Taurion is much more than just a fully-decentralised, autonomous, and unstoppable MMORPG. It’s also a cryptocurrency with Human Mining. Human intelligence, skill, effort, and team work are needed to Human Mine cryptographically secure blockchain assets and currencies in the game. This stands in stark contrast to how other coins are mined with large farms of expensive mining hardware.

The game rules below are used by every player to compute the game and achieve consensus. Furthermore, since Taurion is transparent and open source, it is also provably fair.

The following describes much of Taurion’s game mechanics and rich gameplay experience.

Welcome to true blockchain gaming!

Background and Backstory

You can find some good background information and some of the backstory (lore) at our blog here:

Make certain to check our blog periodically as we add more information and more of the backstory there. 

Development Video Updates

There are a number of development video updates for you to watch. If you start at the beginning, you’ll see clearly how more and more elements have been added to the game over time. They may also help give you a more visual idea about the game for when you read about the game mechanics below.

Make certain to subscribe to our YouTube channel and click the bell for notifications so that you can stay up-to-date as new videos are posted. 

Player Accounts

Player accounts are recorded on the blockchain as XAYA names. You can create a name in your XAYA wallet or in the Taurion game.

In-game Currency

As well as resources and items in the game, there is also a rare resource, currently called vCHI. vCHI is used for action points, trading, services, and buying and selling.

Items can be traded with other players for vCHI.

Players are able to trade CHI for vCHI in the decentralised marketplace.

Account Creation

Accounts in Taurion are XAYA names. You use a XAYA name (hereinafter we’ll use the term “account” to mean a XAYA name) to purchase your first vehicle (unit) that is then placed on the map. Once on the map, your account is active and you’re ready to play.

  • All players require a XAYA name / account
  • Players choose from 3 Houses:
    • Jodon
    • Reubo
    • Ephrati
  • 1 account can control unlimited units (and currently can control multiple factions)
  • Units spawn in a faction starting point
  • Units cost X amount of CHI
    • CHI from unit purchases may be:
      • Burnt
      • Sent to AW Ltd.

Account Details

Each account has skills and some can be leveled up with experience.

  • Harvesting
    • Higher levels let you use better mining equipment and mine faster
    • Successful mining gains XP to level up
  • Combat
    • Higher levels let you use better weapons, attack vehicles, etc.
    • Kill other players to gain XP and level up
      • When you kill other players you gain combat XP
        • People can kill their own units to get XP, but it also costs them CHI for the unit they killed
        • If 2 people are involved in killing a unit, they then share the XP
  • Crafting
    • With higher levels, more complex items can be crafted
    • Craft items to gain XP and level up
    • The amount of XP gained is calculated based on the complexity of the asset being crafted
  • Vehicles
    • Higher levels let you use better vehicles (higher complexity)
    • Vehicles fall into 3 basic types:
      • Scouting
      • Combat
      • Industrial / commercial
    • How this skill is leveled up is under consideration
  • Weapons
    • Higher levels let you use better weapons
      • Weapons fall into several types:
      • Electric (lasers, EMP, etc.)
      • Rockets / missiles (limited) / explosives
      • Projectiles (uranium shells)
      • AoE plasma attacks
      • Slows
    • How this skill is leveled up is under consideration
  • Scouting
    • Higher levels let you prospect to find resources and artefacts easier
  • Special skills give you additional abilities or boost the effectiveness / efficiency of asset properties, e.g. the speed of your vehicles or their shield regeneration rates
    • Cloaking
    • Speed
    • Trap bombs (place a hidden bomb on ground)
    • Snares
    • Shield regenerators
    • How these skills are leveled is still TBD (it is possible that rare artefacts you find could give you a skill)
  • Taxes
    • There will be a skill for the amount of taxes paid in an account’s lifetime. What this gives an account is still under consideration. It is possible that a player becomes a “leader” of a faction.

General Account / Unit Info:

Accounts have:

  • Combat stance
    • Attack neutral and enemy units
    • Attack enemies only (and those who are set to attack neutrals)

Vehicle (Unit) Specs

Players begin with a starter vehicle that cannot be upgraded. Other vehicles can be built or purchased from other players. Vehicles have the following properties.

  • Armour (has HP)
  • Shields (has HP, takes damage before armour)
  • Shield regeneration rate
  • Complexity (static)
  • Speed in hexes per block (HPB)
  • Damage (DMG) resistance
  • DMG / DPB (Damage Per Block) – Possibly expanded for damage types (same for resistance):
    • Explosive
    • Electric
    • etc
  • Range of attack based on equipped weapons (in hex)
    • Minimum range is also implemented
  • Harvest rate (base material per block)
  • Equipment slots (and what is in it)
    • # of turret slots (turrets / launchers / mining lasers [equivalent], ensnaring, vampyric shield stealer, DMG resistance, scouting / prospecting addons)
    • # of engines / electrical slots (speed increase, shield extender, shield regenerator, etc.)
    • # of structural slots (cargo expanders, armour extenders, etc.)
  • Cargo space (m^3)
  • Action point cost (vCHI amount per action)
  • Scouting / prospecting rate



To move, players select 1 or more vehicles, click on a destination hex, then click the GO button. This is similar to other RTS games.

