Solana · mainnet-beta · fees in SOL
BERRY
← BERRY

Player Guide

How the BERRY ranch works, start to finish

Token status

The BERRY token address is configured. Once the mint exists on-chain, every priced action and every harvest settles as a real SPL transfer on Solana (see section 12).

1. What is BERRY?

BERRY is a community Pokémon ranch on Solana. You buy your first Pokémon with $BERRY: a Water Pokémon (they live in the Pond) or a Grass Pokémon (they live in the Meadow). Every Pokémon after that comes out of a Poké Ball. Every Pokémon forages BERRY into its basket each second, paid from a fixed 50M BERRY emission reserve that halves its output every 14 days.

You raise output by leveling Pokémon up with Rare Candy, opening Poké Balls for new Pokémon and gear, and upgrading your ranch to make room for more. Your share of each second’s emission depends on how your ranch compares with everyone else’s.

2. Quick start

  1. 1

    Connect a wallet

    Open the ranch and connect a Solana wallet (Phantom, Solflare, Backpack, or another detected Solana wallet). There is no free balance: every spend is real BERRY, so the ranch opens when the token launches.

  2. 2

    Buy your first Pokémon

    Pick Water or Grass, 10,000 BERRY either way. It appears on your ranch and starts foraging right away. It’s the only Pokémon you can buy: every one after it comes out of a Poké Ball.

  3. 3

    Let it forage

    Its basket fills every second. A basket holds up to 12 hours of output, then stops filling until you harvest.

  4. 4

    Harvest, open balls, grow

    Harvest (2% fee, once per 1h), open Poké Balls (found or bought) for new Pokémon and gear, feed Rare Candy to level up, and upgrade your ranch for more room.

3. Your first Pokémon: Water vs Grass

A wallet buys exactly one Pokémon, its first, for 10,000 BERRY in either family. After that, new Pokémon only come out of Poké Balls. Both families earn BERRY from the same emission on the same formula. The differences below are the only ones the game applies:

Squirtle

Water Pokémon

Lives in the pond.

  • ›First Pokémon: 10,000 BERRY
  • ›Finds Poké Balls 1.5× as often as a Grass Pokémon
  • ›Harvest only: can’t use the reduced-fee compound
  • ›Gear: Mystic Water, Oran Berry, Sea Incense, Damp Rock
Bulbasaur

Grass Pokémon

Lives in the meadow.

  • ›First Pokémon: 10,000 BERRY
  • ›Compound its basket at a 0.75% fee instead of the 2% harvest fee
  • ›Bonus meadow slots (+2 at Lv5, +3 at Lv7, +4 at Lv9)
  • ›Gear: Miracle Seed, Sitrus Berry, Rose Incense, Big Root

How many of each you can keep depends on your ranch level: 2 per family at Lv1, up to 8 per family at Lv10, plus the meadow bonus for Grass. The game records the first-Pokémon price as 70% / 30% burn / treasury (see section 9 for what that means on-chain).

Species is cosmetic. Which line you get (for example Squirtle or Bulbasaur) is derived from the Pokémon’s id. It never affects yield.

4. Levels, evolution & auras

Each Pokémon has its own level. Feeding it Rare Candy raises the level by one for a BERRY price that grows with each level; the exact price is on the button. The game records that spend as 50/30/20 burn / reserve / treasury. Level is one half of a Pokémon’s grow power:

LevelLv1Lv2Lv3Lv4Lv5Lv6Lv7Lv8Lv9Lv10
Yield multiplier1.00×1.25×1.55×1.90×2.30×2.75×3.25×3.80×4.40×5.00×

Past Lv10 each level adds another 0.6×.

Evolution is cosmetic. A Pokémon evolves at Lv4 and Lv7: the sprite changes to the next stage of its line, and nothing else does. The yield comes from the level multiplier above, not from the evolution.

Each level also gets its own aura colour under the Pokémon:

Lv1sprout
Lv2leaf
Lv3dew
Lv4tide
Lv5dusk
Lv6bloom
Lv7berry
Lv8ember
Lv9starlight
Lv10shiny

Preview with example values, not your ranch

SquirtleSquirtle · Lv1Evolves at Lv4
Mystic WaterMystic Water
Oran BerryOran Berry
Sea IncenseSea Incense
Damp RockDamp Rock
Level
1.00×
Gear
1×
Grow power
1

Grow power sets your share of emission relative to the whole network. It is not a BERRY amount, and the same numbers apply to every species.

