Your harvest isn't yours until you pick it.
Pixel farming on Robinhood Chain. Late crops get poached, thieves carry bounties, and every 14 days a Season Chest pays the best.
Independent game on Robinhood Chain. Not affiliated with Robinhood Markets, Inc.
Growing · ripens in 24 h
Pumpkins growing- Harvest Score
- 0
- Wanted stars
- 0
One 24-hour pumpkin, sped up. The clock runs fast; the rules are the real ones.
Contract address
TBA The address is posted on @bountyRH and on this page at launch, nowhere else.
Always check the address on this page and on @bountyRH. Anyone sending you a different one, or asking for your recovery phrase, is not us.
Day 1 · 08:00Season 0
The farm already runs.
Season 0 is in development. These are screenshots of the current build, played locally on practice numbers: walk your farm, hoe, plant, water and pick tile by tile, guard it, raid the neighbors. The rules in them are the ones on this page.


Practice build: the neighbors are farms the game runs, and every balance is practice $BOUNTY worth nothing. The public Season 0 opens before the token exists.
Day 1 · 09:00Ripeness
Every crop runs on one clock.
A crop is yours while it grows and for thirty minutes after it ripens. After that it glows on the village map, and any neighbor with energy can try for it. The clock is server time, so nothing in a browser can fake it.
01Growing
30 min – 24 h
timer running
02Ripe
30 min grace
owner only
03Poachable
6 hours
any neighbor, one raid per ripening
04Withered
after that
the crop rots, nobody scores it
Why a grace window: active players never lose a crop to a one-minute delay. The farms that feed the poachers are the ones planted and left alone for a day.
One day on the farm
- 01
Buy the Season Pass
$2 in ETH, once per season. All of it goes to this season's chest. Starter kit: a 10×6 field, 24 seeds, 1 scarecrow and a coop.
- 02
Hoe, plant, water
Walk the field tile by tile. Crops ripen on timers from 30 minutes to 24 hours; water cuts 20% off. Short crops score more per hour, long crops more per pick.
- 03
Pick inside the grace window
Every crop picked adds to your Harvest Score for the season.
- 04
Miss it and the crop glows
Once the 30 minutes run out, any neighbor with energy can raid it.
- 05
Raid late crops elsewhere
10 energy per attempt. A 10-second sneak decides how it goes.
- 06
Poached? Answer it
Post a bounty on the thief, or take your 1-hour revenge raid.
- 07
Day 14: Final Harvest
The leaderboard locks and the Season Chest pays the top farms, clans and hunters.
Seed catalogue · Harvest Score per crop
Score per pick. Stolen crops count exactly like grown ones.
Radish
30 min
20 / pick
Carrot
30 min
20 / pick
Wheat
2 h
60 / pick
Potato
2 h
60 / pick
Tomato
4 h
100 / pick
Cabbage
8 h
176 / pick
Strawberry
12 h
240 / pick
Pumpkin
24 h
432 / pick
A farmer's day
- 01Connect a wallet and sign in: a signature, no transaction.
- 02Buy the Season Pass: the farm appears on the village map, starter kit unpacked.
- 03Plant short crops first and set a planting queue.
- 04Deposit $BOUNTY for premium seeds, a guard goose, a fence.
- 05Get a ping when crops ripen and pick inside the grace window.
- 06Missed one? The theft log shows who, when and how much.
- 07Day 14: Final Harvest, the rank locks, claim from the chest.

Day 1 · 22:00Night Raid
A raid is ten seconds in someone else's field.
Pick a farm with glowing crops on the village map and sneak across it. The guard goose walks a patrol line, scarecrows make noise, fences force the long way round and a gate wants a timed lockpick tap. The server scores the run from your inputs; the browser never reports its own result.
- Your route
- Goose patrol + sight cone
- Scarecrow noise zone
- Fence + gate (lockpick)
Success chance = run score × (1 − defence rating)
Defence ratings stack to a 75% cap: no farm is untouchable, and no raid is free.
Success. Take 30% of the farm's poachable crops (at least one). They count toward your Harvest Score.