The movement speed is different for each vehicle (dependant on the vehicle type and upgrades) and is measured in hexes per block (HPB).



There are 2 basic types of buildings.

  • Ancient buildings (buildings already on the map before colonisation of the 3 houses – creators of the mysterious signal, currently the story is not known [publically]) The previous occupants are no longer around… at the moment
  • Player buildings

Buildings serve several purposes.

  • All buildings have a marketplace and can store assets
  • The marketplace will show sell orders and buy orders for assets / resources in each building (or within an X radius)
  • Buildings take up a certain amount of hexes
    • Allow rotation (TBD)
  • Buildings have HP
  • When a unit (vehicle) enters a building, they will have an extra popup menu with the services / facilities of the building


Ancient Buildings

From day one there are already buildings in the starter zone and across the map. These were built by an “unknown” ancient race. They have the following properties.

  • Static buildings
  • Usable by all houses
  • These buildings act as all building types and have all facilities
  • These buildings cannot be destroyed
  • These buildings are safe and all assets stored in them are safe (unlike in player buildings that can be destroyed)
  • These buildings can be used for cross trading between factions (e.g. selling a Jodon vehicle to an Ephrati)

Player Made Buildings

There are several buildings that players can build.

  • New accounts can build lvl 1 buildings from the get go
  • Buildings require enormous resources
  • Buildings can be upgraded (e.g. to allow crafting of more complex items)

To construct a building, you must first build the foundation. This costs 5% of the total required resources.

Once the foundation is built, the player or other players can start bringing resources to the building foundation to continue construction (they can enter the building while it is a foundation and drag materials into it).

The time to build a building could start from 6 hours to a week or more for advanced buildings. This is over and above the time it takes to get the required resources there.

Upgrading buildings requires resources and time.

Player buildings have HP and can be destroyed.

Players can store and leave items in the buildings (at their own risk). When a building is destroyed, 10-50% of a) the assets in that building and b) the resources required to build it drop on the floor. The rest are destroyed. Anyone can pick them up if they have the cargo space.



Refineries convert ore to its refined state, e.g. iron ore becomes iron.

Storage space for iron ore is significantly greater than storage space for iron.

Upgrades for this building improve refining efficiency.


Construction Facility

These are used to craft items and upgrades.

Upgrades to this building improve construction speeds and allow construction of items with higher complexity levels.


Vehicle Bay

These are used for vehicle construction and repairs.

Upgrades to this building improve construction speeds and allow construction of vehicles with higher complexity levels.


Research Facility

These are used to reverse engineer and research “scouted” artefacts.

For example, a player may find an artefact that is a weapon. He can equip this and use it (if he has high enough skills) or he can attempt to reverse engineer it.

Reverse engineering will destroy the item, but has a low chance of creating a blueprint that can be used in a construction facility to craft the item.

Blueprints can also be copied into “single use” (1 charge) or “multi use” (10 charges) blueprints in a research facility.

Blueprints (and the item the blueprint represents) have a complexity level that determines how much it costs to reverse engineer the artefact and how much it costs to create copies.



Turrets are buildings that take up 1 hex and auto attack anything in range (simultaneously).

There are different types of turrets:

  • Snare
    • Reduces the speed of vehicles in an area by X%
    • Higher levels increases the snare amount
  • Damage turrets
    • Attacks the nearest target
    • Causes damage
  • Shield Replenishment
    • Increases shield regeneration rate

Turrets are expensive to build and have a very high upkeep.


Building Configurations

When a building is built, certain options can be set (and changed later). Changes take effect after a period of time. These options are:

  • Who can use its services
    • Whole faction
    • Allies only (or only self if not in an alliance)
  • Who to attack (turrets only)
    • Enemies
    • Enemies and neutrals
  • Service costs (depending on the building)
    • Refinery
      • Amount of vCHI to refine the most common resource. Other resource refining costs are based on this
    • Construction facility / vehicle bay
      • Amount of vCHI per complexity (Each asset has a complexity attribute. Complexity is based on the amount of resources and level of a unit or building)
      • Amount of vCHI to repair a vehicle (based on vehicle complexity)
    • Research facility
      • Amount of vCHI per complexity to “reverse engineer” an artefact
      • Amount of vCHI per complexity to copy a blueprint
  • Commission on sales
    • Set amount of commission on sales, e.g. 5%
    • AW Ltd only gets commissions from the Ancient Buildings (TBD)


Prospecting is how you find the resources you need to build units and buildings.

