BASEQUEST
Build the base · Win the quest
A mobile-first Survivors-like auto-shooter and base-builder built natively for Decentraland. Players jump into short 5–10 minute side-scrolling runs, collect resources, defeat waves and bosses, then return to a persistent HQ to unlock upgrades, allies, cosmetics, and on-chain rewards. Built by a team with multiple shipped Decentraland experiences and designed to improve retention, replayability, and creator tooling for the ecosystem.
Domain
Content · Mobile
Budget
$15K in MANA
Duration
90 days
Team
Team KOA
Decentraland is going mobile. BaseQuest is built for short-session retention.
BaseQuest brings a proven, high-retention mobile game loop into Decentraland: short action runs, persistent base progression, daily challenges, leaderboards, seasons, cosmetics, and on-chain rewards. This style of gameplay is popular because it is easy to start, rewarding in short sessions, and built around repeat engagement.
BaseQuest makes that loop native to Decentraland by combining accessible side-scrolling gameplay with Web3 identity, social visibility, player progression, and reusable open-source systems for other creators. Instead of a one-time scene visit, players have a reason to return daily: the next upgrade, challenge, leaderboard rank, or seasonal reward is always one run away.
Popular mobile loop
Survivors-like action combined with persistent base-building progression — a proven, high-retention format.
5–10 min
Short sessions optimized for mobile behavior. Easy to start, rewarding to finish, built for repeat play.
Open source
Reusable combat, progression, leaderboard, and season systems that other Decentraland creators can build on.
One loop. Three pillars that make it stick.
Auto-Combat
- Side-scrolling locked camera
- Simple movement-first controls
- Auto-fire targeting
- Enemy waves, resource crates, and boss encounters
Persistent HQ
- Upgradeable base buildings
- Earned resources from every run
- Permanent buffs and unlocks
- Visible progression between sessions
Seasons, Rewards & Open Source
- Daily challenges and global leaderboards
- 8-week seasonal progression
- Cosmetics and on-chain rewards
- Open-source systems for future Decentraland creators
Auto-fire handles the shots. Players handle survival.
BaseQuest keeps combat simple and mobile-friendly. Players focus on movement, dodging, collecting resources, and surviving enemy waves while auto-fire handles targeting. Boss encounters create high-stakes moments, while short runs make the game easy to play on mobile and rewarding enough to replay on desktop.

Simple controls
Move, dodge, collect, survive. No complex aiming or combo system required.
Wave pressure
Enemy hordes advance in lanes while resource crates force players to make risk/reward decisions.
Boss encounters
Each run builds toward stronger enemies, boss fights, and better rewards.
Your HQ is the reason to return.
Between runs, players return to a persistent HQ where they spend earned resources on upgrades, unlock buildings, improve weapons, gain allies, and prepare for the next run. The base is not just a menu — it is the player’s visible progression system and long-term motivation loop.

Upgradeable HQ
Buildings unlock new upgrades, bonuses, and progression paths.
Persistent growth
Every run feeds back into the base, making each session feel meaningful.
Player identity
Cosmetics, rank rewards, and HQ customization let players show progress inside Decentraland.
A 5–10 minute session that always leaves progress behind.
Every run ends with meaningful progress: resources earned, HQ upgrades unlocked, boss progress made, leaderboard rank improved, or on-chain rewards achieved. BaseQuest is designed for daily return without forcing long play sessions.
- 01→
Enter HQ
Check resources, daily challenges, leaderboard position, and available upgrades.
- 02→
Deploy
Enter a short side-scrolling wave run.
- 03→
Survive Waves
Move, dodge, collect resource crates, defeat enemy hordes, and survive boss encounters.
- 04→
Results
View resources earned, enemies defeated, boss progress, and leaderboard movement.
- 05
Upgrade & Return
Spend rewards on HQ upgrades, unlock new progression, and prepare for the next run.
Low-friction.
High reward.
Accessible enough to drop into on a phone; satisfying enough to grind on a PC. No aim, no combos, no deep menus.
INPUT
Movement-first
Touch, keyboard, or gamepad. Auto-fire handles targeting. Occasional taps for HQ menus.
SESSION
5–10 min
Short enough for a phone break. Long enough to feel meaningful progress.
RETURN
Next upgrade, one run away
Every session ends with progress banked toward the next HQ tier.
STAKES
Rank & cosmetics
Leaderboard movement + seasonal rewards turn every run into a status moment.
Expected behavior patterns
First session
5–10 min: quick onboarding, one starter run, first HQ upgrade.
Daily
10–20 min: 1–3 runs, daily challenge progress, incremental upgrades.
Heavy / weekend
30+ min: multiple runs, leaderboard push, seasonal goals, deeper base progression.
Return drivers
HQ upgrades, daily challenges, seasonal cosmetics, on-chain rewards, leaderboards, and 8-week season deadlines.
90 days. 3 public milestones.
Each phase ships a public build and devlog. Community plays at every gate. Milestone payments keep Regenesis Labs in the loop.