Caught. The goose honks, the owner gets an alert, you lose the energy and gain a Wanted star.
Either way. The attempt lands in the owner's theft log.
Raid resolver
The same formula the server uses. Toggle the target's defences and set your run.
Success chance
44%
If it lands: 3 of 10 pumpkins move to your barn · +1,296 Harvest Score
If you're caught: +1 Wanted star · 10 energy gone · owner alerted
Pumpkin shown: 432 score per pick. Model of the resolve rule, not live game data.
Energy
- Plant or pick a crop (the hoe and the watering can are free)1
- Feed a coop or pen2
- Raid attempt10
- Revenge raid (within 1 hour)5
- Final Harvest raid (day 14)5
100 free energy a day (reset 00:00 UTC), spent first. Packs of 10 / 50 / 100 sold for $BOUNTY never expire.
House rules for poachers
- A raid claims every poachable crop on the farm: each one can be raided once per ripening.
- At most 3 raids on the same farm per day.
- New farms carry a 24-hour Sprout Shield.
- Raids between wallets on the same network score zero.
- Each Wanted star fades 48 hours after it was gained.
Defence notes
- Stacked ratings cap at 75%.
- Defences cover the whole farm: a goose guards the whole field on its patrol line.
- Every defence purchase follows the house split: 50% burned, 50% to the Season Chest.
- Defences reset at season end; the cosmetics on them stay.
Day 2 · 02:00Wanted
Every theft creates a target.
Open the theft log, put $BOUNTY on the thief's head, and the whole village sees it. Any player who raids the thief's farm successfully inside 24 hours collects.

- Night Rat12,500 $BOUNTY18h leftNight Rat12,500 $BOUNTY18h left
Pumpkin Bandit6,000 $BOUNTY9h left
Pumpkin Bandit6,000 $BOUNTY9h left
- Mossy1,500 $BOUNTY22h leftMossy1,500 $BOUNTY22h left
Illustration of the in-game board. The real one opens with Season 1.
How a bounty works
Post
Any amount of $BOUNTY, minimum 1,000, held in escrow by the game for 24 hours.
Hunt
The thief appears on the public board with their Wanted stars and the reward.
Claimed
90% to the hunter, 10% fee: half burned, half to the Season Chest.
Unclaimed
90% back to the poster, same 10% fee.
Stacked
Three victims put three rewards on one head.
Wanted stars multiply hunter points
- ×1.0
- ×1.25
- ×1.5
- ×1.75
- ×2.0
×1.0 at one star up to ×2.0 at five. Hunter points decide the hunters' share of the chest.
- +1 star per successful poach, +1 when caught.
- At most 5 stars; each fades 48 hours after it was gained.
- Stars show on the board and over the thief's farm.
Sheriff track
- Deputy3 captures in a season
- Sheriff10 captures in a season
- Marshal of the Valleythe most captures in a season
Titles persist across seasons and show over your farm on the village map.
Badges
Badges are cosmetic: a frame on the farm sign and a line on the player card. They never change a number.
- Green Thumbpick 1,000 crops in a season
- Untouchedno successful raid against you all season
- Night Owl20 successful raids between 00:00 and 05:00
- Goose Whispereryour goose catches 25 raiders
- Most Wantedhold 5 Wanted stars at once
- Big Game Huntercapture a 5-star thief
- Good Neighborcover 10 clanmates' fields on night watch
- Final Harvestertop 10 on a Final Harvest day
A hunter's night
- 01Open the board: thieves sorted by reward, stars and time left.
- 02Pick a thief and raid their farm like any other target.
- 03Land it inside 24 hours: every open bounty on that thief (90% of each) + hunter points.
- 04Hunter points rank the season's hunters; the top hunters share 10% of the chest.
A poacher's night
- 01Open the village map: poachable crops glow on every neighbor's field.
- 02Pick a target (10 energy) and play the sneak.
- 03Success: crops move to your barn and your score. Caught: +1 star, energy gone, owner alerted.
- 04Stars put you on the board: every star makes you a richer target.
