Vision
Hashlings is a creature collection you dig up with your own computer on Robinhood Chain, and a retro monster game you play with what you find. The NFT is the creature: its rarity, stats, HP, Stamina, level and history live on the card itself, and when the card changes hands, the Hashling goes with it.
- Same odds for everyone. Every card drops at random: any Hashling, any rarity, for anyone. No allowlists, no picks.
- Rules in the open. Prices and the reward split are published here and enforced by the contract.
- No promises. Hashlings are collectibles and game creatures, not investments.
This page describes where we are heading. It is a direction, not a promise: plans can change as we build.
How digging works
Every card is a race. Press Dig and your computer tries hash after hash, racing everyone else who is digging. The first valid hash takes the card, and the race starts again for the next one.
work = keccak256(your address, nonce, previous card's work, recent block hash)
- Your address is inside the hash, so a hash you find only works for you. Nobody can copy it.
- The previous card's work is inside it too, so when anyone mints, every search in progress becomes useless and everyone starts over on the new puzzle.
- Speed wins more often, never always. A faster CPU or graphics card tries more hashes per second, so it takes more cards on average. Every hash is still an independent chance.
- Drops are random. Winning the race earns you a mint. Which Hashling comes out, and at which rarity, is drawn at random. Speed wins more races, never better cards. See The collection.
- One mint per block. If two diggers find a hash in the same block, the first transaction wins.
This is how digging is planned to work.
Price and epochs
The price rises in steps as the mint fills, and it is set in ETH. Everyone in the same epoch pays the same price. 8,111 cards are dug and minted; the other 3,000 are caught in the game: they are minted into the capture reserve contract before the public mint opens (see The game).
| Epoch | Cards | Price |
|---|---|---|
| 1 | 1 – 500 | 0.0015 ETH |
| 2 | 501 – 1,500 | 0.0022 ETH |
| 3 | 1,501 – 3,000 | 0.0034 ETH |
| 4 | 3,001 – 5,000 | 0.0049 ETH |
| 5 | 5,001 – 7,500 | 0.0067 ETH |
| 6 | 7,501 – 8,111 | 0.0093 ETH |
Planned numbers. The final table ships with the contract.
The collection
Season 1 has 11,111 cards across 80 species, ten in each of eight types. Every card drops at random: when you win a race, the Hashling and its rarity are drawn from the cards still waiting to be found, so the odds follow what is left. Anyone can hit a Mythic on any card.
| Tier | Stratum | Supply | Share of the Season |
|---|---|---|---|
| Common | Topsoil | 5,555 | 50.0% |
| Uncommon | Clay | 2,778 | 25.0% |
| Rare | Bedrock | 2,083 | 18.7% |
| Epic | Vein | 608 | 5.5% |
| Legendary | Core | 76 | 0.68% |
| Mythic | Void | 11 | 0.10% |
A species looks the same at every tier. Rarity sets what is built into the creature: its stats, attacks, Max Stamina and how fast its Stamina comes back. Each card also records its depth as a trait: the leading zero bits of its winning hash, or for a reserve card a depth drawn at random with the same odds. Depth is a keepsake: it gives no bonus.
Types and battles
Eight types. Each is strong against two and weak to two, and no two types beat each other. A strong hit does ×1.3 damage and a resisted one ×0.8, so type matters without deciding everything: a clearly rarer Hashling can still win a bad matchup.
| Type | Strong against | Weak to |
|---|---|---|
| Ember | Moss, Spark | Tide, Stone |
| Tide | Ember, Glitch | Moss, Spark |
| Moss | Tide, Stone | Ember, Frost |
| Spark | Tide, Shade | Ember, Glitch |
| Stone | Ember, Frost | Moss, Shade |
| Frost | Moss, Shade | Stone, Glitch |
| Shade | Stone, Glitch | Spark, Frost |
| Glitch | Frost, Spark | Tide, Shade |
Battles are turn-based and the faster Hashling acts first. Each turn a Hashling has four options: two attacks (a move of its type and the signature move from its card), Guard to soften the next hit, and Flee. Each rarity tier raises how high Max HP, stats and attacks can go, and every card rolls its own numbers within its tier's range.