The first step in mining is to prospect a region that has not been prospected or that has been prospected but the timeout period has past (has been unmined for X blocks).

This is done by driving over the area and initiating the prospect command.

Prospecting tells you the amount of resources available there, the replenishment rate, and also gives you a small chance of finding an artefact.

Prospecting takes place over X blocks. The number of blocks it takes is determined by a base value and then lowered based on:

  • Account’s scouting skill level
  • Vehicle prospecting factor
    • Vehicle’s base prospecting rate
    • Any prospecting addons

Upon completion, the following are calculated in the game state:

  • The resources in a prospected region (the total quantity and replenishment rate) is based on a TBD algorithm. The algorithm could possibly use the following factors:
    • Distance from nearest faction base
      • Common resource (A) is mostly concentrated in the newbie zones.
        • Although common, a lot of it is used in construction. Someone on the far reaches of the map needs to buy a massive amount of this and ship it maybe more than 2 days away journey.
      • Rare resource (E) is mostly concentrated at the far reaches of the map (max distance from starter zones).
        • This expensive resource will be dangerous to bring back (bandits).
      • There can still be rare resources near faction zones and common in the edges of the map, but that would be a low probability.
    • Distance from some set points
      • Possibly we can say there is a higher concentration of a resource in certain parts of the map. (we pick 1 hex)
    • The amount of resources currently already in circulation
  • Chance of discovering an artefact
    • The probability of this is extremely low and higher complexity artefacts have an even lower probability.
  • Buildings that can be built
    • Low chance of buildings being able to be built there.
  • Prospecting can fail



Once an area has been prospected, the type, amount, and replenish rate of resources are discovered.

Players can then mine a region with 1 or more vehicles. Their cargo space will fill up until they stop mining or their cargo space is maxed out. The rate at which they mine is based on the vehicle’s statistics and the player’s (account’s) skill levels.



Once successfully prospected, resources can be collected by mining.

  • Resources: Scarcity ranges from common to rare
  • Mined resources are “unrefined”, e.g. ore
  • All resources must be “refined”
  • Unrefined resources use more storage space
  • Refined resources are used for construction and crafting
  • Crafting / building generally requires a large amount of some common resources and low amounts of rare resources


Artefacts are randomly collected while prospecting and mining.

Each artefact has a complexity level.

Artefacts can be equipped or reverse engineered (see research facility).



Combat works by attacking the closest vehicle in range.

NOTE: Some weapons have a minimum range (as well as a maximum range), so if you have multiple weapons, they could be fixed on different targets.

Some weapons have Area of Effect (AoE) damage / debuff (plasma bombs and snares).

Kitting out vehicles will have a major effect on the outcome of battles, as will the positioning of your vehicles and formations.

All vehicles have armour and shield HP. Shields regenerate over time and can be modified with upgrades. Damaged armour must be repaired in a vehicle bay.

If a vehicle is destroyed, it will drop a % of it’s inventory and possibly some “upgrades” on the floor for salvage.


Chat System

Taurion uses XID (XAYA ID dapp) to authenticate with the XAYA XMPP chat server. This allows for easy and secure authentication.

When authenticated, your chat messages will show they are coming from your XAYA name / account.


Fame System

The fame system ranks players based on their kills.

As well as kill tracking (global decentralised leaderboard [cannot be faked]), you receive fame for kills – sometimes. The following describes how fame is determined.

  • Your account starts with 100 fame points
  • If you kill off any unit in an account, you take 100 of his fame points (unless the account has 0 fame points)
    • You then have 200 fame points
  • If you get to 1,000 fame points, you get to the next rank, e.g. Hunter Bob
  • If you get to 2,000 fame points, you get to the next rank, e.g. Slayer Bob
    • Once you are a Slayer, you can only get fame points from an account that is a Hunter, Slayer, or the next rank above.
  • You can only get fame points from someone with a rank the same, 1 below or 1 above
  • Players with a high rank will find it difficult to get fame
  • Fame is only cosmetic (for now) – but it shows you are “pretty good” at killing
  • It’s possible, but gets difficult the higher rank you are, to cheat and farm fame from alts. However, this is all visible, so other players will know you are lame. It also costs you money


Further Expanding Gameplay

In an upcoming game information post, additional topics will be revealed. The following is a rough list of what will be included.

  • Alliances
  • Playing for free
  • Marketplace / trading
  • Global reputation system
  • Global leaderboard
  • Heroes
  • Taxes
  • Action points and upkeep
  • Hiring
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