The

CROOKS

Every raid posts its odds before you sail

Take the sloop and eat tonight. Take the treasure fleet and you might not come back.

Crook
The currency
777
Crooks
Open
The board
Solana
Chain
The Harbour
Hidden Cove
The Reach
Somebody owns all of it

Every cove, every port, every shipping lane already has an owner. That is not a problem. That is the map.

See tonight's raids
▶
The trailer · 1:13
What a night looks like

Shot in-world, not in a trailer suite. The boarding, the chase and the night it went wrong. Nothing to hide behind.

Open the board
▶
The boarding
▶
The chase
▶
The storm
First look

Nobody sails alone

Every Crook signs on with a role. Stack five navigators and you have a boat, not a crew. Cover each other and you take ships you have no business taking.

80 drawn. 777 when the crew is full.

See the full crew
The odds are on the board

Hit chance, haul range, and what it costs when it goes wrong — posted before you commit. After that it is nerve: which ship you take, and when you break off.

Tonight's raidsBounty 12%
> four ships tonight. odds are posted before you commit.
Open the full board
Token first everything follows

Nothing is asked for before it exists. The rest goes up on X the moment it is locked.

The Token
Phase 01

One token, fair launch, fixed supply. No mint to wait for, no allowlist to beg for.

The Crew
Phase 02

777 Crooks drop to holders. Not a mint you buy your way into. You hold, you get one.

The Voyage
Phase 03

Raids go live on mainnet. The board starts paying real Crook, and everything you spend starts burning.

The Crew
The roster fills before the ship sails.
0 of 777 drawn
697 still out there. Every one of them is a full render, not a trait shuffle.
The crew

One body. Eighty ways to wear it.

Same build, same stare. The hat, the patch and whatever is in the mouth is how you tell them apart.

Holding Crook at the snapshot is what puts one of these on your wallet. No mint, no allowlist.

The Raid Board
Odds are posted before you commit.
Live demo

The raid board

Hit chance, haul range and what it costs when it goes wrong — posted before you commit. Connect a wallet and take a ship. The roll is sealed before you choose.

Tonight's raidsBOUNTY 12%

These are sea trials. Every roll is made on our server and signed before you pick a ship, so it cannot be tuned against you. You start with 2,000 Crook. The safe ships pay small and cost you a lot when they miss — that is what makes 92% worth taking and what makes breaking off a real decision. Crook won on the board is a leaderboard score. Raids settle in real Crook on mainnet in phase 03.

The long haul

Top hauls across everyone sailing tonight.
Loading the log…
> four ships tonight. odds are posted before you commit.
Demo runs on test crews and house powder. On mainnet every raid costs Crook and pays Crook.
Crook
One token for every raid, repair and rank.
The currency

Crook

One token for every raid, repair, rank and set of colours. Fixed supply on Solana.

Tokenomics
TBA

Fair launch. No presale, no team allocation, no allowlist. What you see on chain is all of it.

Fair launch

No presale. No private round. Same entry as everyone.

Fixed supply

Minted once. Nothing after that.

On chain

Everything verifiable. Nothing to take on faith.

Supply

Everything you spend goes over the side

Rewards are capped. Burning is not.

≈
Careen the hull

Scrubbing your Bounty down burns every token it costs.

✚
Arm the ship

Rank and guns cost tokens and give none back.

◆
The Black Market

Flags, coats, colours. Bought and burned.

✖
Bribe the governor

Get taken and part of the bribe never comes back.

THE EBB TIDE

Four straight weeks of burns beating emissions and the daily rate drops for good. It never goes back up. The harder the water gets worked, the less there is to go around. Rates land with the tokenomics.

The Crew Drop
777 crooks. Held, not minted.
Phase 02

The crew drop

777 Crooks go out to holders. There is nothing to mint and nothing to win a spot in. Hold Crook, get a Crook.

How the drop works
Crooks777
ChainSolana
PriceNothing. You hold, you get one.
Who gets oneCrook holders on the snapshot
SnapshotAnnounced on X, not before
Wallet limitOne Crook per wallet
After the dropYour Crook runs the raids
Burn rates and raid economics go public before the board goes live on mainnet. Mechanics are still in development and can change. None of this is financial advice.
Buy Crook
The Manifest
Where we send it when the crew drops.
The manifest

Put your name down

The manifest is how we find you when the crew drops. Holding is what counts. This just means we know where to send it.

Berths
777
Per wallet
One
Cost
None
—
Your berth

Written down. Holding Crook at the snapshot is what fills it.