Where the mint goes
60% of every mint payment goes back to the community. The contract splits each payment the same way:
| Goes to | Share | What for |
|---|---|---|
| Monthly season reward | 35% | The monthly GOLD leaderboard |
| Staking rewards | 25% | Paid to the Hashlings staked at the time of each mint |
| Treasury | 20% | Kept for the long run of the project |
| Development | 10% | Building the game |
| Team | 10% | The people building Hashlings |
After the mint
- Royalties: 5% on secondary sales, 3% to the treasury and 2% to the team.
- The shop: 80% to the treasury and 20% to the team.
Staking
Stake a Hashling to lock it for a set time. It moves into the staking contract, so it can't be sold until the lock ends, but you keep playing with it as normal. Unstake it once the lock is over.
| Lock | GOLD bonus | Mint reward share |
|---|---|---|
| 1 day | +3% | 1x |
| 7 days | +7% | 1.5x |
| 15 days | +15% | 2x |
| 30 days | +25% | 3x |
- Full GOLD: staked Hashlings earn all the GOLD they win. Unstaked ones earn 75%.
- More encounters: a staked Hashling meets a rare encounter about once in 20 battles, against once in 50 unstaked.
- Staking rewards: 25% of every future mint goes to the Hashlings staked at the time, split by mint reward share. A Hashling on a 30-day lock takes three times the share of one on a 1-day lock, so the more you stake and the longer you lock, the bigger your part.
GOLD and the monthly season
GOLD is the game's currency. You earn it by playing: battles, the story, side quests, helping people in town, achievements, fishing and selling items. You spend it on food, Health Kits, capture items and the marketplace.
- The monthly season: every month, Diggers are ranked on their current GOLD balance, which carries over from month to month. The season reward pool pays the leaders.
- Merchants buy back at 20% under their selling price, so GOLD can't be made by buying and reselling.
- Trading between players comes in a later update, with a 5% fee on each sale.
The game
A retro monster RPG, top-down like the handheld classics, in your browser. Your cards are your creatures: explore Hashvale with other players, battle, fish, take on side quests, and catch Hashling cards with HashCubes.
- Catch to collect. Battles can lead to a rare encounter. Win the encounter battle, throw a HashCube, and a successful catch sends a real Hashling card to your wallet from the capture reserve: 3,000 cards held in a contract for exactly this.
- Your team. You play with the Hashlings you hold or have staked, up to six at a time. With more than six, choose your team on My Hashlings.
- Skill decides fights. You pick every move. Rarity helps, but types, move choice and how you manage your team matter just as much.
- The card is the creature. Level, XP, HP and Stamina belong to the card, so a trained Hashling stays trained, and a tired one stays tired, when it changes hands.
- Earning GOLD. Battles, side quests, fishing and achievements earn GOLD. Health Kits, food and fishing rods are bought with GOLD; HashCubes and Stamina Orbs are bought with ETH.
| Stage | What it brings | Status |
|---|---|---|
| 1. Topsoil Town | The first town and its wilds: battles, rare encounters, fishing, side quests, achievements, other players online. | At launch |
| 2. The monthly season | The GOLD leaderboard and its monthly rewards. | After launch |
| 3. More of Hashvale | Trading between players, new places, the Wardens, PvP. | Planned |
Life in Hashvale
HashCubes
- HashCubes are how you catch. They're sold in the shop for ETH (about $1.99 each), and only there: they're never sold for GOLD or given away.
- A rare encounter is one of the 3,000 reserve cards. It's a battle of its own: win it, then throw. A catch isn't guaranteed, and a missed throw uses up the cube.
- WILD Hashlings (everything that isn't a card) can't be caught.
HP and Stamina
- Stamina is how much a Hashling can play. Battles use it up, and it comes back on its own over time. A Stamina Orb (shop, about $0.99 in ETH) refills it at once.
- HP doesn't come back on its own. Food heals a little (fish you catch count as food), Health Kits heal more, and the hospital patches you up.
- The hospital gives every player one free Basic Health Kit every 24 hours, so a Hashling bought at 0 HP can get straight back into play.
- Both are part of the card, so marketplaces show them. A Hashling sold at 20/80 HP arrives at 20/80 HP.
