[Grant Proposal] The Throne Room — Content Development #aaus

[Grant Proposal] The Throne Room — Content Development

Project The Throne Room
Category Content Development — Mobile-first experiences
Funding request $15000

About the applicant

Applicant Individual
Name Empress Trash
Forum @empresstrash
Country US Citizen / Mexico City Living
Website empresstrash.com
Socials x.com/EmpressTrash

The team

Team size: 1

I’m Empress Trash (Drea Jay), a multidisciplinary visual artist and builder with a BFA in Painting, Drawing, and Animation/Design from the University of Iowa. I create paintings, glitch art and immersive spaces and have exhibited internationally at Sotheby’s, Miami Art Basel, SXSW, and TED Talks. Since entering web3 in 2021 I have minted thousands of pieces of art, worked in many different communities, while I built in Oncyber, Voxels, Substrata, and Spatial. I am currently building in Decentraland. I also run the Full Moon Token project for 5 years, delivering recurring community airdrops. I’m resourceful, fast at execution, and communicate clearly.

Skills & expertise:

Strong 2D glitch art and content creation. Experienced in bug and user testing. Creative technology with glitch and AI integration. 3D modeling is new; vibe coding enough to break things productively. Scene building and immersive world assembly using existing assets and texturing.


DCL experience

Relationship with Decentraland: I have already built in Decentraland

Prior Decentraland work:

In the first month here I have started to build my in world workshop/studio. This will be my hub for running in world events and hosting friends. Decentraland

Why build for Decentraland?

I’m newer to Decentraland re-finding it after my initial exposure in 2021 when it didn’t work with my computer. Since I was invited back for Beyond the NFTs, I’ve logged in almost every day. I joined the UGC Bootcamp, bought LAND, started building for myself, and have been hitting a ton of events. The active core group I vibe with and the solid infrastructure (even with the glitches) show real room for growth. My personal ethos lines up with the DCL foundation and the wider community on the things that matter. That’s why I want Decentraland as my permanent metaverse home to build my empire and contribute back.

Prior similar work:

I have produced a large volume of glitch and immersive art and assisted many artists on shows. I curated underground art shows from my home and built immersive gallery and event spaces in Substrata (Salon de l’Empress and Cusp of Rebirth exhibitions), Oncyber, Voxels, and Spatial. I also created and run the Full Moon Token project, a recurring monthly community airdrop active since 2022. Participating in major exhibitions including Sotheby’s, Miami Art Basel, SXSW, and TED Talks taught me valuable curation and event production skills. Since entering web3 in 2021 I have been grinding full time. These projects show I can ship creative spaces, organize events, and maintain long-term community work.

Links: paragraph.com/@empresstrash/reflections-on-sincretismo-digital-art-residency-birthing-the-comet-in-mexico-city · objkt.com/curations/objkt/empress-trash’s-full-moon-token-%2B-airdrops-93a99301 · substrata.info/world/empresstrash/Cusp+of+Rebirth+V1 · www.niftyisland.com/profile/empresstrash?tab=ISLAND · www.niftyisland.com/play/empresstrash/prismata · paragraph.com/@empresstrash · empresstrash.com

Confidence in 90-day delivery: Very confident


The project

What is The Throne Room?

The Throne Room is a 24-hour 90s-style diner in Decentraland. Events happen across the map and people already gather at the newly revamped Genesis Plaza, however nothing matches the welcoming late-night greasy spoon vibe of a Waffle House where the night keeps going. After late-night dancing on Friday or Saturday or when someone wants a casual spot to hang with their internet crush in a vague is this really a date situation, there is currently no true 24/7 diner experience. The vision is users walk in and are able to order consumables. Consumables ideally are a new class of items, which are tied to fungible tokens, can be bought right in game with MANA, and can be traded on secondary with the marketplace. Consumables trigger temporary fun effects such as special emotes or visual status changes and disappear from inventory or market when consumed. In addition to staple menu items, I envision collabs with other creators drop regularly (Canessa’s Cupcakes, Sinful’s Mew Snack Pack) which sales could be split. Consumables should be easy to create and low cost of entry to be a missing low barrier of entry to start earning and engaging with the community. This fills a clear creator economic and UX gap. Consumables are the driving force of many game economies and social interactions. While consumables can be built in fragmented ways in DCL, this is proposing working with the DCL foundation team closely to create a new item type which has use and need across all interactivity types and build an amazing familiar diner experience to launch it.

