The Game

There's gold in that mine. Go take it.

Somewhere out in the desert there's a mine that never runs dry. The Company owns it. Guards patrol it. And every night, 10,000 Bandits go down into the dark to rob it blind.

You own one of those Bandits.

The Bandits is an idle risk game on Robinhood Chain. You send your Bandit underground, you choose how deep, and you choose how greedy. Every shift ends one of two ways: your Bandit walks out heavier, or the Company gets them.

The odds are painted on the wall before you commit. Nothing is hidden. The only question is how much nerve you've got.

THE WHOLE GAME IN ONE LINE The deeper you go, the richer you get, if you make it back.

What kind of game is this?

Idle on the surface. Something sharper underneath. Your Bandit does the digging while you're away. The decisions, where to dig, how long to stay down, when to bank and when to let it ride, those are yours, and they're the entire game.

No grinding. No daily chores. A few sharp decisions a day, each one with real odds and real stakes.

Why own one now

The mine hasn't opened yet. This is the quiet part.

  • Staked Bandits are already earning. 5% of the entire token supply is reserved for stakers, and it's accruing right now, before the game exists. Fewer Bandits staked today means a bigger share for each one that is.
  • Season 1 rates will never exist again. Emissions only step down. The people in earliest earn at numbers no one after them will ever see.
  • The first winners get marked forever. Season prizes are cosmetics that render on the NFT itself and are never reissued. The Bandits that win early become the artifacts of this collection.

Nobody who did well in a game like this arrived once it was obvious.

The Game

Your Bandit

One of 10,000. Not a profile picture, a worker, a fighter, and if you play long enough, a legend.

Your Bandit is always in one of these states:

StateWhat it means
ReadyStanding by. Send them down.
WorkingUnderground on a shift. Come back when it's done.
Banged UpHurt on the job. Resting 12 hours. Push them early and they work at half strength.
Locked UpCaught. 8 hours in the Jailhouse, and the guards confiscated their gear.

Getting hurt or caught isn't the end. Pay Sawbones, post Bail, or wait it out. Your Bandit always comes back.

Twenty seven Bandits in the collection are one of one pieces, hand made and unique. They play exactly like every other Bandit. The only difference is that there is one of each, and there always will be.

The town

Five doors are always open on the edge of the map:

PlaceWhat happens there
The StashLock your gold away where nobody can ever touch it
The JailhouseWhere caught Bandits sit, and where Bail gets paid
SawbonesPatch up faster, get back underground
The FenceGear, kit, and Threads for the deep dig
The LedgerThe leaderboard. Who's winning, who's bleeding
The Mine

The Goldline

Six ways down. Each one deeper, richer, and meaner than the last.

LocationLevelEarningsRisk
The Sluice1Nearly safe
The Open Cut5Low
Coffin Creek12Real
Deadman's Drift20Serious
The Crusher30Dangerous
The Motherlode40The Company guards it personally
Odds on the wall

Every location shows its exact payout rate and exact bust chance before you send anyone down. We publish the odds. We never change them mid-season. You always know the bet you're making.

The Sluice never hurts you. It's the front porch of the mine, slow, safe, always open. Everything below it is a choice.

Pick your shift length before you commit: a quick run or a long haul. Longer shifts haul more gold, and give the guards more time to notice you.

The Mine

Loose Gold

This is where the idle game ends and the real one starts.

When your Bandit comes up from a shift, the gold is Loose. Loose Gold does something no bank will ever do:

THE HOOK It grows 2% every day you hold it, compounding for up to 7 days.

But Loose Gold has two problems:

  • Other players can see it. And they can Jump you for up to 20% of it.
  • It only grows for so long. After 7 days the growing stops, and the pile just sits there, exposed.

Or you walk into The Stash and lock it in. Stashed gold is untouchable, forever. Growth stops the moment it's locked in, and so does the risk.

So every single day, you're making the same same decision: let it ride, or lock it in?

Fair warning

The greedy get rich. The greedy also get Jumped. Decide which one you are.

The Mine

Jumping

See another Bandit sitting on a fat pile of Loose Gold? Take some of it.

RuleDetail
Free JumpsEvery Bandit gets 3 per day. Extra Jumps cost 150 $BANDIT, burned.
The takeUp to 20% of a target's Loose Gold
Who winsGrit, yours against theirs
Off limitsStashed gold can never be touched. Only Loose.

Jumping moves gold between players. Nothing is printed, nothing appears from nowhere. Someone's great day is someone else's bad one.

Stash early if you can't take the heat.

Your Edge

Stats & Levels

Four numbers define your Bandit. How you build them is your strategy.

StatWhat it does
NerveLowers your bust chance underground
HaulCarry more gold per shift
LegsShorter shift, jail, and recovery timers
GritAttack and defense in Jumps
No pay-to-win

Every Bandit has the same stat ceiling. A whale's Bandit and your Bandit hit the same cap. The difference is how you build within it.

Levelling burns supply

Levelling your Bandit unlocks deeper locations and bigger earnings. Levelling costs $BANDIT, and every token spent on levels is burned. 100% of it. Permanently.

Same for Bail, Sawbones, laundering Heat, and buying back confiscated gear. None of it is a fee going into someone's pocket. It's supply being destroyed.

Every impatient player, every deep unlock, every jailbreak makes every remaining token scarcer. The people playing hardest are the ones tightening supply for everyone.

Your Edge

Threads & Scars

Money buys Threads. Only playing earns Scars.

Threads are cosmetics. Buy them at the Fence, dress your Bandit, most of what you spend is burned.

