> For the complete documentation index, see [llms.txt](https://reverie.gitbook.io/wall-usdstreet-on-rh/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://reverie.gitbook.io/wall-usdstreet-on-rh/investors/the-product.md).

# The product

The game, the loop, and where the retention comes from.

![The city](https://934907292-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fgl9HiYsbYNCbL7plUYQv%2Fuploads%2Fgit-blob-5f87b51ed8d6ef7ff23b5a99eb6972c0fb937aef%2Fthe-city.svg?alt=media)

## One line

You are a broker at DUNMORE & CROSS with a bad suit and a phone list. The market is the map, every dollar you make comes out of another player's position, and the regulator is always coming.

## The pillars

1. **The server owns every number.** Prices, fills, spreads, margin, liquidation, P\&L and payouts. Clients render and send intents; there is no client-side truth.
2. **Player versus player is the economy.** Never a faucet.
3. **The climb is the RPG.** A player should be describable by their position in the room — which desk, whose crew, what they drive, whose calls get returned — before a stat is mentioned.
4. **Nobody dies.** Contests run on COMPOSURE — a PRESSURE-and-READ system, not an exchange of hit points — and losing is a FOLD. Exactly three physical pieces exist (fists, knuckles, a bat); a loss to one is a KNOCKOUT, and the man gets up. The ceiling on consequence is deliberate and has a distribution payoff: the game stays ratable and advertisable where a violent one is not.
5. **No factions.** One character, one floor, deep cosmetic identity.
6. **Expensive, not loud.** The game admires the money. It never lectures.

## The core loop

A market day is a real **\~20-minute** cycle — OPEN, session, CLOSE, after-hours — which makes a session's worth of progress fit inside a lunch break and a whole arc fit inside an evening.

![A market day](https://934907292-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fgl9HiYsbYNCbL7plUYQv%2Fuploads%2Fgit-blob-5cf7a4cafd7b2db731f504e6ffab4cc44c928f9a%2Fmarket-day.svg?alt=media)

## Where retention comes from

| Layer                    | Cadence           | What holds somebody                                                                                        |
| ------------------------ | ----------------- | ---------------------------------------------------------------------------------------------------------- |
| The market               | every 20 minutes  | 24 symbols, real order-flow impact, an options chain                                                       |
| THE PIT                  | every few minutes | 2–8 player open-outcry rounds, three minutes each; the house fills empty seats with locals that never earn |
| THE CURB                 | on demand         | Staked 1v1 on the quarter's own kerb, level brackets, or the house man when the street is empty            |
| The ladder               | weeks             | Eight positions, gated on production plus a named achievement                                              |
| Corners and underwriting | days              | Contested capital plays with a settlement at the bell                                                      |
| TAKE ONE PUBLIC          | six a season      | Underwrite a listing: set the float and price, take 15% onto your own book, eat it if it breaks issue      |
| THE ESTATES              | months            | Finite, addressed, walkable property — the trophy layer                                                    |
| THE OPEN                 | weekly            | A no-buy-in bracket that pays the highest claim rate in the table                                          |
| The season               | quarterly         | One player per season takes the name on the door                                                           |

![The ladder](https://934907292-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fgl9HiYsbYNCbL7plUYQv%2Fuploads%2Fgit-blob-0efbba294640027c135a142c19bb1b352b097850%2Fthe-ladder.svg?alt=media)

## What makes it defensible

* **A simulation, not a skin.** Order-flow impact, depth-based slippage, margin, borrow rates and emergent squeezes are the product. They are hard to clone convincingly and they generate their own content.
* **Finite, addressed property.** Scarcity that is spatial rather than numeric: when a building sells out, it is sold out, and the owner is visible to everyone who walks the lobby.
* **A no-pay-to-win rule with a test behind it.** The economy's credibility is the asset.
* **A test that fails on features which exist only on paper.** `wiredIn.test.ts` walks the import graph from the two real entry points and fails when a rules module nothing imports ships as if it were a feature. That list is currently empty — every rules module in the build is reachable by a player.
* **Original work in a familiar mould.** No real person, firm name, film or brand appears in it, so there is no licence to lose.


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