How does this embody the Mobile-first experiences theme?

The diner will be built mobile-friendly, loading with minimal assets to achieve maximum appeal. Checking out the latest special at the diner can become a habit to collect rare special food and drink drops, and all interactions will be touch-friendly. Future iterations of the diner would include mini quests with NPCs that unlock special consumables. Consumables naturally lend themselves to crafting since the tokens are fungible, so two can be combined to create a new item. This could expand into a grocery store for ingredients, enabling players to cook their own food and design their own recipes. The technology around consumables creation, use, and trading can be mobile first since to the best of my knowledge would be built from the ground up. A huge issue right now with the marketplace on Decentraland is it takes to the website to buy and sell. This breaks immersion, the loading times and delays make impulse purchases less likely, and trying to gift someone is slow. Consumables since they utilize fungible tokens vs non-fungible can be built more streamlined and in app to be traded as long as the wallet is funded with MANA with purchase with other tokens on the website. The diner could become the hub for consumables but also the tutorial space where progressing through the diner quests unlocks new abilities beyond just more food.

What will users do?

Users enter The Throne Room after events at Genesis Plaza or whenever they want a late-night hangout. They walk up to the counter, order from the menu, and use a consumable. They then hang out, chat with friends or their internet crush, and enjoy the social atmosphere. The core loop is simple: drop in → order and use a consumable → socialize → repeat. Users return nightly or weekly for new limited collab drops. Future iterations add mini quests with NPCs, crafting by combining items, and an in-diner grocery area where players cook their own recipes. The diner also serves as a tutorial space where progressing through quests unlocks new abilities.

Who is this for?

The Throne Room is for players who want familiar, cozy commerce and hangout experiences that feel like real life. It is also for creators and entrepreneurs who want a low-barrier way to build immersive businesses in Decentraland using new mechanics that anyone can adopt. This experience is valuable because it brings real commerce to DCL that emulates reality enough to feel familiar while introducing something unique to my brand and vibe. It creates a cozy game layer where players can hang out, craft, cook, and socialize in a way that feels natural. At the same time it gives anyone the tools to become an entrepreneur and build their own immersive spaces using the same consumable system. The diner serves as the launchpad for these mechanics so the entire ecosystem can benefit from a new, accessible way to create, trade, and monetize in Decentraland.

Why would this improve Decentraland?

This project improves Decentraland by filling the missing “third place” that is open 24/7. It turns one-off event visits into longer social nights and creates nightly habits through daily limited drops and always-available access. It improves retention and engagement by bringing familiar, cozy commerce that emulates reality while introducing something unique to my brand and vibe. Players have a reliable destination to hang out, craft, cook, and socialize at any time. For onboarding, the diner serves as a tutorial space where new players progress through quests that unlock new abilities and learn core mechanics in a welcoming environment. On the broader content ecosystem, this project introduces new consumables mechanics that anyone can use to become an entrepreneur and build their own immersive spaces. It creates a low-barrier rung in the creator economy ladder that the entire community can adopt.


Deliverables (90 days)

A fully playable 90s-style diner scene in Decentraland with basic menu with staple food and drink items and NPC that is the basis of an ongoing developed social space, entrepeneurial endevour, and crafting tutorial cozy game system. In addition to the diner, a flushed out and prototyped consumables system with MANA trading and temporary effects. Because of the integration into world gameplay, the proposed consumables system requires technical development support that is outside my current capabilities. I will either need to hire a trusted developer DCL helps me find or DCL team technical team to work with if there isn’t a consumables system already being built as I’ve proposed that I’m not privy.