5. Gear (held items)

Each Pokémon has 4 gear slots. Gear only fits its own family and its own slot: a Mystic Water fits a Water Pokémon’s Mystic Water slot and nowhere else. Gear comes out of Poké Balls (section 6) or from other players on the Market. Every item has one of seven rarities, each shown as the ball it came out of:

RarityBallMultiplierExtra boost
CommonPoké BallPoké Ball1×—
UncommonGreat BallGreat Ball1.8×—
RareUltra BallUltra Ball3×—
EpicDusk BallDusk Ball10××1.05
LegendaryLuxury BallLuxury Ball50××1.15
MythicCherish BallCherish Ball300××1.4
DivineMaster BallMaster Ball3,000××2

A Pokémon’s gear multiplier uses Formula D: take the average of its 4 slots’ multipliers (an empty slot counts as Common, 1×), raise it to the power 0.75 (capped at 500×), then multiply by the extra boost of every fitted item. Grow power = level multiplier × gear multiplier. Gear doesn’t wear out.

Use the Bag to move gear between Pokémon. Fitting an item to a filled slot sends the old item back to your Bag.

Every slot, every rarity

Water gearCommon1×Uncommon1.8×Rare3×Epic10×Legendary50×Mythic300×Divine3,000×
Mystic Water
Mystic Water
Mystic Water
Mystic Water
Mystic Water
Mystic Water
Mystic Water
Mystic Water
Oran Berry
Oran Berry
Oran Berry
Oran Berry
Oran Berry
Oran Berry
Oran Berry
Oran Berry
Sea Incense
Sea Incense
Sea Incense
Sea Incense
Sea Incense
Sea Incense
Sea Incense
Sea Incense
Damp Rock
Damp Rock
Damp Rock
Damp Rock
Damp Rock
Damp Rock
Damp Rock
Damp Rock
Grass gearCommon1×Uncommon1.8×Rare3×Epic10×Legendary50×Mythic300×Divine3,000×
Miracle Seed
Miracle Seed
Miracle Seed
Miracle Seed
Miracle Seed
Miracle Seed
Miracle Seed
Miracle Seed
Sitrus Berry
Sitrus Berry
Sitrus Berry
Sitrus Berry
Sitrus Berry
Sitrus Berry
Sitrus Berry
Sitrus Berry
Rose Incense
Rose Incense
Rose Incense
Rose Incense
Rose Incense
Rose Incense
Rose Incense
Rose Incense
Big Root
Big Root
Big Root
Big Root
Big Root
Big Root
Big Root
Big Root

6. Poké Balls

You can buy a Poké Ball for 10,000 BERRY, up to 20 a day per wallet, recorded as 50/30/20 burn / reserve / treasury. Pick a Water or a Grass ball; it goes into your bag unopened. Your ranch also finds balls for free: while your Pokémon forage, each one has a small chance per second to turn up a ball. A Water Pokémon finds a ball holding Water gear, and a Grass Pokémon finds one holding Grass gear.

  • The whole network can find at most 75 balls per day, and one wallet at most 6 per day (days reset at 00:00 UTC).
  • Your expected finds scale with your share of network grow power, the same basis emission uses.
  • Water Pokémon roll at 1.5× the Grass rate. The daily caps still bound the total, so this changes who finds balls, not how many exist.
  • Your ranch level does not change how many balls you can find.

Opening any ball you own is free, whenever you like. A Water ball holds a Water Pokémon or a Water item; a Grass ball, the Grass kind. 30% of opens are a Pokémon, starting at a level set by the ball’s rarity (Lv1 for a Poké Ball up to Lv7 for a Master Ball); the rest are a held item for a random slot of that family. If your pond or meadow is full, a new Pokémon waits in your bag until you place it. You can also sell an unopened ball, bought or found, on the Market.

The odds depend on your ranch level, because the top tiers unlock with it (Legendary at ranch Lv4, Mythic at ranch Lv6, Divine at ranch Lv8):

Item rarityRanch Lv1–3Ranch Lv4–5Ranch Lv6–7Ranch Lv8–10
Poké BallCommon52.0%49.0%48.0%47.9%
Great BallUncommon25.0%25.0%25.0%25.0%
Ultra BallRare15.0%15.0%15.0%15.0%
Dusk BallEpic8.0%8.0%8.0%8.0%
Luxury BallLegendarylocked3.0%3.0%3.0%
Cherish BallMythiclockedlocked1.0%1.0%
Master BallDivinelockedlockedlocked0.10%

Bad-luck protection. The game counts how many balls you’ve opened since your last top-tier item:

  • Legendary or better: after 20 opens without one, Legendary odds ramp up toward 4×, and open #30 is guaranteed Legendary.
  • Mythic or better: after 100 opens without one, Mythic odds ramp up toward 4×, and open #150 is guaranteed Mythic.
  • Divine: no ramp. Open #1500 without a Divine is guaranteed Divine.

