9 months
Design (10%): UX/UI design, ensuring an intuitive and seamless user experience for both creators and players $8,500 1 UX/UI designer (senior) 4 months
Maintenance (10%): Post-launch bug fixes, updates, and mid-term maintenance of the platform $8,500 1 full-stack developer (senior) 4 months.
Marketing (10%): Advertising campaigns, influencer collaborations, and public relations efforts to boost platform visibility and user acquisition $8,500 Ads campaigns - $3,000; Community Manager- $4,000; Influencers and partners campaigns - $1,500; KOLS: Gikis, Pickaxe Masters, Game Dizzy, N0t_Animated, Sandstorm, KamiSawZe 6 months
Server & Storage (10%): Costs for cloud infrastructure and storage for platform scalability and uptime $8,500 Providers: Digital Ocean 1500 usd/year; Mongo Atlas 1200 usd/year; Namecheap 100 usd/year; An additional annual cost of 100 USD, subject to variability due to exchange rates in Colombian pesos. 36 months

Implementation Plan

Milestones Deliverables Expected completion date Unlock Payment
#1 Platform Foundation and Initial Setup: Define platform architecture and user flow. Develop user registration and profile management systems for both creators and players. Start building the core framework for mission creation and event management. Begin UI/UX design to ensure an intuitive interface for creators and players. - A project requirements document with timeline on the forum - Clickable wireframes or mock-ups of the platform End of Month 3 10,000 USD
#2 Rewards and Mission Validation Systems: Integrate reward systems for both SAND and NFTs. Build the mission validation system with manual or automated options. Start initial testing for reward distributions and mission tracking. Implement validation checks for missions submitted by players. End of Month 5 15,000 USD
#3 Advanced Features: Implement additional features like player achievements, leaderboards, and season passes. End of Month 7 15,000 USD
#4 Platform Optimization and Metrics System: Develop and integrate a comprehensive metrics system to track platform usage, engagement, mission completion rates, and reward distribution. Use user feedback and behavioral data to identify pain points and areas for improvement. Focus on platform optimization by enhancing load times, reducing bugs, and improving overall user experience based on gathered insights. Refine and fine-tune the mission and event creation systems according to feedback from creators and players to ensure ease of use. End of Month 9 15,000 USD
Testing & Quality: Test that the platform operates smoothly and is free of critical bugs.​ Platform tested and approved with 5 selected creators 15,000 USD
Platform Launch Live platform accessible to users 15,000 USD

Measure of Success

Our goal is to establish the platform as the go-to tool for The Sandbox creators, driving both adoption and player engagement. Key success metrics include:

  • 100 creators onboarded within the first year.
  • 2.4% of The Sandbox users (15k players) actively using the platform.
  • Over 60% of The Sandbox creators adopting the platform within three years, considering the significant growth expected from the new Builder Challenge model.
  • At least a 50% increase in experience engagement for creators using the platform.

By achieving these milestones, the platform will solidify its position as an essential resource for creators looking to optimize their experiences and maximize player retention.

Team/Author Background

Andrés Rodríguez, CEO of Ashara Studios, has been a video game producer and product manager for 10 years. He has experience in software development for Silicon Valley companies like Torre.ai. Together with the Ashara Studios team, he has produced over 10 experiences in The Sandbox, positioning the studio as the second with the highest engagement on the platform. Additionally, they have been recognized by Unity as one of the top developers in Colombia. Andrés has worked on the development of platforms for sectors such as legal, energy, and more recently gaming, with Chrysalis Guild and Ashara Studios’ mission platform, focused on the Builder Challenge. He has also launched games on Steam and Playstore and founded Chrysalis Guild, the most important gaming guild in Colombia. This guild focuses mainly on Web3 games and has actively promoted participation within The Sandbox ecosystem across Latin America.

In the Chrysalis Quest project, I am the product manager, responsible for task coordination. Additionally, I support the creation of the back-end, supervise Web3 systems, and manage the entire QA process for the platform.