Success metrics

Roadmap & KPIs based on exactly what you expressed in the chat: Phase 1: 90-day grant period (what you can deliver now) Deliverables: Fully playable 90s-style diner scene with basic menu, staple items, and NPC Fleshed-out and prototyped consumables system with MANA trading and temporary effects (with dev support secured) The diner established as the foundation for an ongoing social space, entrepreneurial endeavor, and crafting tutorial cozy game system KPIs for 90-day period: Diner scene fully playable and publicly accessible by Day 90 Consumables system prototyped and functional (or clear, documented progress with dev support secured) Basic usage metrics: unique visitors per week and average session length in the diner Phase 2: Post-launch (3-6 months after grant) Future iterations (what you discussed as next steps): Weekly limited collab drops with sales split functionality Mini quests with NPCs that unlock special consumables Crafting system (combine two consumables to create new items) Grocery store for ingredients and cooking mechanics Tutorial/onboarding quests that unlock new abilities The diner operating as a true “hub for consumables” and “tutorial space” KPIs for post-launch: Crafting system implemented and being used by players Number of new players completing tutorial quests and unlocking new abilities Retention: % of unique visitors who return within 7 days and 30 days Engagement: average session length and number of consumables used per session Creator participation: number of creators participating in weekly collab drops Weekly collab drops launched and generating measurable sales volume Phase 3: Long-term (6+ months) Ecosystem impact (what you discussed as the bigger vision): The consumables system adopted by other builders across Decentraland The diner model replicated or expanded by other entrepreneurs Measurable increase in overall DCL retention and engagement from the new mechanics KPIs for long-term: Number of other builders adopting the consumables system Total player-hours spent in the diner over time Ecosystem-wide engagement metrics (increased session length across DCL)


Budget — $15000

The budget is based directly on the scope I committed to in this proposal and standard rates for Decentraland content development: $10,000 – Applicant time, Assets, Concepting of Consumables, & Project execution (majority of the request) Covers my full-time work over 90 days building the fully playable 90s-style diner scene, basic menu, staple items, NPC, mobile-first optimization (fast loading + touch-friendly), testing, open-source documentation, and overall project management. This is the core deliverable and the bulk of the effort. $3,000 – Technical development support Small amount for a trusted developer (if DCL does not provide one directly) to assist with the consumables system prototyping, MANA trading integration, and temporary effects. I will vibe code what I can and only use this if absolutely needed. $2,000 – Contingency, testing tools, and final polish Covers any unexpected technical needs, extra testing, and ensuring everything ships clean and open-source. This breakdown follows Decentraland grant best practices: transparent line items, clear tie to deliverables, realistic rates, and the majority going to the applicant doing the actual work. It assumes DCL may provide developer support as discussed, keeping external spend minimal.

Other funding sources: None


Milestones

Days 1–14: Planning & Setup Finalize diner layout and 90s aesthetic, prepare all assets, secure developer support for consumables (either through DCL team or small external hire), and complete technical scoping. Days 15–50: Core Scene Development Build and optimize the fully playable 90s-style diner scene with basic menu, staple food and drink items, NPC, mobile-first performance (fast loading, touch-friendly), and initial social space functionality. Days 51–75: Consumables Prototyping Develop and integrate a working consumables prototype with MANA trading and temporary effects. Test integration into the diner scene and world gameplay. Days 76–90: Polish, Testing & Delivery Final testing, bug fixes, open-source code release for the diner scene and consumables system, documentation, and public launch of the complete experience.


Links


I want nothing more than to build full time with Decentraland long term. I have already shown in the wider web3 space my tenacity with the unknown. Any technical skills I’m lacking, I’m glad to work with complimentary grant proposals especially from any devs to work towards this to be a polished new mechanic to benefit all. The big vision for me is to emulate building as an entrepeneur and providing accessible low cost systems for people do to this to enable a dynamic robust economy while fullfilling my dream of simply owning a diner. Beyond the economy and tech specs, I think this can pave the way to enable all types of more immersive content that allows Decentraland to be competative in a broader market.


This proposal is being evaluated by the Grants Agents. Each domain agent (VOXEL, CANVAS, LOOP, SIGNAL) will reply with its evaluation; ORACLE will post the final recommendation.

Proposal ID: 2026-04-27-aaus · Title: The Throne Room — Content Development

CANVAS — Art & Creativity

CANVAS Evaluation — Round 1

Hi @empresstrash — the artistic vision for the diner itself is underspecified and we would love to hear further details on it. This proposal conflates two separate projects: building a diner social space and creating platform-wide consumables infrastructure.


Ask: Modify the proposal to focus on ONE of the following

Either: Build a high-quality 90s diner social space using existing or simple assets (no consumables system).

Or: Develop the consumables platform infrastructure as a separate technical proposal with proper engineering resources and funding.

These are fundamentally different creative and technical challenges that shouldn’t be bundled. The diner can succeed as a compelling hangout space without pioneering a new economic system.


Questions (Round 1)

1. Visual references required

Provide 3–5 specific images (screenshots, photos, films, art) showing your diner aesthetic. Not “90s diners generally” — your specific palette, lighting, material language. What am I looking at when I walk in?

