DEC Cycle (Re-cycle?)
DEC Cycle (Re-cycle?)
I have been thinking about writing this post for a long time. Mind you this is going to be a long post, and may sound repetitive, but I feel this is necessary. The Splinterlands in-game economy has always revolved around a carefully designed interplay between two core tokens:
Dark Energy Crystals (DEC) → the in-game, utility-driven “stablecoin”
Splintershards (SPS) → the governance and value-accrual token
Historically, this dual-token system was stabilized through a mechanism commonly referred to as the SPS flywheel, which enforced price discipline around DEC. However, with evolving market conditions—specifically, DEC trading below peg—a new structural change has been proposed and implemented: the DEC Recycling Mechanism via the DAO.
This post breaks down the economics, motivations, and implications of this transition.


The Original System: SPS Flywheel
DEC was designed with an implicit peg:
1000 DEC ≈ $1
This peg is not maintained through collateral (like traditional stablecoins), but through arbitrage via SPS burn mechanics. In other words DEC is a product backed stable coin. Splinterlands team sells products, and the demand of those products (card, land, cosmetics) keep the price of DEC stable.
When DEC Trades Above Peg
If DEC rises above the peg (e.g., 1200 DEC = $1):
Users can:
Burn $1 worth of SPS
Receive ~1000 DEC
They can then:
Sell DEC at premium (e.g., for 1200 DEC = $1 equivalent)
✅ Result:
New DEC supply enters circulation
Arbitrage pushes DEC price down toward peg
Key Insight
This creates a hard upper bound on DEC price:
DEC cannot sustainably exceed peg because SPS → DEC conversion becomes profitable.

When the Flywheel Breaks (DEC Below Peg)
In the current environment:
- DEC is trading well below peg
- Example: 1000 DEC < $1 (e.g., $0.70–$0.80 equivalent)
Why SPS Burn No Longer Works
- Burning SPS gives you
1000 DEC ($1 implied value) - But market DEC is cheaper than that
❌ Result:
- No incentive to burn SPS
- Flywheel becomes inactive
- DEC supply naturally deflates or stagnates

Legacy DEC Supply Flow (Pre-Proposal)
Before the new DAO mechanism, the Splinterlands team had two ways to source DEC:
Team always requires DEC because of the in-game credit system, by which a gamer buys credit in game by paying USD or equivalents (in stable coin or other cypto). Gamer then uses the credit to buy various in-game items. Team uses the USD as a revenue to cover expenses.
So SL Team does the following to cover the credit:
If DEC < Peg
Buy DEC from market
* Cheapest option
* Reduces circulating supply (bullish pressure)
If DEC > Peg
Burn SPS for DEC
* Expands DEC supply
* Enforces peg ceiling through arbitrage
How DEC Was Used
The team distributes DEC when players:
- Purchase in-game credits using USD / stablecoins
Flow:
- User pays USD
- Team converts into DEC
- DEC is allocated to user for gameplay transactions

The New System: DEC Recycling via DAO
The new governance proposal introduces a structural shift:
✅ The DAO becomes the primary liquidity provider of DEC
New Flow Overview
Step 1: Player Purchases Credits
- Player pays in USD/stables
- Team receives fiat/stables
Step 2: DEC Supplied by DAO
- Instead of sourcing DEC externally:
- DAO provides DEC daily from reserves
- In fact the transaction from DAO to the Team done monthly for simplicity
Step 3: Player Receives DEC
- DEC is credited to player account
- Used in-game (cards, rentals, packs, etc.)
Step 4: Replenishment Cycle
The loop completes when:
- Splinterlands releases:
- New card packs
- Promotions
- Events
👉 Players spend DEC
👉 All proceeds go back to the DAO
This creates a closed-loop economic cycle:
DAO → DEC → Players → Spending → Back to DAO
Why This Matters
This is fundamentally different from earlier:
| Old Model | New Model |
|---|---|
| External market-dependent | Internal circular economy |
| Reactive supply | Controlled distribution |
| DEC leakage | DEC recycling |