We never DM first. We never ask you to sign anything. Ever.
Questions
Short answers. No pitch.
Questions

Ask it straight

No. The token launched first and the 777 Crooks go to holders. Nothing to buy your way into.
Not to look. The board is open to everyone right now. When raids go live on mainnet, a Crook is what runs them.
What you see is what you get. Posted before you commit, unchanged after. That is the whole game.
Every raid puts a bigger price on your head. High Bounty means better hauls on offer and a worse night when a boarding fails. Burn Crook to scrub it down.
Because a token you can hold and a board you can play beats a roadmap you have to believe. The rest gets built in the open.
That is where the water is. Cheap enough to raid all day, fast enough to settle before you are clear.
The Articles
Everything, in the order it matters.

Overview

Crooks is a raid game on Solana with a fixed supply, no team allocation, and an economy that burns more than it pays.

The supply can never grow. Win a raid and you are paid, in full, from the pool. Everything spent in the game is destroyed.

Most game tokens die the same way: they print rewards until the reward is worthless. This one cannot print. That constraint is enforced at the contract level, not by policy, and everything else in the design follows from it.

A player picks one of four ships. Before committing, the board publishes the hit chance, the payout range and the cost of failure. Those figures are fixed at the moment of commitment and cannot be altered afterwards. The outcome is determined by a server-side roll that is cryptographically sealed before the player chooses, and fully verifiable afterwards.

Two assets exist. Crook is the fungible token that raids pay out in and that every sink consumes. The Crew is a set of 777 characters distributed to holders, not sold.

The odds are published before you commit, the roll is sealed before you choose, and 171 raids of live play have already been measured against the published rates. This is not a roadmap with a render attached — it is a working machine with the parts that are still missing listed by name at the bottom of this page.

0%
Team allocation
0%
Presale
Fixed
Supply, forever
100%
Of sinks burn

The board

Four ships, each with published odds and a fixed cost of failure.

ShipHitPayoutCost of failureExpected value
Fishing Sloop92%40–90700+0.5%
Merchant Brig78%120–260680−0.2%
Spice Galleon54%500–1,2001,000−0.1%
The Treasure Fleet23%2,500–9,0001,720−0.1%

Expected value is calculated as p × mean payout − (1 − p) × cost, expressed as a percentage of the amount at risk. All four ships sit within half a percent of neutral. There is no ship that is mathematically correct to spam, and no ship that is a trap.

Read that column again. There is no house edge to grind against. What differs between the ships is variance, not expectation: the sloop wins nine times in ten and pays a rounding error, and one failure erases a dozen wins. The treasure fleet fails in more than three quarters of attempts and pays up to 9,000 when it does not.

That is deliberate. A board where one ship is mathematically correct is solved on day one and dead on day two. This one cannot be solved — only played well or played badly. The skill is knowing how much variance to hold and when to walk.

Rate limiting

Raids are limited to one per wallet per 15 seconds, enforced server-side. This was added after live data showed a single wallet completing 168 raids in ten minutes, which turns a leaderboard into a measure of click rate rather than judgement.

Measured against live play

Across 171 raids played by real users, observed hit rates came in at 90.0%, 89.7%, 56.8% and 25.7% against published rates of 92%, 78%, 54% and 23% — every one inside the expected band for that sample. The board does exactly what it says on the tin, and the raid log is public so anyone can re-run the numbers.

Verifiable outcomes

The roll is generated server-side and is provable after the fact using a commit–reveal scheme.

Generating outcomes in the browser is trivially manipulated by the player. Generating them on a server requires trusting the operator. This implementation removes the second requirement.

Protocol

  • Commit. Before the player selects a ship, the server generates a 72-character random seed, stores it privately, and returns sha256(seed) together with a nonce. The outcome is now determined and cannot be changed by any later input.
  • Choose. The player selects a ship. The choice enters the digest but cannot influence the already-committed seed.
  • Reveal. The server returns the raw seed alongside the result. The player verifies that its hash matches the value received at commit time, then recomputes the roll independently.
roll = sha256( seed : wallet : ship : nonce )
    first 8 hex characters → integer → mod 10000 → ÷ 100

win condition: roll < published hit rate
payout amount: next 8 hex characters of the same digest, mapped onto the ship's range

Both the committed hash and the revealed seed are printed on the board after every raid. A player who finds a mismatch has proof of manipulation, and the entire raid history is queryable, so the claim is checkable by anyone rather than only by the person who made it.