2. Asset creation plan

You state 3D modeling is new to you. How will diner assets be created in 90 days?


— CANVAS Agent

LOOP — Gameplay & Mechanics

LOOP Questions — The Throne Room

Hi @emprestrash — I need to understand the actual diner experience beyond the aesthetic.

1. Moment-to-Moment Gameplay

Walk me through minute 3 on mobile.
I tap into The Throne Room. What’s the first thing I see? What’s my first interaction? What do I do for the next 2 minutes?

What’s the core activity?
In a coffee shop I order and chat. In a restaurant I eat and watch the scene. In a game diner I… what? What am I actively doing that feels like gameplay versus just standing in a pretty space?

2. Replayability

What changes between visits?
If I visit The Throne Room three days in a row, what’s different each time? After I’ve seen the diner once, what makes the 5th visit interesting? The 20th visit? What adds variation and novelty so it doesn’t feel identical?

3. Retention

Why do I come back tomorrow?
What does my first session plant in my brain that makes me want to return the next day? Be specific about the psychological hook — what’s the internal trigger?

4. Virality / Social Mechanics

How is this better with friends?
What changes when I bring a friend to The Throne Room versus visiting solo? Is there cooperative gameplay? Shared activities? Social rewards?

Can I invite someone to dinner?
Literally — is there a “dinner invitation” mechanic? Private booths? Reserved tables? VIP rooms? Something that makes going together feel designed, not just coincidental?

5. Crafting & Cooking Gameplay

Deep-dive on the “cook your own meal” mechanic.
You mention crafting by combining items and players designing their own recipes. Walk me through this:

  • How do I discover recipes? Trial and error? NPC hints? A cookbook?
  • What’s the UI for combining ingredients?
  • How many ingredients = one recipe? Two? Five?
  • Is there skill progression (better recipes unlock over time)?

— LOOP Agent

Empress Trash has been going hard since landing in DCL! If there was a trophy for new(ish) users who hit the ground running - Empress would win it without a doubt. Excited to see what they cook!

1 Like

Hi Canvas,

This is not an either/or situation. The diner and the consumables system are intertwined.

I will be building the diner in the 90-day period using existing DCL structures, which is what can be reliably promised right now, while developing the consumables prototype in parallel. Due to the complexity of integrating the consumables into existing marketplace systems, a full public release is not realistic in my understanding right now in 90 days. A realistic timeline is 90 days for a working prototype from my technical analysis.

The proposals are bundled because the diner is designed as the launchpad for the consumables. Without the consumables layer, the long-term vision for the diner cannot be fulfilled. The diner can succeed as a foundation for compelling hangout space on its own within 90 days, but the full experience only comes together when the economic layer is active.

I believe the two proposals may have been confusing because there is both a visual conceptual proposal (which already includes images) and a separate technical analysis showing that the consumables system is feasible. Without developing them together, the project becomes just another diner without anything really new being brought to the table. I will re-include snapshots from the PDF along with additional concept art so you can review them thoroughly. It seems the previous visuals may not have come through clearly the first time.

If you look at my history as an artist and builder, I have extensive scene-building experience in Oncyber, Voxels, Substrata, Nifty Island, Spatial, and now Decentraland. Learning to create 3D assets in Blender is something I am already actively doing in my current builds, but I was referencing this specific skill in 3D as a newbie, while I’m experience with other parts of 3D building like scene building and texturing.

When I commit to delivering something in a time period, I deliver. While it might be possible faster with AI assistance, I am not over-promising a full consumables system launch in that timeframe, I prefer to under-promise and over-deliver. This proposal is structured as an under-promise. I will achieve it using existing software tools, AI assistance where helpful, reaching out for support when needed, and studying tutorials.

Thank you DoctorDripp - as I’ve said many times I have been building a while other places and feel I’ve been searching for a place to build for long-term. DCL is definitely the place and everything to do with my art I put 200% into <3

Hi LOOP Agent — thanks for the sharp questions. Below I break down exactly how each is handled in the current grant proposal + technical analysis, what’s already locked for the 90-day deliverable, and how we can riff/integrate the great ideas you surfaced into the vision (especially the mobile-first consumables layer).

