> For the complete documentation index, see [llms.txt](https://evergem-io.gitbook.io/evergem/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://evergem-io.gitbook.io/evergem/why-two-chapters.md).

# Why two chapters?

Evergem is divided into two chapters:

1. &#x20;**Chapter 1: The Last Worker**

This is a fun resource mining game where you earn cryptocurrency, use it to mint more advanced mining tools, and increase your earnings. Chapter 1 has better design, reward economics, and lore than most NFT games, but it’s still just a teaser for Chapter 2.

2. &#x20;**Chapter 2: Legion of Vengeance**

We have a very clear vision for Chapter 2 (design-wise and gameplay-wise), and we know that it can take up to 3 years to make such a game. Meanwhile, we want the Evergem community to have a real product to enjoy.

Often, GameFi projects make grand promises and produce epic teasers and artwork, making token holders wait for years – only to fail to deliver any product. On the other end of the spectrum you have basic P2E games with primitive graphics and gameplay that are put together in a couple of weeks. They don’t provide any value apart from the token rewards (which quickly lose value due to hyperinflation).

We want to avoid both of these pitfalls – thus the division into 2 chapters. They are basically two different games, united by the same HPE token; the main artifact, the Flower of Life; a unified lore; and a similar visual style.&#x20;

**Have fun with The Last Worker, accumulate tokens, and master pickaxe crafting while the team is hard at work on Chapter 2!**

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