# Axie Population & Long-term Sustainability

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![](https://531648442-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-M_Zj7f8Fzw-OJTldsft%2F-MlAKIBbmJUghUcj81lq%2F-MlAP5o9qk0jqFCWf06Q%2Faxie-artwork.jpeg?alt=media\&token=e7c7f1db-cfbe-4ec4-8fa5-c2106f31e8f7)

**Key Points**

* Axie is a new type of game that rewards players for the time and effort they spend both playing the game and growing the ecosystem.
* Axie has a 100% player-owned, real money economy. Rather than selling game items or copies, the developers of the game focus on growing the player to player economy and take small fees to monetize. Axies are created by players using in-game resources (SLP & AXS) and sold to new/other players. You can think of Axie as a nation with a real economy. The holders of the AXS token are the government that receives tax revenues. The inventors/builders of the game, Sky Mavis, hold \~20% of all AXS tokens.
* Game resources and items are tokenized, meaning they can be sold to anyone, anywhere on open peer-to-peer markets.

Axie population growth is a major factor within the Axie ecosystem. At any given moment, there exists some ideal inflation rate that allows us to grow to our maximum potential. Too slow and Axie prices are too high for everyday people to join; especially competitive Axies. Too fast and you get unhealthy inflation.&#x20;

**Long term Axie population management** relies on:

* **Adding additional utility to Axies** through new experiences such as *land*, *mini-games*. This also adds utility to Axies beyond their effectiveness in fleeting metas.&#x20;
* **Adding vertical, rather than purely horizontal progression.** Right now in order to progress the main path that people take is by expanding the size of their collection. This dynamic is not optimal long term. In the long run there will be upgrades to both Axies AND Land that will require crafting ingredients. Axies themselves may be “released” to obtain these crafting ingredients. This creates a long term supply sink to the Axie population. Axie progression is coming in the future; and it promises to create a much stronger bond between trainers and the Axies they choose to upgrade.
* **Soulbound Axies,** aka non-transferable Axies, that are competitive in the arena will allow anyone to compete and have fun.  Earning potential for these soul bound Axies should be zero or close to zero; meaning that of course demand will remain for strong “real” battle Axies. Also keep in mind that demand for Axies is ultimately what also drives demand for SLP (and AXS), so creating more reasons to own Axies and making it easier for us to grow are important in a a healthy economy.

***Axie*****'s sustainability and growth;**

Just like all the other competitive games out there, depends on how well it could keep players playing and how well the developers Sky Mavis could steer the game. Will it be a long-hauler like the *Dota 2s*, and the *Counter-Strike: Gos* of the world?

The buy-in price is much bigger relative to what gamers have been traditionally used to paying for games So ask yourself: how much do you believe in the game, and in its developers, along with consideration for its pioneering elements?

Decentralized blockchain-enabled games are here, and they will disrupt the gaming industry like any good emergent technology worth its salt. *Axie Infinity* is among the first big names to emerge.

It certainly feels like its the first-to-market "play-to-earn" game like Bitcoin for cryptocurrency. And certainly, it feels like it also has the potential to do for blockchain gaming what Twitch did for video game streaming: to get the whole shebang to scale.

There are other types of value that *Axie players* gain through their journey such as:

* Joy of owning a pet.
* Fun, rest, and relaxation.
* Making friends and finding business partners/mentors.
* Learning how to use an important new technology. There's no need for paid "blockchain classes". Fore more informations, read [here](https://whitepaper.axieinfinity.com/gameplay/axie-population-and-long-term-sustainability).


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