Apply by
Apr 24, 2026
Kickoff
May 1–8, 2026
Delivery
Jul 31, 2026
Season
Regenesis S1
Days 1–30
Prototype, HQ & Core Systems
- ▸Finalize game design, technical architecture, and mobile-first UX
- ▸Deploy HQ scene with basic persistence
- ▸Build side-scrolling camera, player movement, and auto-fire prototype
- ▸Add basic enemies, resource collection, and run-to-HQ transition
- ▸Set up open-source repository and development documentation
Public Devlog #1 · Playable prototype update
Days 31–60
Combat, Progression & Retention
- ▸Complete wave combat loop
- ▸Add enemy types, boss encounters, and reward results screen
- ▸Implement HQ upgrades, resource economy, weapons, allies, and progression
- ▸Add daily challenges and leaderboard support
- ▸Begin QA testing, balancing, and mobile performance optimization
Public Devlog #2 · Open beta build
Days 61–90
Rewards, Polish, Launch & Open Source
- ▸Add seasonal progression structure
- ▸Add cosmetics/reward tracking and initial on-chain reward integration
- ▸Finalize onboarding, UI/UX, accessibility, and mobile-friendly controls
- ▸Complete QA, bug fixes, performance optimization, and launch prep
- ▸Publish open-source code, documentation, and reusable creator patterns
Public launch event · Final grant delivery
$15K USD — scoped for a 90-day playable launch and open-source delivery.
The budget supports the full 90-day delivery of a playable Decentraland game with core gameplay, base-building progression, mobile-first onboarding, leaderboard and daily challenge systems, on-chain reward integration, testing, documentation, and open-source code for the Decentraland creator ecosystem.
Total request
$15K USD
Paid in MANA (USD-equivalent) · Milestone-based releases
Main cost drivers
- ▸Engineering and gameplay systems
- ▸Game design and progression balancing
- ▸2D/3D asset production
- ▸UI/UX and mobile-friendly controls
- ▸Testing and performance optimization
- ▸On-chain reward integration
- ▸Documentation and open-source release
- ▸Project management and launch support
| Line item | Amount | % |
|---|---|---|
| Team KOA — engineering & design | $9,000 | 60% |
| 3D assets & models | $2,000 | 13% |
| Backend / infrastructure | $1,000 | 7% |
| Audio production | $800 | 5% |
| Marketing & launch event | $800 | 5% |
| Wearable mint & deployment | $400 | 3% |
| Contingency | $1,000 | 7% |
| TOTAL | $15,000 | 100% |
Success is measured by retention, repeat play, rewards, and ecosystem reuse.
BaseQuest is designed to improve Decentraland engagement by turning a scene visit into a repeatable game loop. We will measure success through player activity, progression, retention, reward engagement, and open-source ecosystem impact.
KPI · 01
Unique players
Total players who enter and start the experience.
KPI · 02
Onboarding completion
Players who complete the first run and unlock their first HQ upgrade.
KPI · 03
Runs completed
Total wave runs completed across the season.
KPI · 04
Repeat visits
Players who return after their first session.
KPI · 05
Day 1 / Day 7 retention
Core signal that the loop is creating return behavior.
KPI · 06
Daily challenge participation
Shows ongoing engagement with short-session content.
KPI · 07
Leaderboard participation
Tracks competition and community motivation.
KPI · 08
HQ upgrades unlocked
Measures progression depth and replay behavior.
KPI · 09
On-chain reward claims
Tracks Web3 reward engagement.
KPI · 10
Open-source reuse
GitHub views, forks, documentation usage, and creator adoption.
Built to continue after the grant.
BaseQuest is designed for long-term sustainability without paywalling the core game. The post-grant model focuses on optional cosmetics, seasonal content, sponsored events, creator collaborations, and marketplace-friendly rewards that support continued updates while keeping gameplay accessible.
Optional cosmetics
Weapon skins, fighter outfits, HQ decorations, and seasonal visual upgrades.
Seasonal rewards
Limited-time cosmetics and rank-based rewards tied to 8-week seasons.
Sponsored content
Brand or creator collaborations for events, bosses, HQ decorations, or cosmetic items.
Open-source ecosystem value
Codebase and documentation help other Decentraland creators build faster using reusable systems for combat, progression, leaderboards, rewards, and retention loops.
Not a concept. A team with shipped Decentraland experience.
BaseQuest is being built by a team with direct experience creating and launching interactive Decentraland experiences. We have already built or contributed to multiple Decentraland projects and placed in multiple Decentraland Game Jams — showing our ability to design, build, test, and deliver playable experiences under real constraints.
Shipped Decentraland projects by Team KOA
- 01
Multiple shipped Decentraland experiences
Experience across adventure, social, mini-game, horror/survival, side-scrolling, and multiplayer gameplay.
- 02
7 Days in Hell foundation
Previous side-scrolling Decentraland experience that informs BaseQuest, while BaseQuest will be built from scratch as a more complete game with base-building, progression, seasons, and rewards.
- 03
Open source from day one
Public codebase, documentation, and reusable systems for the creator ecosystem.
- 04
Mobile-first architecture
Short sessions, simple controls, lightweight scene design, and performance-conscious implementation.
- 05
SDK7-native build
Designed for Decentraland's current technical stack and creator standards.
- 06
Milestone-tracked delivery
Public builds, devlogs, testing cycles, and clear 90-day scope.
$15K USD · 90 days ·
one new replayable game loop for Decentraland.
BaseQuest brings a popular mobile-native gameplay format into Decentraland: short side-scrolling action runs, persistent base-building, daily challenges, leaderboards, seasons, cosmetics, and on-chain rewards. The grant does not only fund one game; it funds an open-source foundation other Decentraland creators can learn from and reuse.
Team KOA has already shipped multiple Decentraland experiences. BaseQuest builds on that experience to deliver a polished, mobile-first, replayable game designed for retention, community competition, and long-term ecosystem value.
DCL Regenesis Labs · Season 1 · Submission closes Apr 24, 2026
█ BaseQuest — build the base · win the quest · Team KOA