Guarantees only apply once your ranch has unlocked that tier. The odds above are base odds; the ranch shows your live odds, including any bad-luck ramp.

7. Harvesting & compounding

BERRY accrues every second into each Pokémon’s basket. Your rate depends on:

  • Your grow power: the sum, over your Pokémon, of level multiplier × gear multiplier
  • Your share of network grow power, capped at 30% per wallet
  • The network-wide emission rate E(t) (section 10)
  • Your welcome boost: your Pokémon count up to 8× in the network split from your first adoption, falling linearly to 1× over 72 hours

Your rate is split across your Pokémon by their grow power. A basket holds 12 hours of that Pokémon’s current output; once full, it stops filling and that emission is not paid to anyone.

Harvest empties every basket (or one Pokémon’s) and pays you the total minus a 2% fee that stays in the reserve. You can harvest once every 1 hour per wallet.

Compound (Grass only) empties Grass baskets at a 0.75% fee instead of 2%, and it doesn’t use the harvest cooldown. Despite the name, nothing is reinvested automatically: the BERRY lands where a harvest does, and you decide what to spend it on.

Once the mint is live on-chain, a harvest is a real SPL transfer from the protocol wallet to yours. The protocol pays the Solana network fee and may deduct its BERRY value from the payout. If a transfer fails after your baskets were emptied, the amount is recorded as owed to you.

8. Ranch upgrades

Your ranch level (Lv1 → Lv10) is wallet-wide. Each upgrade costs BERRY, from 1,000 BERRY for Lv2 up to 120,000 BERRY for Lv10, recorded as 50/30/20 burn / reserve / treasury. Each level gives:

  • More room: 2 → 8 Pokémon per family, plus bonus meadow slots for Grass (+2 at Lv5, +3 at Lv7, +4 at Lv9)
  • Better Poké Ball odds as rarity tiers unlock (Legendary at ranch Lv4, Mythic at ranch Lv6, Divine at ranch Lv8)

After each upgrade the ranch has a 12-hour cooldown. There is no way to pay to skip it.

The full level table is on Tokenomics.

9. Costs & where BERRY goes

First Pokémon (Water)

10,000 BERRY

ledger: 70% / 30% burn / treasury

First Pokémon (Grass)

10,000 BERRY

ledger: 70% / 30% burn / treasury

Buy a Poké Ball

10,000 BERRY

up to 20/day · opening is free · ledger: 50/30/20 burn / reserve / treasury

Ranch upgrade

1,000 → 120,000

BERRY, Lv2→Lv10 · 12h cooldown

Rare Candy

Rises per level

price shown on the button

Harvest fee

2%

stays in the reserve · 1h cooldown

Grass compound fee

0.75%

stays in the reserve

Market fee

2.5%

taken from the sale price

What the split means. The game ledger records every spend as burned / reserve / treasury in the shares above, and the Vault shows those running totals. On-chain, each payment is one SPL transfer of the full amount to the protocol treasury wallet. The burn share of every spend is destroyed on-chain from the treasury (SPL BurnChecked) in batches, so the on-chain total trails the ledger until the next batch. Each burn is listed with its transaction in the burn list. Market purchases are player-to-player and are never burned.

BERRY charges no SOL protocol fee. You only pay the normal Solana network fee on transactions you sign.

10. Why rewards slow down

Network-wide emission starts at 20.7 BERRY/sec and halves every 14 days. The starting rate is derived from the reserve, so the whole schedule adds up to exactly the 50M BERRY reserve and can never promise more.

E(t) = 20.7 BERRY/sec × 0.5 ^ floor(t / 14d)

First day : up to 1.8M BERRY network-wide
Day  14  : 50% of the lifetime schedule elapsed
Day  28  : 75% of the lifetime schedule elapsed
Day  56  : 94% of the lifetime schedule elapsed
Day  93  : 99% — the tail after this is negligible
Lifetime schedule: 50M BERRY — the whole emission reserve

Each wallet earns a share of each second’s emission:

your_rate = min(your_gp × welcome_boost / network_gp, 30%) × E(t)
pokemon_gp = level_multiplier × gear_multiplier
network_gp = every wallet's gp, each weighted by its own welcome boost

  • Share cap: no wallet earns more than 30% of each second's emission
  • Welcome boost: your Pokémon count up to 8× in the network
    split from your first adoption, falling linearly to 1× over 72
    hours. It is applied before the share cap, so total emission
    never exceeds E(t)
  • Emission nobody captures (share cap, full baskets) is simply
    not paid out — it stays in the reserve

So your rewards fall over time for two reasons: emission halves on schedule, and more players means a smaller share each. Nothing in BERRY sets a minimum return.

