The $PIXL token is the life source of the entire Pixelverse ecosystem and provides players with the opportunity to be rewarded for the time they spend socializing and interacting on our platform with an actual tradeable token backed by real in game utility.
As such $PIXL acts as the global reserve currency of The Pixlverse. Like any real world economy currency is necessary to transact and create economic prosperity for all members of the economy.
$PIXL's utility comes down to it's velocity (the frequency of which 1 unit of currency is used to purchase goods and services). The entire Pixlverse economy will incentivize the spending of $PIXL to aquire productive assets that make the ecoomy robust, player owned and a mechanism through which to encourage
PIXL begins as an inflationary currency - Sappy Seal holders as the genesis community have had the ability to premine the token since November 08, 2021. In order for the ecosystem to onboard more players, supply needs to be elastic enough that, non-native ecosystem participants aren't priced out of each game loop.
PIXL will not remain inflationary indefinitely and will actually exhibit deflationary periods through the multitude of token sinks that will exist within the ecosystem - think breeding, crafting, cosmetics, leasing, permits etc. As the user base and economy grows additional demand will be driven to the token as it will be required for all in game interactions. Once enough of the supply is free flowing through the economy and medium of exchange is sustainable, new inflation will slow until new emissions are eliminated all together.
Once inflation is eliminated all future 'earn and spend' transactions will occur as a function of a sustainable ecosystem. An example of what this might look like is all breeding must take place at breeding hubs (these may be aquired through DeFi protocols, or maybe a palace owner aquires a permit to make their palace a breeding hub). Please note this is just a hypothetical example, the point is that owners of these productive assets will set objective pricing for these mechanics, based on a free market and supply and demand functions.
It is important to note that just like real world currency, productivity and value accrual doesn't arise from hording! An economy in it's simplest form is the allocation of resources to their most productive uses, through free and self-directed market forces. Users will find themselves rewarded far greater in the long run by acquiring assets that are essential to the functionality of game play, than speculation alone.