Scars are different. Scars cannot be bought.

Survive a Motherlode bust, earn the mark. Win big enough, earn the mark. Scars render on your Bandit's art, visible to everyone, forever.

WHY IT MATTERS A scarred Bandit is a Bandit with a story. Stories are the one thing a collection cannot manufacture.
The Economy

Seasons & Prizes

The game runs in 90-day seasons. Fresh leaderboard, new content, new reasons to go back down the mine.

Resets each seasonNever resets
The leaderboard and the raceYour token. Your Bandit. Your levels. Your Scars.
One token, forever

There will never be a new token per season. There will never be a migration. What you earn and build is yours across every season, permanently.

Emissions step down each season on a published schedule, meaning early players earn at rates that will never exist again.

Season prizes

Announced at the start of every season. Awarded at the end.

PlacePrize
Top 1A unique winner's cosmetic. One exists. It renders on your Bandit's art. Never issued again.
Top 10A rarer variant. Same rule, never reissued.
Top 100A season-marked piece. Never reissued.
The potEvery token the game collects from Bail, Sawbones, cosmetics and the rest is split two ways: most is burned on the spot, and a fixed share is set aside into the season pot before burning. At season end the pot pays the top of the board.

The pot is funded entirely from tokens players already spent, never from new emissions, so the prize never inflates supply by a single token. The more the whole world played, the bigger the pot.

Winner cosmetics stack across seasons. A Bandit marked in Season 1, 2, and 3 becomes something nobody can ever recreate. Those are the Bandits people will tell stories about.

The Economy

$BANDIT

One token, one billion of them, and no way to ever make more.

Contract address

0x80bced7cc2bbb44a41f5ba30c7090a7ba1bec605

We only ever post this from our own accounts. If you see a contract address anywhere else, check it against this page first.

Where the supply went

We set out with a team allocation. We cut it. Everything that would have gone to us went back into the pool that pays players instead, and what is left is the simplest split we could build.

AllocationShareTokens
Community71.43%714,300,000
Liquidity28.57%285,700,000

No team allocation. No advisors. No private round. No vesting schedule to watch, because there is nothing vesting.

Liquidity is locked forever

The liquidity position is locked permanently. Not for twelve months, not for twenty four. Permanently. Nobody can pull it, including us.

Community, in practice

That 71.43% is not a number sitting in a wallet waiting to be spent on something vague. It is the entire game economy:

  • Player rewards. Everything the mine pays out comes from here, on a published schedule that steps down every season.
  • The staking reserve. 5% of total supply, set aside for staked Bandits and nothing else.
  • Season pots and events. Funded from what players have already spent, never from new emissions.

The rules

RuleDetail
Capped foreverMinted once. No new minting, no season two token, no migration.
Earning is per BanditEvery Bandit earns the same rate from its location, up to a daily cap that lives on the Bandit itself. Nobody games it by spreading across wallets.
Emissions decayEvery season steps down on a schedule published in advance. Each season's rates are the highest that will ever exist from that point on.
Burns never stopLevels, bail, Sawbones, cosmetics, impatience. The busier the mine, the faster supply disappears.
The Ratchet

If the game burns more than it emits for four straight weeks, the emission rate steps down permanently. It only ever moves one direction.

The harder the world plays, the scarcer the token becomes.

Every burn in this game comes from a player choosing to spend. There are no buyback events and no scheduled burns for the sake of a headline. If nobody plays, nothing burns. We would rather say that plainly than imply a scarcity the design cannot deliver.

The Economy

Stake Now. Earn Before the Mine Opens.

The game is coming. Your Bandit doesn't have to wait for it.

THE DEAL 5% of the entire $BANDIT supply is reserved for one group of people: staked Bandits. Stake now, and you're earning from it while everyone else is still reading the docs.

Every staked Bandit accrues a share of that reserve. The earlier you stake and the longer you stay, the larger your share grows. The exact split follows a published formula tied to time staked, and time is the one thing you can't buy back later.

RuleDetail
Soft stakingYour Bandit never leaves your wallet. No lockup, no transfer, unstake anytime.
AccrualYour share starts counting the moment you stake
DistributionRewards land when the game launches, then continue along the seasons
The reserve5% of total supply, set aside for stakers alone. Never printed on demand, never topped up, never redirected.
Why early matters

The reserve is fixed. The number of Bandits staked is not. Every day you're staked before the crowd arrives is a day your share of the pool is at its largest.

When the mine opens, the early stakers will already be sitting on months of accrual that can never be earned again.

Loyalty pays

Rewards flow to Bandits that stay. Stake-and-run earns almost nothing, because the formula weights time staked above everything else. The longer your Bandit stands guard, the bigger its share.

And when the Goldline opens, nothing changes for you. Work the mine when you're active, stake when you're away. Your Bandit is never dead weight.

The Fine Print

Before You Ride

We'd rather you read this now than discover it in week six.

Season 1 is for building

A player who starts fresh and plays smart will spend most of what they earn on levelling, gearing, and going deeper. That's by design. Season 1 converts your earnings into a stronger Bandit.

The payoff comes after: your levelled Bandit earning deep-tier rates in later seasons, against a supply that has been burning the entire time, at emission rates that only ever go down.

This is a game of skill, patience, and nerve, played with a volatile asset. Nothing here is financial advice, and nothing here is a promise of profit.

What we do promise:

  • Published odds that never move mid-season
  • A fixed supply that never inflates
  • An economy where every lever is public
  • A mine that pays the bold
SEE YOU ON THE GOLDLINE The gold's down there. Always has been.