A year of design for a game studio: quest hub, token portal, whitepaper and launch campaigns
Book a call, get a price rangeEverreach Labs makes REVENGE, a co-op shooter where Twitch viewers can change the match. On an annual design membership we designed its quest and rewards hub, the $EVER claim portal and tokenomics site, the spectator voting overlay, a 46-page whitepaper and the campaigns around each launch.
A game studio shipping a quest season, token claim or campaign every few weeks needed every surface to look like one world.
An annual design membership: the Terminal quest hub, $EVER claim portal and tokenomics site, a spectator overlay, a 46-page whitepaper and campaigns.
One design team across product, token and marketing2024 to 2025, annual membership
- Client
- Everreach Labs, the game studio behind REVENGE and the $EVER token
- Stage
- Funded game studio
- Services
- Product UI/UX, token website, whitepaper, campaign and social design, social media guidelines
- Tools
- Figma
The problem and the brief
A web3 game studio shipped a quest season, a token claim or a campaign every few weeks, to players who are primed to call any of it a scam.
Everreach Labs makes REVENGE, a co-op shooter where viewers on Twitch vote on events and send boosts or hazards to the players. Around the game sit the Everreach Terminal, a hub where the community completes quests for XP and prizes, and the $EVER token.
Each release could touch the Terminal, the token site and the social channels in the same week. On an annual design membership in 2024 and 2025, we were the design team for all of it: the quest hub, the claim portal, the tokenomics site, the spectator overlay, a 46-page whitepaper and the campaigns around each launch.
The research
of blockchain-game industry respondents say the public's top concern is that these games are scams or Ponzi schemes.
Source: Blockchain Game Alliance, 2024
of 2,300+ game professionals reported using blockchain monetization in 2026.
What gamers write about crypto games
To test the work against its audience, we gathered 1,562 comments from Hacker News and Lemmy about crypto and NFT games, tokens and quest systems. Jev judged each one: is it someone's own view, which doubt does it express, and who is speaking? We ran this in October 2026, after the membership ended.
- 1,562comments read
- 386a clear view on crypto games or quests
- 145from gamers
- It's a scam or a cash grab121
- Owning it on a chain adds nothing112
- Predatory monetization53
- Where's the game?31
- The token economy will collapse25
- Quests and dailies are chores20
- Earning turns play into work17
Hacker News and Lemmy lean against crypto, more than a web3 game's own community, and the threads were found by searching these topics. The counts show what comes up most; they are not a survey of Everreach's players. Classified by Jev.
Four doubts a player brings
- Gamer
It's a scam: they'll take the money and leave.
- Gamer
Where's the game?
- Gamer
Quests are chores dressed up as rewards.
- Gamer without a wallet
Owning it on a chain adds nothing for me.
The strategy: show the game first, state the rules plainly
Design can't make a token worth holding. It can put the game ahead of the economy, put every rule and number on the page, and never block a player who doesn't have a wallet. Each doubt got a piece that did one of those.
- Doubt 1 · Scam
They'll take the money and leave.
The token's terms, on the page
The $EVER tokenomics site puts the allocation, the vesting table with each round's cliff and linear months, and the unlock schedule on the page, worked through at desktop, tablet and phone with every chart state. The claim portal does one job on one plain screen.
It is the loudest doubt: 146 passages call crypto games scams, cash grabs or Ponzi economies.

- Doubt 2 · The game
Where's the game?
Game first, economy on page 27
The whitepaper spends its first 26 pages on the game: the lore, three ways to play, the arena, weapons, factions, characters and how spectators join in. The economy starts on page 27. Each section opens on full key art, so the game is felt before it is explained.
48 passages ask where the game is, or say that earning turns play into work.

- Doubt 3 · Chores
Quests are chores dressed up as rewards.
Every quest states its terms first
Each of about 25 Terminal quest pop-ups shows its XP before you start, writes one-attempt rules on the quest itself and asks for screenshot proof with an anti-cheat warning. Season 1 had a fixed length, 28 days. Every pop-up was designed at four widths, from 1920 down to 390 pixels.
73 passages call quests, dailies and monetization predatory or busywork.

- Doubt 4 · Ownership
Owning it on a chain adds nothing for me.
Play that doesn't need a wallet
The CROWDPLAY overlay sells viewer play, not earnings: live votes and boosts sent into the match. The claim portal's onboarding has an "I don't have a wallet" path, so nobody is blocked by crypto, and prizes list what they do in the game.
112 passages say on-chain ownership adds nothing a game's own database can't.

The design system
One dark world across the quest hub, the token site, the whitepaper and every campaign: a deep blue-black base, mint and lime for anything you can act on, gold for VIP.
- Abyss #00090DThe base every surface sits on
- Mint #54FCDEActions, XP and progress
- Lime #FBFF45The one thing to look at: a prize, a deadline, a new season
- Sky #89D8FBInformation and secondary states
- VIP gold #F4DB76The gashapon's VIP tier, and nowhere else
Type. Halvar Breitschrift Bold for display, Halvar Mittelschrift for body and Rajdhani for game numbers: wide, technical and readable at 390 pixels.
Scale. About 25 quest pop-ups at four widths each, a 46-page whitepaper, four products and the campaigns around them, from one system.
How we got here

01 · AdaptationThe $EVER tokenomics site worked through at desktop, tablet and phone, with every chart state laid out side by side.









Results
- Products
- Four: the Terminal quest hub with its gashapon prize machine, the $EVER claim portal, the tokenomics site and the CROWDPLAY spectator overlay
- Quest design
- About 25 quest pop-ups, each at four widths from 1920 to 390 pixels
- Whitepaper
- 46 pages in one system, game first, economy from page 27
- Campaigns
- Terminal and MARA teasers, partner quest banners and social media guidelines
- Engagement
- An annual design membership, 2024 to 2025, one team across product, token and marketing
“Everreach is on Alterra Studio's annual membership, we get immense value from Ryan and his team and we couldn't be happier.”
What's next
- Earn-by-play passes over referral quests: the only quest design gamers praised in the research was a pass you earn by playing, with cosmetic rewards.
- Say why it's on a chain in one plain line on every prize, or don't put it on a chain.
Want a result like this? Talk to us about product & ui/ux design.
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