BIBLEDROP - Digital Collectibles App: Project Brief
By prestonfischer
### Project Brief: Bible Drop – A Digital Scripture Collectibles App
**Project Title:** Bible Drop
**Developer/Operator:** [To be determined – Proposed as a registered 501(c)(3) religious nonprofit organization]
**Target Platforms:** iOS and Android (native mobile applications)
**Launch Goal:** Minimum viable product (MVP) release in 2026
**Project Overview**
Bible Drop is a mobile digital collectibles application designed to engage users with Scripture through an interactive trading card format inspired by established platforms such as Topps WWE Slam and Topps Bunt. The app features beautifully illustrated and animated digital cards centred on Bible verses, characters, doctrines, and key themes from the Old and New Testaments. Users collect cards by opening packs, complete themed sets, trade with others, and progress through collections tied to books of the Bible.
The core objective is to provide an enjoyable, habit-forming experience that encourages regular engagement with the Bible, supports Scripture memorisation, and fosters community discussion around biblical truth. By combining proven digital collectibles mechanics with reverent presentation of God’s Word, Bible Drop aims to serve as a modern tool for personal devotion, family discipleship, and youth ministry outreach.
**Key Features (MVP Scope)**
- Pack opening with randomised card distribution and rarity tiers (common, uncommon, rare, animated)
- Card display with animated fronts (short looping video) and informative backs (verse text, context, doctrinal notes)
- User inventory management and set completion tracking
- Peer-to-peer trading system with request and approval workflow
- Multilingual support (initially English, Spanish, Portuguese; text overlay composited at runtime for scalability)
- In-app economy using premium currency purchasable with real-world funds
- Leaderboards, daily rewards, and streak incentives tied to Scripture engagement
**Content Philosophy**
To maximise unity across Christian traditions, primary content will focus on material held in common by Catholic, Orthodox, and Protestant communities: direct biblical text, the Nicene Creed, and selected writings from the early Church Fathers (e.g., Augustine, Chrysostom, Ambrose). Later expansions may include optional parallel sets for distinct traditions, unlocked only after significant user progress, allowing players to self-select deeper theological exploration without alienating the broader audience.
**Operational and Financial Model**
The application will be developed and operated by a U.S.-based 501(c)(3) religious nonprofit entity. All revenue from in-app purchases will be treated as charitable contributions supporting the organisation’s mission of promoting biblical literacy and spiritual growth. Funds will be directed toward ongoing app development, server infrastructure, content creation, and related ministry initiatives (e.g., youth programmes, translation efforts).
**Development Approach**
The MVP will leverage modern low-code/no-code tools (e.g., FlutterFlow, Replit Agent, Bolt.new) supplemented by targeted freelance development where required. Card artwork and animations will be generated primarily through AI tools (Midjourney, Stable Diffusion derivatives) under human direction to ensure theological accuracy and artistic quality. Runtime text compositing will enable efficient multilingual deployment without duplicating visual assets.
**Estimated Timeline and Budget (MVP)**
- Development and launch: 8–12 weeks
- Total estimated cost: $2,000–$4,000 USD (including freelance support, AI subscriptions, app store fees, and initial cloud infrastructure)
- Ongoing monthly maintenance: $200–$600 USD
**Call for Public Comment**
This brief is released for early feedback from pastors, ministry leaders, parents, educators, and potential users. Specific areas of interest include:
- Appropriateness of the collectibles/gamification model for Scripture engagement
- Sensitivity of content selection across Christian traditions
- Safeguards for younger users (age rating, spending limits)
- Desired features or partnerships (e.g., integration with church curricula, Sunday school rewards)
- Concerns regarding monetisation within a nonprofit ministry context