HEIST

Documentation

How HEIST works

Everything about the vault, crews, guards and payouts, in plain language. The contracts are the final word; this page explains them.

Overview

HEIST launches through Programmable as one native ETH / HEIST Uniswap v4 pool. The pool's own hook sets aside 0.3% of every swap, in ETH, and sends it to a vault. A separate game contract holds that vault and runs rounds: crews commit HEIST to try to raid it, guards stake HEIST to defend it.

The rules are deterministic: there is no lottery and no randomness to manipulate. The top crew wins if, and only if, its score beats the guards' defense when the round is resolved.

A round, step by step

Commits open
Days 1–3
Late window
Last 2 hours · half weight
Resolve
Anyone · earns 0.5% tip
Getaway
24 hours · winners wait
  1. The round opens. Rounds last 3 days and run back to back.
  2. Crews commit. Each wallet can commit once per round, to one crew. 1% of the commit goes to the vault as a join fee.
  3. Late window. Commits in the last 2 hours count at half weight, so last-second snipes are expensive.
  4. The round ends. Commits close. Anyone can call resolve and earn a 0.5% tip from the vault.
  5. Settlement. Guards take 10% of the vault. If the leading crew beats the defense, it takes the rest. If not, every crew loses 10% of its commit to the guards.
  6. Getaway. Winners wait 24 hours, then claim their commit plus their share of the loot. Everyone else can claim right away.

Crew scoring

Each member adds √(their commit) to their crew's score (half that during the late window). Square roots reward breadth over size:

WhoCommitsScore
One whale10,000100
Ten friends1,000 each316
Fifty friends1,000 each1,581

The guard defense is √(total guard stake). Against 100,000 staked (defense 316), the whale would need more than 100,000 alone, but ten friends need just over 1,000 each. Crews have at most 50 members and the minimum commit is 1,000 HEIST. Scores in the app are shown in whole-token units.

Guards

  • Stake any amount of HEIST. Your stake raises the defense for every round while it is staked.
  • Guards share 10% of the vault every round, in proportion to stake, paid in both vault currencies.
  • When a heist fails, guards also share the 10% slashed from every crew's commits.
  • To leave, request an unstake. Those tokens stop earning and defending immediately, and unlock after one full round (3 days).
  • Stake changes are frozen between a round ending and its resolution, so nobody can stake after seeing the result.

Resolving a round

Rounds don't settle by themselves. After a round ends, anyone can call resolve (there is a button on the Play page) and receive 0.5% of the vault as a tip. Rounds are resolved oldest first, one per call.

Claims and the getaway

OutcomeYou get backWhen
Your crew wonYour commit + your share of the loot24h after resolve
Another crew wonYour full commit (after the 1% join fee)Right away
Heist failedYour commit minus 10%Right away

Loot is split among the winning crew in proportion to each member's commit.

Fees

FeeAmountGoes to
Vault fee0.3% of every swap, in ETHThe vault
Platform fee0.3% of every swap, in ETHProgrammable
Creator fee4.0% of every swap, in ETHToken creator
Pool (LP) feeSet by the pool at launchLiquidity providers
Join fee1% of each commitThe vault
Guard cut10% of the vault per roundGuards
Resolver tip0.5% of the vaultWhoever resolves
Failed-heist slash10% of commitsGuards

Every swap fee is charged on the ETH side of the trade (the ETH you pay on a buy, the ETH you receive on a sell). Together that is 4.6% per trade (plus any pool LP fee). Nothing about the fees can be changed after launch: the hook has no owner.

Trading

The Trade page sends swaps straight to the official Uniswap Universal Router. Quotes come from the Uniswap v4 Quoter and already include every fee. You set a maximum slippage; if the price moves past it before your swap lands, the swap reverts instead of filling at a worse price.

Buying with ETH is a single transaction. Selling HEIST uses Permit2, Uniswap's approval contract, so your first sell asks for two one-time approvals before the swap.

Contracts

Chain ID46630
HeistGame0x737312e9c9b944f06aEe3582168847fB1612aFfa
HeistHook0x0D32F58b29E8C5b5b2B9D5a5f9076d5F045260cc
Token0x5A34896084E2165BA96aFeE507c0dBC5F0DBC7F1
Universal Router0x8876789976decbfcbbbe364623c63652db8c0904
v4 Quoter0x8dc178efb8111bb0973dd9d722ebeff267c98f94
Permit20x000000000022D473030F116dDEE9F6B43aC78BA3

The game contract has no owner and no admin functions beyond a one-time hook setup at deployment. Nobody can pause it, change its rules, or move its funds.

Risks

  • Unaudited code. The contracts have been tested but not audited. A bug could lose funds, and there is no admin who can rescue them.
  • You can lose your commit. A failed heist costs every crew 10%. Join fees are never returned.
  • Price risk. HEIST's price can fall, including to zero. Thin liquidity means large trades move the price.
  • Timing. Guards can add stake right up to the end of a round, so a crew ahead early can still be out-defended.
  • Chain risk. Robinhood Chain runs a single sequencer. Outages or censorship could delay commits, resolves or claims.
  • No advice. Nothing on this site is financial, legal or tax advice.

FAQ

Can I commit twice, or to two crews?

No. One commit per wallet per round. Top-ups are planned for a later version.

What if nobody commits?

The round resolves with no winner. Guards still take their 10%, and the rest carries over.

What if there are no guards?

Defense is zero, so any crew with a commit wins the vault.

Why not a lottery?

Robinhood Chain has one sequencer, so on-chain randomness can be manipulated. A lottery mode waits for a verifiable randomness source on the chain.

Who runs resolve?

Anyone. The 0.5% tip pays whoever does it first after a round ends.