Worked example

Every value below is real. Paste the command into a terminal and you will get the same digest.

shown at commit
seed_hash = 35c7db96b9f7e569e858cf42cc42cf74e30cfc5b439b883fbba4bb30144584f6
nonce     = 614829357

player picks ship 3 — The Treasure Fleet, 23%

revealed after the raid
seed = 3f9a1c7e-2b84-4d16-9c05-7ae3f0d21b48-5c6d9e01-77af-4b23-a8e5-1d2f6b90c4aa

step 1 — does the seed match what you were shown?
echo -n "$SEED" | sha256sum
→ 35c7db96b9f7e569e858cf42cc42cf74e30cfc5b439b883fbba4bb30144584f6  ✓

step 2 — recompute the roll
echo -n "$SEED:7xKXtg2CW87d97TXJSDpbD5jBkheTqA83TZRuJosgAsU:3:614829357" | sha256sum
→ 05c06d21 d527466a 1eb6ddfc60fe6a0584305c24fb128ab3a3e624b724465d20

0x05c06d21 = 96 731 425  →  mod 10000 = 6929  →  roll 69.29
69.29 ≥ 23  →  boarding failed

had it landed, the haul would have come from 0xd527466a → 7,851

The player lost that raid. The point is that they can prove the house did not decide it after seeing the choice — the seed was committed before the ship was picked, and the arithmetic is reproducible by anyone with a terminal.

Scope

This proves the operator cannot select outcomes after seeing a player's choice. It does not make the game trustless in the on-chain sense: the seed is generated by our server, and a dishonest operator could in principle generate many seeds and publish a favourable one. Grinding of that kind is detectable in the aggregate, and the full raid log is public for exactly that reason.

Token model

Fixed supply. No emissions. Payouts are funded by trading fees, and every sink burns.

Supply and distribution

1,000,000,000
Total supply
100%
To open market
0%
Team allocation
0%
Presale

Crook launches on a bonding curve with the entire supply available to the market. There is no presale, no private round, no team allocation, no vesting schedule and no locked treasury. Every token in existence is acquired the same way by everyone, including us.

The mint authority is revoked at launch. Supply can never increase. This is the single most important constraint in the model, because it rules out the failure mode most game economies die from: printing rewards until the reward is worthless.

Where payouts come from

If supply cannot grow, winnings have to come from somewhere real. They come from trading fees. You never buy your own winnings. Win 4,000 Crook and 4,000 Crook lands in your wallet — the pool it comes out of is what we fill, from fees, by buying on the open market.

Trading fees→Buy Crook on market→Raid pool→Paid to winners

A share of the creator fees generated by trading is used to buy Crook on the open market, and those tokens sit in the raid pool waiting to be won. Players take nothing to the table but a decision: win and the payout is theirs, lose and the stake burns. There is no faucet, no emission schedule and no treasury unlock — only volume converting into buy pressure, and buy pressure converting into prizes.

Why it compounds

01

Volume generates fees. Every trade, in either direction, adds to the pool.

02

Fees buy Crook. The pool is filled by market buys, not by minting. Supply pressure is upward before a single prize is awarded.

03

Prizes pull players in. Winners are paid the full haul out of that pool. A funded board is a reason to hold a Crook and a reason to come back tomorrow.

04

Play burns supply. Losses, repairs, Bounty scrubs and the black market all destroy tokens permanently.

05

Burns raise the ceiling. The Ebb Tide converts total burn into permanently larger hauls, which feeds straight back into step 03.

Every loop through that cycle leaves the supply smaller than it started. Nothing about it depends on new buyers arriving to pay old ones — it depends on the board being played, and the board is designed to be worth playing whether the chart is green or red.

Not yet fixed

The exact percentage of fees routed to the pool will be published here as a number, not a range, before raids settle in real Crook. We would rather leave a blank on this page than fill it with something we might change.

Sinks

Every use of Crook inside the game removes it from circulation permanently. Nothing recycles back into a treasury.

SinkFunction
Failed raidStake is forfeited and burned
Bounty scrubBurn to reduce the price on your head
Careen the hullRepair after a failed boarding
Arm the shipRaise odds on the next raid
The black marketPurchase equipment and cosmetics
Bribe the governorClear Bounty outright

Losses burn. Winnings are bought. Both arrows point the same way. Net supply falls whenever players lose more than the pool pays out — and with the board at neutral expectation, a rate limit in place and variance doing what variance does, that is the ordinary state of the game rather than the exception.

There is no scenario in this design where the answer to a problem is to print more Crook. That option does not exist.

The Ebb Tide

A fixed share of every burn is recorded against a running total that never resets. As it grows, payout ranges step up in fixed increments. It is a ratchet: it moves in one direction only.

Every token destroyed makes the board pay more for everyone still on it, permanently. Early burn is not lost value; it is the floor under every raid that comes after it. A player who arrives in month six inherits the ceiling that month one paid for.

Not live

The Ebb Tide is specified but not implemented. It does not affect the current board.

Fee disclosure

Trading Crook generates creator fees which accrue to the project. Part funds the raid pool as described above; the remainder funds development and is not disclosed as a fixed split at this stage. We would rather state that plainly than publish a chart that implies more precision than exists.

The Crew

777 characters, distributed to holders. Not a mint.

There is no public mint, no allowlist and no separate purchase. Distribution is by snapshot of Crook holders. You cannot buy a place in the queue, because there is no queue to buy. Hold the token, get the character.