Andrea RamĂ­rez (Grumysh) Blockchain Developer With 10 years of experience in development, Andrea is responsible for the entire Web3 integration. She was previously a leader of the Creator Program cell in The Sandbox and has contributed to the development of tools and games on the platform for over 5 years. Carlos Becerra Full Stack Developer Carlos has 9 years of experience developing software and video games across multiple platforms. Alex Bustos DevOps Developer With 6 years of experience, Alex specializes in creating cloud infrastructure and automating deployments. Leonardo Cucaita UI/UX Designer Leonardo is an expert in designing web user experiences and video games. He has participated in all Ashara Studios and Chrysalis Guild projects

Voting Options

  • Yes, I need the platform
  • No, I don’t need the platform
  • Abstain, I am not sure

Alternatives Considered

The idea for Chrysalis Quest stemmed from addressing the inefficiencies of manual processes during BC1, where missions were shared on Discord and leaderboards managed manually. This proved too labor-intensive for creators who needed to focus on content creation. A prototype platform tested in BC2 automated these processes, significantly improving engagement and reducing workload, validating the need for a scalable solution. Existing tools like Soulbound and Zealy were explored but lacked integration with The Sandbox’s NFTs and SAND token. A proposed Discord bot for mission notifications was dismissed as outside the project scope, prioritizing a user-friendly platform for creators. Chrysalis Quest was conceived to fill these gaps, streamlining operations and enhancing engagement across The Sandbox.

Link to its SIP Idea: SIP - Chrysalis Quest: Sandbox community platform - #27 by Grumysh

3 Likes

@Delegates new SIP for discussion!

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That’s an impressive 375% player base increase with your studio’s version! If you’ve already developed an effective platform, what’s driving the need for DAO funding to create another one?

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With the passing of the UGC platform SIP for a budget of 57k USD , what justifies that the DAO should spend another 85k USD on building a separate platform that serves about the same purpose?

TBH, I was hoping Ashara be included in that UGC platform RFP. Your budget stood right in between the 2 contenders that were available and with the wealth of experience that the studio brings, i’m sure you’ll be able to garner a sizeable VP (mine included), but it is what it is.

So here we are, with an already passed UGC platform SIP that’s buidling in progress, and a decision to make on whether we should be spending the money on 2.

2 Likes

Hi Hishmad,

Thank you very much for your question. What we developed is a custom and functional MVP specifically for our studio.

However, developing a platform that solves these problems for multiple studios requires a much more complex, scalable, and robust software architecture. This includes a database designed to support multiple studios, events, and players, as well as the interactions this entails. Finally, the user experience design must be completely different, as it needs to address the needs of not just one studio but hundreds.

6 Likes

Hi DAO,

We completely agree that this adds significant value to the ecosystem, based on our experience within it. Chrysalis Quest addresses other needs that weren’t considered in the UGC proposals, such as engagement, personalized event creation, reward distribution, and data analytics. Therefore, we believe it has an important place and directly responds to the needs of the most active creators in the ecosystem. These features will be crucial for the growth of hundreds of studios set to arrive with the new Builder Challenge rules.

2 Likes

My question is more of why we’ll need 2 platforms (WakeUp Labs and Chrysalis) instead of 1.

I can understand that this question will seem unfair considering Ashara didn’t get to join the UGC platform SIP.

My concern is that having 2 platforms may lead to

  1. sectioning of the community of creators as well as players
  2. confusion
  3. underutilization of either platforms.

If done with private funding, and in competition with one another , having 2 platforms make sense. But this will both be funded by the DAO, so unless there’s a compelling reason for the DAO to fund yet another platform when the first isn’t even up, I dont see how this will work in favour of the DAO.

1 Like

Hey guys!

Congrats on your proposal and the hard work you put in, but I’ll be voting NO.

The enhancements you’re suggesting should be solved by The Sandbox itself—and to some extent, they already are. The EVENTS and EXPERIENCES pages exist for this purpose. Creators can grab attention with deadlines and prize details on their SPLASH images, which are visible in the Experiences tab.

Spending 85K to build yet another third-party tool just adds more complexity. I’m a huge advocate for The Sandbox improving its own internal tools—accessible directly via the platform—instead of layering on more external solutions.

4 Likes

Our opinion on the UGC platform was shared at the time, stating that we didn’t see an external platform of that type as necessary, since most of its functionalities are already available on The Sandbox platform, except for the ability to pay for and promote an experience.

What Chrysalis Quest proposes is a series of distinct functionalities, already validated in the market, with the potential to grow the studios in an incredible way. The existence of multiple channels to showcase experiences is important—in fact, we use various channels and platforms, each with its own unique features and communities, to improve our user acquisition (e.g., Soulbound for questing and streamers, Zealy for communities and rewards, etc.). Having platforms focused on growing the community with different features and business models represents an opportunity to reach much broader audiences.

In fact, under the context of the UGC platform, the biggest competitor would be The Sandbox itself, as it is already the main UGC platform and offers the best rewards in the ecosystem. We don’t want to compete with The Sandbox in that regard but rather offer an additional layer of functionalities for creators and other ways to interact with the ecosystem.