- 05Lie low until the stars fade, or keep raiding. Day 14: stolen crops count like grown ones.

Day 2 · 06:00Chest
The chest only pays what it holds.
Every Season Pass, half of every in-game purchase, half of every bounty fee and half of the creator fee land in one chest per season. When the season locks, the chest is split by the final ranking. It can never pay out more than players and fees put in.
- 100%Season Pass$2 in ETH from every farm
- 50%In-game spendingseeds, defences, energy, land, cosmetics (the other 50% burns)
- 5%Bounty feeshalf of the 10% fee on every bounty
- 50%Creator feethe token's trading fee, split by the FeeSplitter contract
Where the chest goes
- Top 100 farms60%
by Harvest Score, on a curve
- Top clans25%
by each member's contribution
- Bounty hunters10%
by hunter points
- Next season5%
seeds the next chest
Chest calculator
Illustrative, not a forecast. Season Pass value + the chest's half of the creator fee over 14 days.
- Chest from these two inputs
- $28,900
- $10,000 + $18,900
- Farm pool (60%)
- $17,340
- Your share at this rank
- $338
- 1.95% of the farm pool
The in-game spending share comes on top, paid in $BOUNTY. The chest never holds more than its inputs.
How a season pays out
Day 14 · 00:00 UTC
The leaderboard locks.
Day 14
The payout table is built from the final ranking: 60% farms · 25% clans · 10% hunters.
Day 14 → 15
A Merkle root is posted to SeasonChest behind a 24-hour timelock; guardians can halt a bad root.
Day 16
Claims open for 30 days: claim() with the proof shown in the Chest tab sends ETH + $BOUNTY to your wallet.
Day 46
Anything unclaimed rolls into the next season's chest.
Every day's leaderboard hash is committed on-chain, so the final ranking can be checked against 13 earlier commitments.
Day 2 · 08:00Calendar
Fourteen days, then a fresh field.
Every season ends on a date set before it opens. Latecomers are never late: the board resets and everyone plants again.
- 0
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
a leaderboard snapshot is committed on-chain at 00:00 UTC each day
- Day 0Season openspasses on sale · starter kits
- Day 1–13Farm, raid, defend, hunta leaderboard snapshot is committed on-chain at 00:00 UTC each day
- Day 14Final Harvestfor 24 hours raids cost half energy and every crop picked scores double
- Day 14 endLeaderboard lockspayout root posted
- Day 15Review window24 hours, guardians can halt
- Day 16Claims openfor 30 days
- Day 16+Next seasonopens 48 hours after the lock
Gone at season end
- Harvest Score
- Crops, energy, defences
- Bounties, Wanted stars
- Season Pass
Kept in the barn
- Cosmetics and farm skins
- Titles and badges
- Farm layout
- Clan membership
Day 2 · 10:00Village
Nobody farms alone for long.
Clans
- Founded with 5,000 $BOUNTY, up to 20 farmers.
- Night watch: members' geese cover each other's fields.
- Clan score = the sum of members' Harvest Scores.
- Top clans share 25% of the Season Chest, split by each member's contribution.
Creators
- Every theft and capture produces a shareable card with both farm names.
- Clip kit: replays of the sneak, one tap.
Partners
- Collab Seasons: a partner project adds a themed crop and tops up the chest; players see it on the map.
- Clan sponsorships: a partner backs a clan for a season.
Night Rat took 3 pumpkins from Sunpatch at 03:12
Bounty posted · 2,000 $BOUNTY · 24h
Day 2 · 11:00Trading Post
$BOUNTY buys reach, protection and style. Never a better success rate.
Nobody needs $BOUNTY to win a season. The pass and the starter kit are enough to poach, get poached, rank and claim.