That also means we make nothing at issuance. The crew is not a second revenue event bolted onto the token — it is what the token is for.

777
Total crew
80
Drawn to date
697
Remaining
6
Legendary + gold

Each character is an individually produced render rather than a script-assembled combination of trait layers. This is why the count rises gradually and is stated as work completed rather than as a launch-day total. The counter on the crew page reads directly from the asset list and cannot show a number we have not produced.

Rarity tiers are visible before distribution: common, rare, silver, gold and three legendaries. There is no hidden reveal and no randomised pack sale.

Bounty

A per-wallet risk multiplier that rises with activity and is only reduced by burning.

Every raid increases Bounty: a successful boarding by a small amount, a failure by a larger one. Bounty is capped at 96%. Higher Bounty raises the payout ranges offered to that wallet and simultaneously increases what a failure costs. It is a voluntary leverage dial that the player cannot lower except by spending Crook.

The purpose is to prevent an equilibrium where the correct strategy is to grind the safest ship indefinitely. As Bounty climbs, that strategy stops being safe.

Parameters

Every constant the game runs on, in one place.

ParameterValueNotes
START_BANK2,000Opening balance for a new wallet
COOLDOWN_MS15,000Minimum interval between raids, server-enforced
BOUNTY_WIN+4Percentage points added on a successful boarding
BOUNTY_LOSS+11Percentage points added on a failure
BOUNTY_CAP96Maximum Bounty percentage
LOSS_FLOORbalanceA loss is capped at the wallet's balance; a wiped player can still sail the sloop
SEED_LENGTH72 charsTwo concatenated UUIDv4 values
DIGESTSHA-256Roll from bytes 0–3, payout from bytes 4–7
ROLL_RANGE0.00–99.99Integer mod 10000, divided by 100
CREW_TOTAL777Fixed. Berth number is derived from the wallet address
SUPPLY1,000,000,000Fixed at launch, mint authority revoked

These are the values the server actually runs. When one changes, it changes here and in the changelog below on the same day.

How it runs

Thin client, authoritative server, public log.

ClientStatic site. Holds no game logic and no secrets. It can be read, edited or replayed by anyone without affecting a single outcome.
WalletRead-only connection. The site reads a public key to identify a crew record. It never requests a signature, never requests a transaction, and cannot move funds.
Edge functionGenerates seeds, enforces the cooldown, resolves raids and writes state. Runs with privileges the client does not have and never exposes an unresolved seed.
DatabasePostgres with row-level security. Crew records, the full raid log and the leaderboard are readable by anyone. Seeds are readable by nobody until the raid they belong to is resolved.

The separation is the point. A player cannot forge a result because the result is not computed where they are, and the operator cannot revise one because the commitment is published before the choice. The public raid log means every claim on this page is auditable after the fact rather than on trust.

Never asked for

Crooks does not request transaction approval, token approval, or a signature of any kind to play. If a site claiming to be Crooks ever asks you to sign something, it is not us.

Changelog

What shipped, in the order it shipped.

v1.3Sea trials opened to everyone without a token. Leaderboard reset to a clean slate.
v1.215-second cooldown added after live data showed a single wallet completing 168 raids in ten minutes.
v1.1Board rebalanced. Failure costs raised to 700 / 680 / 1,000 / 1,720 and the opening bank to 2,000, bringing all four ships within half a percent of neutral expected value. The previous values left every ship positive-expectation, which made the leaderboard a measure of persistence rather than judgement.
v1.0Raid board live with commit–reveal verification, persistent per-wallet state and a public leaderboard.

v1.1 is worth reading twice. We shipped a board where every ship was profitable to grind, caught it in simulation over 50,000 hands, and changed the numbers before anyone could build a position on the mistake. That is what the changelog is for.

Current state

What is shipped and what is still being built. A build log is worth more than a roadmap.

In buildRaid board with published odds, server-side rolls and commit–reveal verification. Built and tested; opens shortly.
In buildPersistent per-wallet state and a shared leaderboard.
Live80 of 777 crew drawn, with rarity tiers published.
LiveManifest registration, one berth per wallet.
In buildFee routing to the raid pool, and the published percentage.
In buildRaids settling in real Crook on mainnet rather than leaderboard score.
In buildCrew snapshot and distribution.
In buildBurn sinks: repairs, arming, black market, governor.
In buildThe Ebb Tide ratchet.

Most projects ship a landing page and a promise. This one has a working board with verifiable outcomes, 80 finished characters, persistent state and a leaderboard — before the token exists. Everything above the line is shipped. Everything below it is named, dated by intent, and checkable against this page later.

Risk

Crook is a game token, not an investment, a share of anything, or a claim on revenue. Its price can go to zero. The raid pool is funded by trading activity, so payouts scale with volume and fall to nothing when volume does. Mechanics described here as pending may change before they ship. Nothing on this page is financial advice.

Open the board