DEC Re-cycle Diagram (again)

Splinterlands Economy: Previous vs Current Model
| Component | Previous Model | Current Model (DAO Recycling) |
|---|---|---|
| Credit Purchase | Players pay USD → get Credits → team receives cash | Same (no change) |
| DEC Source | Buy from market (if below peg) OR burn SPS (if above peg) | DAO supplies DEC from reserves |
| DEC Flow | Team → Players | DAO → Team → Players |
| DEC Return Flow | Partial return via spending (fragmented) | Full recycling back to DAO |
| Market Dependence | High (external sourcing needed) | Lower (internal DAO loop) |
| SPS Role | Active (burn SPS to mint DEC) | Mostly inactive (only if DEC > peg) |
| System Structure | Open, market-linked | Closed-loop, DAO-controlled |
| Efficiency | Value leakage exists | More capital retained internally |
| Stability Driver | SPS flywheel | DAO treasury management |
Core Difference
| Previous | Current |
|---|---|
| Market-driven + SPS burn | DAO-driven internal recycling |

Credit Conversion Risk: The Structural Weak Point
If the demand stays flat
A key risk in the new DEC recycling system is credit conversion imbalance, which creates immediate pressure on the economy. Currently, the system generates about $3,000/day in player credit demand, while operating costs are ~$5,500/day, leaving a ~$2,500/day deficit. This gap directly impacts token flows, especially DEC.
Under the new model, the DAO supplies DEC for player use, expecting it to recycle back through in-game spending. However, if the inflows remain insufficient, the system is not self-sustaining. To cover fiat expenses like payroll and operations, the team is forced to bridge the deficit by selling assets, most directly DEC into the market.
This creates persistent sell pressure on DEC, introducing supply into the open market rather than recycling it internally. Over time, this can lead to oversupply and downward price pressure.
As DEC weakens, it drifts further below peg, keeping the SPS flywheel inactive. Since burning SPS to mint DEC is no longer economical, one of SPS’s key demand drivers disappears. At the same time, falling DEC prices can trigger negative reflexivity—players may be less willing to hold DEC, accelerating sell velocity and worsening the imbalance.
From an SPS standpoint, this shifts the system into a state where value extraction exceeds value creation. Because SPS now derives value from the DAO-driven economy rather than direct burn mechanics, its strength depends on whether the system can close this gap. Continued DEC outflows weaken the DAO treasury and, by extension, the economic foundation supporting SPS.
The only sustainable solution is to increase player-driven demand. If credit inflows rise toward or exceed the ~$5,500/day level, the system can return to a self-sustaining loop, eliminating the need for market sales. This would stabilize DEC, support recovery toward peg, and eventually reactivate SPS burn demand.
In short, while DEC recycling improves efficiency, it does not replace the need for real economic inflows. Until demand matches expenses, forced DEC selling remains the key risk—putting pressure on both DEC stability and SPS value.
Critical Risk
| Factor | Impact |
|---|---|
| Credit demand (~$3K/day) < Expenses (~$5.5K/day) | Funding gap |
| Gap resolution | Team sells DEC in market |
| Outcome | DEC oversupply → price pressure |
| Secondary effect | Weak DEC → SPS flywheel inactive → SPS pressure |