Without $BOUNTY
- Season Pass (ETH) + starter kit: a 10×6 field, 24 seeds
- 100 energy a day
- Poach, get poached, rank, claim from the chest
- One free scarecrow
With $BOUNTY
- More field, up to 16×10
- Premium seeds (more score per hour)
- Guard goose, gate, lantern
- Energy packs (10 / 50 / 100)
- Post bounties
- Found a clan
- Cosmetics: skins, barns, goose hats
Price board
$BOUNTY- Premium seeds50 – 2,00050% burn / 50% chest
- Defences500 – 8,00050% burn / 50% chest
- Energy packs200 – 1,50050% burn / 50% chest
- More field (land)500 – 2,75050% burn / 50% chest
- Clan founding5,00050% burn / 50% chest
- Cosmetics300 – 20,00050% burn / 50% chest
- Bounty postingsmin 1,00090% hunter · 10% fee (split 50/50)
Prices are set in $BOUNTY when a season opens, published on /season, and never move mid-season.
Holder tiers · cosmetic + convenience only
Farmhand
100,000
- name badge on the village map
- 2 planting queues
Rancher
1,000,000
- everything in Farmhand
- barn skin, saved raid routes
Foreman
5,000,000
- everything in Rancher
- animated name plate, map filters
- preview of next season's map
Landmark
10,000,000
- everything in Foreman
- vote on next season's twist
- exclusive seasonal farm skin
Tiers are read from the wallet at each season open: no staking, no lock.
What $BOUNTY can never do
- change a raid's success rate
- add Harvest Score
- raise the daily energy refill
- change the chest split
- skip the grace window or the Sprout Shield
Contract facts
- Total supply
- 1,000,000,000 $BOUNTY
- Launch
- Robinhood Chain launchpad (Pons V2), fair launch, WETH pair
- Team allocation
- 0%
- Presale / private
- none
- Liquidity
- locked by the launchpad at launch
- Creator fee
- → FeeSplitter (50% chest / 50% team)
- Mint authority
- none (fixed supply)
Team plan: the launch-block buy is earmarked for the Season 1 chest and will be deposited on-chain before passes go on sale, with the transaction linked on /chest.
Why people buy it
- Every farm that wants more than the starter kit buys seeds, land and energy in $BOUNTY.
- Defences become the main sink once raids start.
- Bounties are posted in $BOUNTY (5% of each is burned).
- Clan founding and seasonal cosmetics.
- Holder tiers are read again at every season open.
- Season Chest payouts include $BOUNTY, so winners carry it into the next season.
- Collab Seasons buy $BOUNTY to theme their crops.
Supply only goes down
- 50% of every in-game $BOUNTY purchase is burned.
- 5% of every bounty (half of the 10% fee) is burned.
- Burns settle on-chain in batches every 10 minutes, to the dead address, visible on the explorer.
- 15% of the team half buys $BOUNTY back for the next season's chest.
- Nothing mints.
The loop that grows the chest
- 1More farms
- 2More spending on seeds, defences, energy
- 350% burned · 50% to the chest
- 4Trading volume on $BOUNTY
- 5Creator fee: 50% to the chest
- 6A bigger chest draws players
- 1
What players pay, and where it goes
- Season Pass ($2)every farm100% Season Chest
- In-game spendingplayers50% burn / 50% chest
- Bounty fees (10%)bounty posts50% burn / 50% chest
None of these is team revenue. Everything players pay inside the game burns or goes back to players through the chest.
Team revenue: the creator fee
Every trade in the $BOUNTY launch pool pays a fee the launchpad routes to the creator-fee recipient. That recipient is the FeeSplitter contract, not a wallet: about 2.7% of pool volume (70% of the 1% base fee + a 2% creator tax). Anyone can call claimAndSplit(): 50% to the current Season Chest, 50% to the team treasury (a 2-of-3 multisig).
Example: $100,000 of daily pool volume ≈ $2,700 in fees: ≈ $1,350 a day into the chest and $1,350 to the team.
- Development · game, art, audio, servers40%
- Creator program + marketing20%
- Buy back → next chest15%
- Operations + security reviews15%
- Reserve10%
B2B on top: Collab Season listing fees and clan sponsorships (20% placement fee) go to the team half. Published every month with transaction links on /token.