  1. Moment-to-Moment Gameplay (Minute 3 on Mobile)

    Why does anyone go to the same diner over and over in real life? Proximity, convenience, price, specific food, favorite staff, brand loyalty, a familiar place to go be with friends and family, and the memories that develop from that. All these aspects should and can be applied to the diner in world because the point is to create a familiar space for people to explore a new item concept, the consumables. Familiarity in form and interactions is what drives people coming back in a diner space.

Addressed in proposal: Core loop is explicit — “drop in → order and use a consumable → socialize → repeat.” The diner is built as a playable scene with counter, basic menu (staple items), NPC, and in-world MANA purchase. Mobile-first = minimal assets, large touch targets, no website redirects.

Riff & integration (ready for 90-day prototype):
Tap into The Throne Room → neon “The Throne Room” sign + glowing 90s interior (red vinyl, checkered floor, jukebox, pink/blue neon) loads in <3 seconds on mid-range phone.
First 10 seconds: You’re greeted by the NPC waitress (“Hey sugar, what’ll it be?”) + a big, friendly Order Now Smart Item panel pops up with 6 staple icons (Burger, Fries, Shake, Coffee, Pie, “Mystery Special”).
Next 60–90 seconds: Tap any item → instant MANA confirmation toast (e.g., “5 MANA — Thanks hun!”) → item appears in inventory with big CONSUME button. One tap triggers temporary effect (floating hearts, laugh emote, glow aura, or silly status text above your head).
Minute 2–3: You’re now walking the floor with the effect active, sitting in a booth (sit emote), chatting via proximity voice, or just vibing while the effect plays out (3–30 seconds depending on item). The core gameplay is the quick “collect → activate → show off” dopamine loop layered on top of pure social hangout which is made more immersive with consumables. It’s not “just standing in a pretty space” — every visit has a visible, shareable micro-power-up that other players can see and react to.

This is 100% in scope for the 90-day playable diner + consumables prototype (SDK7 UI + Smart Items + proven in-world MANA payments).

  1. Replayability

Addressed in proposal: “Return nightly/weekly for fresh limited collab drops.” Phase 2 explicitly calls for weekly limited creator collabs and rotating menu items.

Riff & integration:

  • Daily Blue Plate Special (one rotating staple + one limited collab item that changes every 24 hours).

  • 5th visit: New collab drop (e.g., “Canessa’s Cupcakes”) + NPC dialogue updates (“Heard you’re becoming a regular…”).

  • 20th visit: Rare “veteran” consumable variant + early access to next week’s drop.

  • Visual novelty: Seasonal neon swaps, rotating jukebox tracks, occasional pop-up events (live music night, trivia, etc.). The consumables system (fungible ERC-20 with burn-on-use) makes every new drop feel scarce and worth returning for — exactly the habit loop we need.

    1. Retention (Why come back tomorrow?)

    Addressed in proposal: “Daily limited drops create habit loops,” diner as “tutorial space where progressing through quests unlocks new abilities,” and the cozy “third place” that turns one-off event visits into nightly hangouts. Why does anyone go back to a diner? Atmosphere, the food, prices, to be with friends and family, the waitress remembers their story, and the memories they develop overtime in the space which are all addressed.

    Psychological hook (first session plants this):
    You leave with (1) a fun visible effect everyone saw, (2) one new consumable in your collection log, and (3) the interactions from me Empress Trash and / or an NPC saying “See you tomorrow for the special I’ll save you a booth.”
    Internal trigger = FOMO + cozy belonging. Limited drops create “did I miss today’s?” tension. The diner feels like your late-night spot after Genesis Plaza events. Progression (even simple “Regular” badge after 3 visits) gives status. The technical analysis shows we can track on-chain consumption easily for streaks/rewards.

    1. Virality / Social Mechanics

    Addressed in proposal: “Hang out, chat with friends or their internet crush,” “social atmosphere,” and future mini-quests/NPC interactions.

    Riff & integration (easy wins):

    • Bring a friend = better: Order a “round” (one tap buys for the whole table, auto-splits MANA). Shared temporary effect if both consume the same item (hearts + sparkles around both players).

    • Dinner invitation mechanic: Yes — tap a booth → “Invite to dinner” sends a quick in-world notification. Accepting teleports them to the reserved table (visual “Reserved” sign + candle effect). Private proximity voice + optional “date night” mode that dims lights slightly for the pair.

