I

Incrypt

INC

加密遊戲平台

表现

RD 熱度指數

2338.67% (24h)
0100200300400500
項目排名: 1118/12904

RD 增長指數

2111.06% (24h)
0400800120016002000
項目排名: 6771/12904
比較:
1h24h7d30d60d90d
0.08%5.56%8.70%26.86%43.46%--

比較

跟隨更新

跟隨列表

人物

關於Incrypt

Incrypt is a Solana gaming platform run by an Australian team, built on two product lines: a trading-card battler and a role-playing adventure. Card packs, gear and characters are issued as NFTs; players buy packs and battle with the platform token, and in the RPG line the NFTs act as playable characters entering dungeons. The economy uses a REV pricing mechanism, under which tokens spent inside the platform convert into internal purchasing power at three times the external market price, creating a dual track between in-app spending and outside quotes.

It positions itself at the meeting point of collectibles and gameplay: card rarity sets battle strength, and physical cards share one numbering scheme with the digital items. Verifiable progress includes the role-playing title Shadows of Satoshi going live on the Epic Games Store, the first print run of physical cards opening for orders, and a monthly draw settled in the platform token.

更新時間: 2026-10-30

On July 26, 2026 CoinUnited.io listed INC/USDT with up to 2,000x leverage and zero trading fees; INC traded near $0.004 at the time on about $110,000 of 24-hour volume, with 6.46 billion of 21 billion tokens circulating, a market cap near $37.3 million and a fully diluted valuation of roughly $121 million.

Incrypt's token is issued on Solana at contract Fe5c...r1nA and is used to buy NFT card packs and in-game items as well as to enter weekly Bitcoin draws, with the platform returning triple value for spending inside the ecosystem. The price is about 84% below its June 4, 2025 peak of $0.0371, no new game build, NFT series or partnership was announced in 2026, and roughly 30.8% of supply circulates.

Incrypt's plan hinges on extending the card game into an RPG/MMO and on the REV rebate model, without a published timeline. Variables to watch are whether in-game spending creates real buyback demand, how the remaining 69% of supply is released, and the volatility risk that high-leverage venues add.

更新時間: 2026-10-30