Chest scenarios · illustrative, not a forecast
- Season Passes sold
- 1,000
- Pass value ($2 each)
- $2,000
- Daily pool volume
- $20,000
- Creator fee to chest (14 d)
- $3,780
Low
- Season Passes sold
- 5,000
- Pass value ($2 each)
- $10,000
- Daily pool volume
- $100,000
- Creator fee to chest (14 d)
- $18,900
Mid
- Season Passes sold
- 20,000
- Pass value ($2 each)
- $40,000
- Daily pool volume
- $400,000
- Creator fee to chest (14 d)
- $75,600
High
Day 2 · 13:00 · Gazette
Valley Gazette
Season 0 edition · price: one turnip
Why farm games with a token keep going broke
- Rewards are priced in dollars but paid in a token from a pool the team filled in advance. When buyers slow down, each payout needs more tokens and the pool runs dry.
- Every day is a withdraw day, so the token absorbs a steady stream of sells from people cashing out.
- Entry fees and trading fees flow to the team wallet, while players are told the economy belongs to them.
- Play is solo. Nothing you own can be lost, so nothing happens that is worth telling anyone about.
- Automated farms soak up the faucet and real players are left with the scraps.
Faucet-style farming games vs Bounty Season
Bounty Season:Rewards come from what players spend and from what they steal
Bounty Season:The Season Chest only pays out what it already holds
Bounty Season:Claims open once, when the season ends
Bounty Season:Neighbors are threats and targets
Bounty Season:Season Pass: 100% to the chest; creator fee split 50/50 by contract
Bounty Season:Pass + skill sneak + one farm per wallet, day one
Bounty Season:Every season ends on a date set before it opens
People don't share their crop totals. They share the night someone stole their pumpkins, and the bounty that got the thief back. Theft gives a farm stakes, stakes give players stories, and stories travel. The economy stays honest because the Season Chest is filled by what players spend, and it can never pay out more than it holds.
Day 2 · 15:00Toolshed
The server decides. The chain keeps the receipts.
Farm state, timers and raid scoring run on a server-authoritative game API. Money, burns, daily leaderboard roots and payouts live in four contracts anyone can read.
How the pieces talk
Game client
Phaser 3 · Vite · TypeScript · DOM pixel UI
Game API
server-authoritative timers, raids, bounties, scores
Ledger database
farm state + the score ledger
Settlement worker
burns + the chest, every 10 minutes
Chain indexer
passes, deposits, claims
Robinhood Chain
- SeasonPass
- FarmVault
- SeasonChest
- FeeSplitter
- $BOUNTY
Contracts
SeasonPass
- buy(seasonId) payable: one pass per wallet per season
- price fixed in ETH when the season opens (≈ $2)
- forwards 100% to SeasonChest.fund(seasonId)
FarmVault
- deposit(amount): $BOUNTY into the game balance
- settle(batchId, spent): every 10 min; 50% dead address, 50% SeasonChest; daily cap
- withdraw(amount, deadline, sig): unspent balance only, daily cap + hourly circuit breaker
- the game token can never be rescued out of the vault
SeasonChest
- fund / fundToken: ETH and $BOUNTY, per season
- commitDaily(seasonId, day, root): leaderboard hashes
- postPayout(seasonId, root): 24 h timelock, guardians can halt
- claim(seasonId, eth, tokens, proof)
- rollover(seasonId): unclaimed after 30 days → next season
FeeSplitter
- the launchpad's creator-fee recipient
- claimAndSplit(): anyone can call; 50% chest, 50% team
- the split is constant; changing it takes a 24 h timelock
What you can check, and what runs fast
On-chain · anyone can verify
- Season Pass purchases
- Season Chest balance (ETH + $BOUNTY), per season
- Burns, settled every 10 minutes
- Creator-fee split (50/50)
- Daily leaderboard roots
- Final payout root + claims
- Guardian pauses and every admin change (timelocked)
Server · fast, validated
- Farm state and timers
- Sneak scoring
- Theft log and bounties
- Harvest Score ledger
- Clan scores
- Anti-cheat signals
Attacks, and what stops them
The browser sends inputs, never outcomes. Raid tokens are single-use and expire in 30 seconds.