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Hi Gikis, it’s a pleasure to have you as part of this discussion,

We are completely aligned in thinking that, in an ideal scenario, all these needs should be resolved by The Sandbox. Unfortunately, today they are not, and most of them aren’t even contemplated in the (roadmap) [Trello].

  • Event pages are only for events created by The Sandbox. Creators cannot create events on the platform; we can only participate in them.
  • The use of Splash Images is an excellent option to communicate to users if there’s an event in a game, but it falls short of providing essential details. This is why most studios manage this information on Twitter, Discord, or their websites. By centralizing this flow, we can show players multiple creator events directly on the platform.

Based on our experience as gamers and game designers, external platforms have proven to be very important for community growth. Examples include:

  • Campfire for increasing player interaction in PokĂ©mon Go/Monster Hunter Go.
  • Hoyolabs as a social network and external mission platform for Genshin Impact and its other games.

We believe that what DAOs offer in the Web3 ecosystem is the opportunity for creators within the ecosystem to provide solutions to emerging needs from programs like the Builder Challenge, adding value and building a more robust ecosystem.

3 Likes

Hi @yuelwolf
Based on the writing you provided, it seems you’re making some compelling claims about the platform’s impact on The Sandbox ecosystem, player participation, and creator success. To better understand the foundation of these claims, could you clarify to what extent you or your team have conducted studies or direct surveys with game makers and players?

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I’m leaning yes on this, @yuelwolf . Could you perhaps draw up a 3 column table that shows the differences between TSB, Wakeup Labs proposal, and yours?

I see some differences, some overlap, and I think it would help big time to understand the comparison of what about Chrysalis stands out separate from TSB and Wakeup Labs.

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Gikis, I’m not seeing anywhere on the Roadmap that the Event page reward mechanics will be granted to Experience publishers like you and I.

I think @yuelwolf is proposing a solution that gives a bit more direct-to-consumer automated rewards, an improvement upon the written description and manual reward giving that we have to do now. I know Floor Droppers would’ve wanted something like this in BC1 & 2, would’ve made things a lot easier.

4 Likes

Hello Hismad,

Of course! The platform was built based on interviews and surveys conducted using the Design Thinking methodology. While these studies are private to Ashara Studios, you can review the public engagement data from The Sandbox forums to see its impact on a studio’s performance. For instance, during BC2, after implementing the platform, we moved from 8th place to 2nd.

Additionally, this project was the graduation thesis of @Grumysh , and today, the research document was officially released by the Universidad Distrital Francisco José de Caldas. It contains valuable technical and product design insights that might be of interest. Unfortunately, the document is only available in Spanish:
:link: Research Document

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The internship project aimed to develop a web platform for Ashara Studios to automate the management of missions and the delivery of NFT-based rewards, addressing inefficiencies in their manual system

Very nice, @Grumysh ! And using Scrum methodology to boot! :grinning_face:

3 Likes
Feature Chrysalis Quest WakeUp Labs The Sandbox
Mission & Event Management :white_check_mark: Advanced tool with season and reward management. :cross_mark: Does not include mission management within The Sandbox. :cross_mark: Not available for external creators.
Reward Distribution :white_check_mark: Automated with SAND, NFTs, and other Web3 assets. :warning: No NFT distribution planned, only SAND rewards. :cross_mark: Tool only available for The Sandbox’s own events.
Monetization Model :white_check_mark: Based on mission packages, rewards, season passes, and experience promotion. Almost all business models have clearly defined costs. :warning: Monetization based on experience promotion within the platform, but with no clear cost and revenue details. :white_check_mark: Based on NFT sales and royalties (Lands, Avatars), experience creation for Partners, and exclusive events.
Analytics & Metrics :white_check_mark: Detailed data on mission engagement and experience optimization. :warning: Uses Google Analytics, but only for tracking page visits. :white_check_mark: Provides unique user metrics, sessions, and average playtime.
Leaderboards :white_check_mark: Focused on missions and seasonal events. :cross_mark: Not included. :warning: Available, but only for individual experiences and based on in-game variables. Not functional for events requiring mission completion tracking.
Achievement System :white_check_mark: Already implemented in the MVP, based on NFT badges and non-crypto digital assets. :cross_mark: Not included. :warning: Planned for the end of this year, but no specifications yet.

