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.
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.
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:
| State | What it means |
|---|---|
| Ready | Standing by. Send them down. |
| Working | Underground on a shift. Come back when it's done. |
| Banged Up | Hurt on the job. Resting 12 hours. Push them early and they work at half strength. |
| Locked Up | Caught. 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:
| Place | What happens there |
|---|---|
| The Stash | Lock your gold away where nobody can ever touch it |
| The Jailhouse | Where caught Bandits sit, and where Bail gets paid |
| Sawbones | Patch up faster, get back underground |
| The Fence | Gear, kit, and Threads for the deep dig |
| The Ledger | The leaderboard. Who's winning, who's bleeding |
The Goldline
Six ways down. Each one deeper, richer, and meaner than the last.
| Location | Level | Earnings | Risk |
|---|---|---|---|
| The Sluice | 1 | Nearly safe | |
| The Open Cut | 5 | Low | |
| Coffin Creek | 12 | Real | |
| Deadman's Drift | 20 | Serious | |
| The Crusher | 30 | Dangerous | |
| The Motherlode | 40 | The Company guards it personally |
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.
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:
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?
The greedy get rich. The greedy also get Jumped. Decide which one you are.
Jumping
See another Bandit sitting on a fat pile of Loose Gold? Take some of it.
| Rule | Detail |
|---|---|
| Free Jumps | Every Bandit gets 3 per day. Extra Jumps cost 150 $BANDIT, burned. |
| The take | Up to 20% of a target's Loose Gold |
| Who wins | Grit, yours against theirs |
| Off limits | Stashed 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.
Stats & Levels
Four numbers define your Bandit. How you build them is your strategy.
| Stat | What it does |
|---|---|
| Nerve | Lowers your bust chance underground |
| Haul | Carry more gold per shift |
| Legs | Shorter shift, jail, and recovery timers |
| Grit | Attack and defense in Jumps |
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.
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.
Seasons & Prizes
The game runs in 90-day seasons. Fresh leaderboard, new content, new reasons to go back down the mine.
| Resets each season | Never resets |
|---|---|
| The leaderboard and the race | Your token. Your Bandit. Your levels. Your Scars. |
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.
| Place | Prize |
|---|---|
| Top 1 | A unique winner's cosmetic. One exists. It renders on your Bandit's art. Never issued again. |
| Top 10 | A rarer variant. Same rule, never reissued. |
| Top 100 | A season-marked piece. Never reissued. |
| The pot | Every 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.
$BANDIT
One token, one billion of them, and no way to ever make more.
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.
| Allocation | Share | Tokens |
|---|---|---|
| Community | 71.43% | 714,300,000 |
| Liquidity | 28.57% | 285,700,000 |
No team allocation. No advisors. No private round. No vesting schedule to watch, because there is nothing vesting.
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
| Rule | Detail |
|---|---|
| Capped forever | Minted once. No new minting, no season two token, no migration. |
| Earning is per Bandit | Every 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 decay | Every 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 stop | Levels, bail, Sawbones, cosmetics, impatience. The busier the mine, the faster supply disappears. |
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.
Stake Now. Earn Before the Mine Opens.
The game is coming. Your Bandit doesn't have to wait for it.
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.
| Rule | Detail |
|---|---|
| Soft staking | Your Bandit never leaves your wallet. No lockup, no transfer, unstake anytime. |
| Accrual | Your share starts counting the moment you stake |
| Distribution | Rewards land when the game launches, then continue along the seasons |
| The reserve | 5% of total supply, set aside for stakers alone. Never printed on demand, never topped up, never redirected. |
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.
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.
Before You Ride
We'd rather you read this now than discover it in week six.
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