Runs are scored from the input trace; machine-regular timing or impossible paths void the run.
Raids between wallets on one network score zero; repeated raids between one pair decay.
Posters can't claim their own bounty; network-linked wallets can't claim each other's.
Each raid after the 5th on one farm in a season scores less; 3 raids per farm per day.
Sprout Shield: new farms can't be raided for 24 hours.
One farm per wallet per season, a pass per farm, 60 actions a minute, a human check before the first raid each day.
Final-minute raids still resolve, but can't be retried.
Flags pause a farm's scoring until a person reviews it; every review is logged.
Admin controls
- Two guardians can pause any contract at once; a pause ends by itself after 72 hours.
- Raising limits, changing keys or the fee split waits 24 hours in a public timelock.
- The operator key settles batches and posts roots, but can never move chest funds except through a timelocked payout root.
- Backing check after every vault change: tokens held always cover player balances + the chest's share.
- Hourly circuit breaker on vault withdrawals.
- Contracts reviewed before mainnet; addresses and verified source linked from the docs.
Stack
- Game client
- Phaser 3, Vite, TypeScript
- Game API
- Node.js, server-authoritative
- Data
- managed Postgres (state + ledger)
- Chain
- Robinhood Chain (EVM, chainId 4663)
- Contracts
- Solidity: SeasonPass, FarmVault, SeasonChest, FeeSplitter
- Site
- Next.js, React, Tailwind
Day 2 · 17:00Planting Plan
Ship the game, then the curve.
Phase 1 · MVP
weeks 1–3
- Farm loop: walk the farm, hoe / water / plant / pick per tile, 8 crops, coop
- Ripeness clock + village map with ripe glows
- Sneak v1 + guard goose, scarecrow, fence
- Theft log + 1-hour revenge raid
- SeasonPass, FarmVault and SeasonChest on a test network, then mainnet
- Season 0: a 7-day practice season with a chest the team funds (no token needed to play)
- Landing page, docs, public chest page
Phase 2 · Growth
weeks 4–10
- $BOUNTY launch on the Robinhood Chain launchpad
- FeeSplitter set as the creator-fee recipient at launch
- Season 1: a full 14-day season with the full chest split
- Bounty Board, Wanted stars and hunter points
- Clans, night watch and clan score
- Daily leaderboard roots on-chain
- Shareable 'Poached!' and 'Captured!' cards
- Web push notifications + mobile layout
Phase 3 · Upgrade
months 3–5
- Animals 2.0: cows, pigs, sheep; feed from the silo
- Gates with a lockpick step, night lanterns, weather
- Seasonal maps: autumn, winter and spring palettes
- Collab Seasons with partner crops
- Clan sieges: weekly clan-vs-clan raid nights
- Replays + a clip kit for creators
Phase 4 · Ecosystem
months 6–12
- Regional villages (more maps, the same chest rules)
- Holder vote on each season's twist
- Public leaderboard API for partners
- Crafting chains (mill, bakery, dairy) feeding score
- Tournament seasons with partner-funded chests
Launch day
T-24h
Season 1 rules + chest contract published
T-1h
Final check: FeeSplitter set, vault caps set
T-0
$BOUNTY live on the launchpad (WETH pair)
T+5m
Contract address posted on @bountyRH + this site
T+1h
Season Passes on sale; the team deposits the launch buy into the Season 1 chest (planned)
T+6h
First 'Most Wanted' board posted
T+24h
First daily leaderboard root on-chain
T+48h
Chest size + burns recap
Before the token
- To do: Claim bountyseason.com, @bountyRH, github.com/bountyseason
- To do: Landing page, docs and public chest page live
- To do: Season 0 playable for a week before the token exists
- To do: Contracts reviewed; addresses verified on the explorer
- To do: FeeSplitter deployed and tested on a mainnet fork
- To do: Creator kit: 10 raid clips, 3 theft cards, goose GIFs
- To do: Season 1 rules and prices published on /season
- To do: Launch post drafted with the contract address slot
Weeks 1–2 after launch
- Daily: the Most Wanted board + the biggest poach.