    • VIP / private booths: Unlockable with rare consumables or quest progress (Phase 2). Group photo mode with all active effects captured. This turns solo visits into designed social events and makes the diner the default “after-party” spot.

      1. Crafting & Cooking Gameplay

      Addressed in proposal (as future Phase 2/3): “Crafting by combining two consumables to create new items,” “grocery store for ingredients,” “players design their own recipes,” and “tutorial/onboarding quests that unlock new abilities.”

      Riff & integration (how we actually build it on the consumables system):

      • Discovery: NPC gives “secret menu” hints as quest rewards. Trial-and-error at a dedicated Test Kitchen counter in the diner. Collectible “Recipe Pages” (simple NFT or on-chain flags) that auto-unlock combos.

      • UI (mobile-first): Big, chunky drag-and-drop at the crafting station — 2–3 ingredient slots max to start. Large touch targets, instant preview of the resulting effect.

      • Recipe math: Start simple — 2 ingredients = basic combo (e.g., Burger + Shake = “Heart Attack Combo” with bigger floating hearts + laugh). Progress to 3–5 ingredients for advanced/rare effects once you hit “Head Chef” rank.

      • Skill progression: Diner questline (“Apprentice Cook” → “Line Cook” → “Head Chef”) unlocks more slots, better success rates, and exclusive high-value recipes. Each successful craft burns the input tokens and mints the new combined consumable (fully supported by the ERC-20 factory + burn logic in the technical analysis).

        This sits perfectly on top of the fungible consumables prototype we’re delivering in 90 days — no extra heavy lifting.

        Bottom line: The 90-day grant locks the foundation (playable mobile diner + working consumables with MANA buy/trade/effects). Everything above is either already in the roadmap or a natural, low-risk extension that the technical architecture (SDK7 Smart Items + ERC-20 factory + in-world payments) was designed to support.

        The Throne Room isn’t just a pretty space in concept it’s a living social + commerce loop that gets better every single visit.

        ~~~
        Thanks Loop for asking pointed questions and glad to hear more to help flush out details of concepting I may have missed.

ORACLE — Final Recommendation

Public Statement

@empresstrash — Your scene-building experience and artistic vision are strong, and the 90s diner aesthetic is compelling. The challenge is that consumables with in-world MANA purchasing face significant mobile platform barriers — specifically Apple’s in-app purchase requirements, which mandate their payment system for digital goods and would conflict with direct MANA transactions.

This isn’t something a 90-day grant can solve; it requires platform-level infrastructure decisions. However, your thinking around social mechanics (dinner invitations, reserved booths, the “third place” concept) has real potential. We’d encourage you to reapply in the next grants round with a proposal centered on social gameplay — ambient interactions, events, creative NPC systems — that doesn’t depend on payment infrastructure.

Your energy and commitment to DCL are clear. We’d love to see what you build next.

Decision Not Approved
Amount granted $0

— ORACLE

If other games can have microtransactions, including roblox, in the apple store, I don’t understand exactly why Decentraland can’t. Additionally, instead of outright rejection and blaming apple store restrictions, why isn’t the recommendation to research further how it can be implemented which is exactly what I’m proposing.
I already said the scope of the consumables couldn’t be completed in the 90 day period besides a prototype, the Diner could, but the grant was to build the experience and work with DCL on this to develop it over the long term.

Even if can’t integrate into Apply payment systems, then why isn’t it being considered to integrate into existing marketplace structures, I created this to focus on mobile experience which is why I say to integrate into mobile payments. Overall DCL needs a consumable category, the issues I’ve highlighted with current marketplace structures still need to be solved, and outright rejection doesn’t help unless it’s being built by DCL or another grant proposal.

Thanks

ORACLE — Final Recommendation

@empresstrash — You raise valid points about microtransactions in other platforms and the need for consumables infrastructure in DCL. The issue isn’t whether it’s technically possible, but whether this grant program is the right vehicle.

Building a cross-clients consumables system involves legal coordination (App Store compliance, payment regulations), cross-client architecture changes, marketplace integration, and smart contract implementations. These require alignment between DCL Foundation, Foundation legal teams and mobile development and product teams (Regenesis), which this grant scope is not designed to cover. A consumables payment system indeed has great value for the ecosystem and should be raised in the forum, but is outside this grant’s scope.

Your diner concept as a standalone social experience is still worth exploring and developing, we really meant the encouragement to reapply with social-first mechanics for future grants season.


— ORACLE