Earth 2.io: €2,000 for 15,000 plots in a virtual map
Nearly
€2,000 spent on more than
15,000 plots of virtual land. Another €500 in reinvested profits and a screenshot showing fourteen income pages averaging about two dollars each. This is the balance sheet presented by those defending Earth 2.io against long-standing accusations of being a
pyramid scheme. The paradox is significant: in the same text, the portfolio manager admits that if this is viewed as an investment, "you have every chance of losing," and it only makes sense if treated as a game. The rest of the virtual map does not clarify which of the two it actually is.
What is Earth 2.io and where does the money come from?
The starting point is a map of the planet divided into squares that are bought and sold. Developers sell plots of the empty world to finance the project and, according to one participant, charge a commission on every peer-to-peer transaction (a
1%, based on their calculations). In this initial phase, players earn through two channels:
5% of what users who register with their referral code spend, and taxes generated by owned plots.
Hence the trickle of invitation links flooding many spaces where the topic is discussed: each new buyer feeds the income of previous ones. Those who argue the scheme is a pyramid summarize it bluntly: old partners are paid with contributions from new ones, and members are financially incentivized to recruit more people, to the point of comparing it to the old Spanish
Forum Filatélico scandal. The portfolio promoter himself half-admits this, acknowledging that in its first phase, it is a pyramid business, and calculating that when few empty plots remain for sale, there will be no income from plot taxes.
Why 5.1 trillion plots sink the price
The game design carries an arithmetic problem. Plots are
10x10 meter squares, resulting, according to calculations circulating among buyers, in around
5.1 trillion units. With such volume, scarcity is impossible and any serious appreciation seems complicated: if demand truly surged, each square would be worth at most a few cents.
This is the argument used by those who believe the scale was intended for something else, with grids of 100x100 or 1,000x1,000 meters if the goal was for prices to rise with the number of players. Scarcity, instead, is sought through location: small, well-positioned corners where speculation suggests squares might eventually run out.
- Elysia (Dominica): $0.38 per plot
- Akrotiri (Cyprus): $0.43
- Andorra: $0.43
- Monaco: $0.30 per unit, 18 tiles for $6
The other pillar of the strategy is what could be called the
nerd factor. Some scour the map looking for established communities willing to buy their own piece of fiction, from a Pokemon City to zones near Dubai that are yet to open. The hope is that interest from these groups drives demand and, consequently, the price.
Manual withdrawals, low liquidity, and waiting lists
Recovering money is not immediate. Plots can only be sold to another buyer, and market liquidity is
ranging from moderate to very low. Delays in transfers sometimes reach several weeks because withdrawals are processed manually and require reviewing each account's transactions to rule out scams or exploited bugs.
Developers announced their intention to enable a server-side buyback market. Until news breaks, that guarantee is currently just a promise. Those buying expecting to reverse the transaction at the official price may get a surprise, especially since several participants warn that money is only recovered by entering early and exiting before the system runs out of buyers.
The cryptocurrency that doesn't exist yet and the shift to E$
Amid all this, plot valuations stopped being shown in dollars and began appearing in
E$. There was no official explanation of what that label means, and hypotheses pile up: Earth 2 dollars, estimated dollars, or the embryo of a proprietary coin. Project supporters see this as a logical step, a sort of inverse Decentraland: create the game, grow it, and then launch the cryptocurrency with a one-to-one equivalence.
Phases 2 and 3: building, avatars, and vehicles
Future plans are on paper. Phase 2 promises to allow building on owned plots, apparently at no cost. Phase 3 would add vehicles and avatars, with a graphics engine showcased in 4K demo videos. Among players, some point out the lack of user messaging: without negotiating, forming alliances, or generating rivalries, a collaborative world loses much of its appeal.
The big question is whether all that machinery will arrive on time. Meanwhile, the map continues filling with bargain-priced plots and buyers betting that someday someone will pay more for land that today serves no purpose. Is it a game with an economy inside, or an economy disguised as a game?