v0.1Robinhood Chain

Walk in with somebody.

A meadow, a pond and a quarry, shared with whoever else is standing there. Your critters do the work while you talk. What they bring back sells for gold.

Six to meet
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Six crittersA meadowAnd other peopleForage · fish · digSix crittersA meadowAnd other peopleForage · fish · dig

The wardrobe

Five pieces and a name.

Both are permanent. There is no rename and no changing your face later, so the fitting room is the one screen worth slowing down on. Said here rather than after.

In the mirrorBeekeeper

1,728 combinations. It is unlikely you will meet your twin.

Start from one of the keepers on the board

Then change any layer

skinFair
eyesBlue
outfitSun
hairBlond
hatStraw
Take it through the doorThis mirror saves nothing.
The other five

They are out for a walk. They stop when they feel like it.

The six

Every critter is good at one thing.

Send one to the job it likes and it brings back half as much junk. Send it anywhere else and it still works — it just finds more boots.

No. 001Moss

Mossit

A ball of moss that learned to walk. Rolls into thickets and comes out full of berries.

Best at
Foraging
Leaves in its nest
Moss tuft
No. 002Tide

Tidlet

A drop that refused to fall. Sits on the bank and talks the fish into the net.

Best at
Fishing
Leaves in its nest
Pearl
No. 003Ember

Wickit

A newt with a wick for a tail. Lights the quarry so the ore shows.

Best at
Digging
Leaves in its nest
Candle stub
No. 004Stone

Cobbl

A hedgehog made of gravel. Digs by rolling, which is faster than it looks.

Best at
Digging
Leaves in its nest
Flint
No. 005Spark

Buzzlet

A moth that hums with static. Hovers over the pond and stuns whatever rises.

Best at
Fishing
Leaves in its nest
Wing dust
No. 006Gale

Pufflin

Part puffin, part cloud. Shakes the high branches nobody else can reach.

Best at
Foraging
Leaves in its nest
Down feather

Two places to stand in

One you share. One nobody can follow you into.

The meadow46 × 36 tiles

Everyone lands at the meeting stone. The trader and the hatcher keep the huts to the north, the angler keeps the pond, the warden keeps the west gate.

  • the thicket foraging
  • the pond fishing
  • the quarry digging

Twelve spots, three critters each, from anybody. Wild critters wander the lawn; they are scenery.

Your den

Through the west gate: a house that is not open yet, a pond, and a row of nests.

Every critter leaves one keepsake in its nest a day. The notice board collects the whole row at once.

At the pond, right now

The loop

Send, wait, sell.

This is the part that is finished, and you can try it right here with the clock sped up. In the meadow a forage takes about two minutes — a thing you start, then go and talk to somebody.

  1. 1Pick a critter and send it to a spot. It walks there and works on its own.
  2. 2Most of what comes back is junk. That is normal, and the right critter at the right spot halves it.
  3. 3Sell to the trader. He pays gold up to a daily limit and takes the junk for nothing, which is the point.

Pick one

Mossit
Best at foraging · waiting
Bag 0 / 80.00 gold
  • Nothing brought back yet.
Do it for real

Nothing here is saved. The real bag, gold and clock are server-side.

The token

Turning gold into $CRITTR

Gold never leaves the game. What leaves is $CRITTR, out of a contract the token fills on its own. You cash gold out at the bank and claim it from your own wallet, whenever suits you.

Not open yet

Nothing below has happened once. It is written down so the gold in your bag has a reason, and so the first window is not the first you hear of it.

What exists and what does not
  1. 01

    Play, and the trader pays gold

    Your critters forage, fish and dig; you sell what they bring back. Gold is the score, and it is kept whether or not you ever touch a contract.

  2. 02

    Cash gold out at the bank

    Press B anywhere in the meadow. Gold is spent and the same amount is added to what the payout contract owes you, at the rate written on the panel.

  3. 03

    Claim it to your own wallet

    The game signs a note saying what you have earned in total; your wallet sends it to the contract. No queue, no window to be awake for, and the game never sends a transaction for you.

  4. 04

    The contract fills itself

    Every $CRITTR trade through a pool pays 3% into it, and hatching an egg sends 50% of its fee back. The people trading fund the people playing.

The rate is set by whoever runs the game and can change; the panel always shows the one in force, and what you have already cashed out is not affected when it moves. A claim can only pay what the contract is holding. Nobody running this will ever ask for your seed phrase or quote you a rate in a private message.

One sentence signed. Nothing moves.

The door is a wallet signature, not a transaction. Nothing is spent and nothing leaves the wallet. Close the tab and you are signed out; your keeper, your critters and your bag are kept.

1111 eggs, later.

When the collection exists, one egg is the whole of what the door asks, and every hatched egg is one critter that follows you. Today a wallet is enough and every new keeper picks a starter. Said now so it surprises nobody later.

Everything the game does today

The door is a signature, not a transaction. Nothing is spent and nothing leaves the wallet. Sign, pick your pieces, walk in.