Fishing
- Buy a fishing rod from a merchant, then fish at any nearby pond or lake.
- Feed what you catch to your Hashlings to heal their HP, or sell it to the shop for GOLD.
- A rod wears with use and snaps when its durability runs out.
The shop
- Health Kits, food and fishing rods are bought with GOLD, and the shop buys items back at 20% under price.
- HashCubes and Stamina Orbs are paid in ETH from your wallet. Items bought with ETH, and anything you were given, can be used but not sold.
Topsoil Town
The first town has a hospital, a supply shop, the Professor's lab, a pond and a pier, tall grass full of wild Hashlings, and townsfolk with side quests. Other players walk the same streets.
Trading
| Where | What |
|---|---|
| NFT marketplaces | Cards are standard NFTs, tradeable on any marketplace, with their progress |
| The shop | Items bought and sold for GOLD, bought back at 20% under price |
| Between players | Trading items with other players for GOLD comes in a later update (5% fee) |
A Hashling's HP, Stamina, level and XP go with it when it changes hands.
Rarity in the game
A card's tier is built into the creature, for as long as you play it:
| Tier | Max Stamina | Regains 1 every |
|---|---|---|
| Common | 10 | 30 min |
| Uncommon | 11 | 29 min |
| Rare | 12 | 28 min |
| Epic | 13 | 26 min |
| Legendary | 14 | 23 min |
| Mythic | 15 | 20 min |
- Battle: each tier raises the maximum Max HP, Power, Guard, Speed and attack damage by about a fifth of Common's. Every card rolls each stat at random between about 70% and 100% of its tier's maximum, so neighbouring tiers overlap: a lucky Common can out-roll an unlucky Uncommon.
- Play time: rarer Hashlings have more Stamina and recover it faster.
- Balance: rarity is an edge, not a win button. Types, move choice and how you manage HP and Stamina still decide fights.
GOLD earning comes from staking, not rarity, so a rare card and a long lock never stack into something unbeatable.
Holders and players
Holding cards and playing regularly will count for something in Hashvale. We'll share each perk when it's ready, not before. Until then, nothing here is a promise.
Contracts and security
The contract addresses and their verified source code are published here before minting opens. Each card's species and rarity come from two sources mixed together: a number from Dice Protocol, Robinhood Chain's randomness oracle, and the hash of the block after the mint. The digger knows neither when submitting a hash, and no single party can steer the draw. The capture reserve and staked Hashlings are held by their own contracts, never by a team wallet.
Roadmap
- The contracts and the website.
- Launch: digging, My Hashlings, staking, and the game in Topsoil Town with other players online.
- The monthly season: the GOLD leaderboard and its rewards.
- Trading between players.
- The rest of Season 1: new places, the Wardens and PvP. Then new regions and species each Season.
No dates until we are sure we can keep them.
FAQ
Do I need a powerful computer?
Any computer can dig and any hash can win, but it is a race: a faster CPU or graphics card tries more hashes per second, so it wins more races on average. Phones work but are slow and use battery.
When can I start digging?
Mining starts at launch. Follow @PlayHashlings for the date. Your wallet address goes inside every hash, so you'll connect a wallet to dig.
What decides which card I get?
Chance. The species and the rarity are drawn at random on-chain when you mint, in a way nobody can steer, not even a faster digger.
Is this an investment?
No. Hashlings are collectibles and game creatures. See Terms and risks.
Brand kit
Logos and banners for community use. Please don't alter the HashCube or use it to suggest official endorsement.
Terms and risks
Hashlings are digital collectibles and game items, not securities or investments. Minting and trading involve risk: prices can fall, rewards can be small or nothing, smart contracts can have bugs, and network fees apply. Nothing on this site is financial advice or a promise of value, returns or future features. Check the rules for where you live before taking part.
Hashlings is a play-to-earn game with real costs and real risks. Some parts involve paying for a chance at something: a dig may or may not win a card, and a HashCube may or may not catch one. Rewards in GOLD or anything else are not guaranteed. By taking part you confirm you have read these Docs and the Terms and understand the risks, and that checking whether Hashlings is allowed where you live is your responsibility alone.
The full Terms of Service and Privacy Policy apply.