Supply plan: 1B BERRY total, with 5% (50M) held as the emission reserve and 95% (950M) as public float. Once the token launches, check the mint and reserve wallet on a Solana explorer rather than taking these numbers on trust. Live figures are on the Vault.

11. Marketplace

On the Market you can sell unopened Poké Balls, gear, and whole Pokémon to other players. Sellers set any price in BERRY; the protocol sets no floor or ceiling and holds no inventory. When an item sells, the protocol keeps 2.5% of the price and the seller gets the rest.

  • Unequip gear before listing it. A Pokémon sells together with the gear it holds.
  • A listed ball can’t be opened until you cancel the listing.
  • Once the token is live, the buyer pays the full price to the protocol treasury, the server verifies that payment, moves the item, then sends the seller their share. If that payout fails, it is recorded as owed to the seller.

The Market is custodial. Pokémon, gear and balls are rows in the BERRY game server’s database, not tokens in your wallet. The server is the ledger and moves ownership, so trading means trusting it not to create or alter items.

12. On-chain settlement

Once the BERRY mint exists on-chain, every priced action (your first Pokémon, Rare Candy, buying a ball, upgrading the ranch, buying on the Market) runs in three steps:

  1. Quote. The server prices the action and returns payment instructions: the BERRY mint, the treasury’s token account, and the amount. Quotes expire after a short window.
  2. Pay. You sign an ordinary SPL token transfer of that amount to the treasury in your own wallet.
  3. Verify. You hand back the transaction signature. The server reads the confirmed transaction from Solana, checks that the treasury received the quoted amount from your wallet, and only then applies the change. Each signature can settle exactly one action.

Harvests run the other way: the protocol’s treasury wallet, signed on the game server, sends BERRY to you. No custom on-chain program is involved; it is all plain SPL transfers you can look up on an explorer.

The token address is configured, so this flow switches on as soon as the mint is live.

13. What BERRY doesn't do

  • No guaranteed returns. Rewards shrink as emission halves and as more players join. There is no APY and no minimum payout.
  • Species and evolution don’t affect yield. Only level and gear do.
  • No free balance, no trial. New wallets start at 0 BERRY. Every spend is real BERRY from your wallet, so the ranch opens when the token launches; the only preview is the Poké Ball opening on the home page.
  • Your items aren’t on-chain. Pokémon, gear and balls are game-server records, and the Market is custodial (section 11). The operator also has an admin reset that wipes all game state. Pre-launch balances and Pokémon are reset at launch: settlement cannot switch on until that wipe has run.
  • Burns are batched. The burn share of each spend is queued and destroyed on-chain in batches, so the on-chain total trails the ledger until the next batch (section 9).
  • No SOL protocol fees. You pay only Solana network fees on transactions you sign.
  • Ranch level doesn’t raise your ball allowance. The limits are 75 per day network-wide and 6 per wallet.
  • No wallet recovery or migration.

14. FAQ

Is BERRY an investment?

No. BERRY is a game. Rewards are not guaranteed: they depend on the halving schedule, how many other players share the network, and your own setup, and the token’s market value can go to zero. Only play with what you can afford to lose.

Which Pokémon will I get?

You choose the family (Water or Grass). The species line is picked from your new Pokémon’s id and can’t be rerolled. Species never changes how much BERRY it earns. Only its level and its gear do.

How many Pokémon can I own?

2 Water and 2 Grass at ranch Lv1, rising to 8 of each at Lv10. The meadow gets bonus Grass slots (+2 at Lv5, +3 at Lv7, +4 at Lv9). The full table is on Tokenomics.

Can my Pokémon stop earning?

A Pokémon stops filling once its basket holds 12 hours of output, so harvest regularly. Over the long run, emission halves every 14 days; by about day 93 almost the whole reserve has been scheduled out and new rewards become tiny.

What if I lose access to my wallet?

BERRY can’t recover a wallet. Your ranch is keyed to your wallet address, and there is no migration feature. The only way to move a Pokémon or item to another wallet is to sell it on the Market.

What data does BERRY keep?

Your wallet address and your game state (Pokémon, gear, Poké Balls, baskets, balance and ledger) on the BERRY game server. Sign-in is by wallet only: no email, no KYC.

More depth: Tokenomics has the full tables and formulas, Vault shows the protocol ledger, and the Leaderboard ranks ranches.

Community: Follow BERRY on 𝕏

This guide describes the current build, and its numbers come straight from the game’s economy settings. If the mechanics change, this page changes with them.