Solution
The core issue is a structural gap where daily inflows (~$3K) fall short of outflows (~$5.5K), forcing the system to sell DEC and create downward price pressure. The only durable solution is to increase player-driven demand so the system becomes self-sustaining, while short-term stability can be achieved by reducing costs and managing treasury flows more efficiently. Ultimately, restoring balance eliminates forced DEC selling, stabilizes DEC near peg, and reactivates the SPS flywheel—supporting long-term SPS value.
Solution Options
| Approach | Action | Impact | Timeframe |
|---|---|---|---|
| Increase Demand | More players, packs, features | Fixes root cause, restores equilibrium | Long-term (best) |
| Increase DEC Utility | More sinks, incentives to spend | Reduces sell pressure, improves recycling | Medium-term |
| Reduce Costs | Lower expenses toward inflows | Immediate deficit reduction | Short-term |
| Treasury Management | Controlled/gradual DEC selling | Minimizes market impact | Short-term |
| External Funding | Use SPS, assets, or capital raise | Avoids DEC dumping | Temporary bridge |
| Flow Adjustment | Throttle DEC supply from DAO | Prevents oversupply | Medium-term |
Key Insight
Sustainability comes only when inflows ≥ outflows.
Everything else is either buying time or reducing damage until that condition is met.



It feels like SPS is losing more value each day, not just dollar wise either, but just in general for use in the game. I know they just had the pack sale that required SPS, but even services that depend on SPS are looking at other options because the value just isn't there.
It has to do with lack of demand, and a lot of supply both at the same time.
You are talking about XBot proposed change to payments in DEC on Diamond 3+? This actually might be a good thing as it will reduce the selling pressure on SPS. Everything that is collected right now which is 15% of SPS earned in Wild Ranked is being sold right now. Without that constant selling pressure SPS might actually do better.
Yes and no. The way I read it they are going to start charging something other than SPS instead of just taking a percentage cut.
So we are basically bleeding $2.5K per day right now. That is a big hole to plug, doesn't sound like reducing expenses will get us there, from what I heard Dave already did a good job of that. More players has always been a solution, but how do you do that?
It sounds like external capital injection might be needed at some point unless we get a gaming narrative bull market in crypto gaming, that sounds very dicey to me at this point. I kind of feel like we are approaching a recession at the end of this year...
The number is approximate. The inflow is higher the expect over the last 15 days as per Clay. Also the outflow is the ask from the proposal directly. I know there is a pad in there a little bit. Regardless, it is negative.
I am always an advocate for Increase Demand by offering better or more desirable products to existing customers. You will see a lot of that in near future.
It seems like the best approach is going to be a mix of the solutions you proposed. Bringing in more players is the best (like you mentioned), but also the most difficult as we've seen from the team's struggle in retention numbers. Reducing costs seems as though it has reached diminishing returns as well unless we want to disrupt the current productivity of the team (which has been great this past year), so I would count that out. That leaves a mix of the rest of them.
Increasing utility through more sinks should be something the team is doing automatically (Land, guilds, etc) so no need to focus extra on that as it will come in time. Flow adjustment seems to be addressed as well as I believe we are focusing on paying the team in other tokens besides DEC and exhausting those before moving to DEC. So this leaves treasury management and the external/bridge sources you mentioned.
A part of me doesn't want to get too far ahead of ourselves. The team has a significant runway now (2 years) to start delivering on some of the solutions. With everything that is already in place, I say we give it 3 months before taking any concrete actions to see how the situation develops. Maybe I'm being complacent, but I also don't think another 3 months will do much damage - if anything I think certain things may resolve themselves.
I like most internal (community) and external investments.
So desirable products that investors will pay top dollars for. I paid $10K plus for 10 HTH. Do you think HTH was and is completely pay to win? Clearly there are more than 90 players in the game (I know I have 10 and I don't rent out). Also I have never been number 1 not even number 2. So we have now proven that HTH does not move the needle that much and yet team got $10 K plus from me.
Hi AZ:
Thanks for the article.
In regard to this:
Step 3: Player Receives DEC
DEC is credited to player account
Used in-game (cards, rentals, packs, etc.)
The player doesn't receive DEC when buying Credits; they get Credits.
What happens if someone buys a 10k card in the game right now? Where does that DEC come from and how does that Transaction work?
Yes, thank you I will fix that.
Player received credit indeed, but that is basically a coupon. When player purchases any item while using that coupon (credit) that is when the “DEC receive” function triggers, and whoever sells the product receives the DEC.