- Every 2–3 days: a new defence or crop drop.
- Day 7: clan recruitment push + night watch launch.
- Day 13: Final Harvest countdown.
- Day 14: Final Harvest stream, leaderboard lock.
- Day 16: claims open, payout recap with tx links.
Growth levers
- Theft is content: every poach produces a card with both farm names, made to be posted and argued about.
- Bounty Board drama: public prices on public thieves.
- Clans recruit for us: clan score needs members.
- Every season is a fresh start, so latecomers aren't late.
- Collab Seasons bring a partner's community in.
- Creator program paid from the marketing share.
Day 2 · 19:00Farm Log
What we decided, what we watch, what could go wrong.
Honest take
What works
- The core loop creates stories by itself: a theft has a victim, a thief and a price.
- The chest is closed-form: it can only pay out what passes, spending and fees put in.
- Seasons restart the board, so a late player has the same shot as an early one.
- Season 0 ships before the token: the game has to be fun with nothing at stake.
- Theft can feel bad. If losing crops stops being funny, players leave; the grace window, the 30% cap and the Sprout Shield are there to keep it painful, not ruinous.
- Scores are computed on our server. The daily roots make the ranking checkable, but players still rely on the game API between commitments.
- Automated farms will try anyway; the rules raise their cost, they don't make it zero.
- Every number here is a tunable default. Season 0 is where they get tested before real money is involved.
- Play-to-win fatigue is real: if the farm isn't fun on its own, no chest fixes that.
What we watch (targets by the end of Season 1)
- Season Passes sold
- 5,000
- Daily active farms
- 2,000
- Raids per day
- 10,000
- Bounties posted per day
- 500
- Cards shared per day
- 1,000
- Claim rate within 30 days
- > 80%
- Farms returning for Season 2
- > 40%
- Chest size and daily burns
- tracked on /chest
What we deliberately don't chase
- The token's daily price
- Follower counts
- Wallets that connect and never plant
- Raid volume from farms that never get raided back
Decisions (T = tunable default)
Poaching + bounties as the core loop
Stakes make stories; stories travel
Season Chest, not a faucet
It can only pay what players and fees put in
Season of 14 days (T)
Long enough for rivalries, short enough to restart
Season Pass $2 in ETH (T)
A cost per farm against alts; 100% goes to the chest
Spending 50% burn / 50% chest (T)
Every purchase shrinks supply and grows the rewards
Creator fee 50/50 through FeeSplitter (T)
Trading volume funds players, visibly, on-chain
Grace window 30 min (T)
Active players never lose a crop to a short delay
A poach takes 30% of the poachable crops (T)
Painful, not ruinous
Defence cap 75%
No farm untouchable, no raid free
Bounties last 24 h, 10% fee (T)
Urgency, plus a small sink
Chest split 60/25/10/5 (T)
Farms first, clans second, hunters paid, next season seeded
Claims only at season end
No daily stream of sells
Unspent deposits withdrawable (daily cap)
Players' own tokens are never trapped
Holder tiers cosmetic only
Fair raids are the product
Pixel 2D, server-authoritative
Fast to ship, hard to cheat
Guard goose as the signature defence
A real farm guard with built-in comedy
Season 0 before the token
Ship the game, then the curve
No NFTs at launch
Focus; cosmetics live in-game
Why this is hard to copy
The social loop is the format
Poach + bounty turns a farm into a neighborhood with grudges. A clone can copy the crops; the history between players doesn't come with it.
Stories as distribution
Every theft and capture produces a card with both farm names. Distribution is a game mechanic, not ad spend.
An economy that survives scrutiny
The chest can't pay more than it holds, every batch and daily root is on-chain, and the fee split is a contract.
Seasons as recurring launches
Every 16 days the board resets. New players are never late, and each season brings a new wave of passes.
Switching costs
Clans, titles, badges and rivalries persist across seasons. Leaving means leaving your reputation behind.
Craft
Cozy pixel art, slapstick geese, and a sneak that is fun with nothing at stake, on a server-authoritative stack cheaters can't shortcut.