Conclusion

Chrysalis Quest stands out by offering a complete system for missions, rewards, analytics, and gamification, allowing creators to enhance player retention within The Sandbox. Unlike WakeUp Labs, which lacks tools for missions and rewards and only offers basic website visit tracking, and The Sandbox, which does not allow external creators to manage missions or distribute rewards directly, Chrysalis Quest provides advanced leaderboards, a functional achievement system, and almost fully defined monetization models, giving creators greater flexibility and autonomy within the ecosystem.

3 Likes

I appreciate that. I support this SIP. I think there should be more than one tool for creators to use, even if there is overlap.

Would you mind more clearly laying out the difference between you and Wakeup Labs? Instead of saying what wakeup doesn’t do that Chrysalis does do, all I’m trying to figure out is how to explain the difference in some upcoming X spaces.

4 Likes

This is an awesome SIP I can truly get behind!

This SIP addresses an area in The Sandbox where improvement is crucial for success for creators and studios in the short and long term.

Player retention as well as a way for UGC creators to reward players go hand in hand. Many of us UGC creators lack the time or finances needed to organize our own websites for reward distribution and I feel a centralized one stop shop for players to find MANY creators and studios mission and rewards will truly help players as well as creators.

I could monologue for hours in support for this type of website and how it can help the Sandbox over time, but I will simply say this.

I Vote YES to this SIP 100%!

4 Likes

The following considerations lead me to remain unable to provide support:

  1. Budget Justification is Weak for the Scope
  • The $85,000 budget allocates 60% ($51,000) to programming (three senior developers for 9 months), yet the scope includes complex features like blockchain integration, NFT reward systems, real-time leaderboards, and metrics dashboards. For comparison, indie game development budgets for simpler projects often range from $10,000 to $50,000 (e.g., Undertale at ~$50,000), while mid-tier platforms with Web3 elements can easily exceed $100,000 when factoring in blockchain complexity and security. The budget seems underestimated for a senior team delivering a polished, secure, and scalable platform within 9 months.

  • Maintenance ($8,500 for 4 months) and server costs ($8,500 for 36 months) also appear low for a platform targeting 15,000 active users in year one and 81,000 by year three. Scaling to this level would likely require more robust infrastructure (e.g., higher-tier cloud services like AWS or Google Cloud, not just Digital Ocean and Mongo Atlas), potentially driving costs beyond the allocated amount.

  1. Overlap with Existing Solutions
  • Tools already serve similar purposes and are known in the Web3 gaming space. While the proposal claims these lack SAND/NFT integration, The Sandbox could integrate such features into its own platform or partner with established tools, reducing the need for a new standalone solution like Chrysalis Quest.

  • The 375% player base increase cited from Ashara Studios’ prototype is impressive but lacks context (e.g., sample size, baseline engagement). It’s unclear if this success is replicable across diverse creators or if it justifies a broader $85,000 investment versus refining existing workflows.

  1. Revenue Projections Are Speculative
  • Year-one revenue of $144,480 assumes 1,500 Season Pass subscribers (10% of 15,000 users) and creator subscriptions, while year-three projections reach $795,600 with 8,100 pass holders. These figures rely on optimistic adoption and retention rates without accounting for churn, competition, or economic factors (e.g., crypto market volatility affecting SAND’s value).

  • The DAO’s revenue split (100% until recouped, then 50/50, then 80/20) prioritizes recouping the $85,000 but delays profitability for the third-party developer (Ashara Studios). This could disincentivize long-term maintenance or updates if adoption lags, leaving the platform stagnant after the initial investment is recovered.

I’m hoping you might have some time to give me your feedback on my thesis.

1 Like

Hi Lanzer,

We don’t want to engage in comparisons that could disadvantage other projects, as our functionalities are very different. However, it’s important to clarify certain points.

When comparing Chrysalis Quest with WakeUpLabs and The Sandbox, our functionalities are unique. WakeUpLabs seems to replicate the experiences section already offered by The Sandbox (https://www.sandbox.game/en/gallery/), as outlined in their proposal: WakeUpLabs Proposal. On the other hand, we focus on showcasing active in-game events, addressing direct needs of the creator community, as highlighted by @kingofcrypto and requested by @PickaxeMaster in this SIP: https://forum.sandboxdao.com/t/sip-creator-toolkit-release/689.

Chrysalis Quest is a mission-based platform that delivers a gamified experience filled with creator-driven events, empowering The Sandbox creators with advanced mission management, automated rewards, and engagement analytics to enhance player retention and experience growth.

With this, we hope to clarify that our value proposition is completely different.

3 Likes