$HEIST · launching soon on pump.fun

Crack the vault. Or feed it.

When $HEIST migrates, a vault arms with the dev's own $HEIST. Any holder can risk tokens to crack it. Your odds are your bet against the loot. Miss, and your bet makes the loot bigger.

Loot5.00
Your odds8.2%
Attempts0
Demo bag10.00
0.50 SOL

Max per attempt: 10% of the loot

Pick your risk. The gold arc on the door is your odds. Spin the dial: land in the gold and 70% of the loot is yours.

Vault #1 · armedLoot 5.00 SOL
Your oddsDial needleDrag to look around
The split

Every miss pays three ways.

A failed heist never vanishes. Half of it loads the next vaults in line, so when one cracks the next is already full. The game pays for itself.

Where a failed bet goes
40% · LOOT0.00

Straight into this vault. The bigger it gets, the more people try.

50% · NEXT VAULTS0.00

Loads the vaults in line. One fills up, the next one starts.

    10% · BURNED0.00

    Gone for good. Every failed heist shrinks the $HEIST supply.

    Everything in the vault is $HEIST. Figures show its value in SOL at a demo price, from this session.

    Crew log · simulated
    • Waiting for the first crew…
    The odds

    Your bet against the loot. Nothing hidden.

    Your chance is set by how much you risk compared to what a crack pays. Bigger loot, harder crack. The vault keeps a 10% edge, and it pays for the burn and the vaults that come next.

    The formula
    odds = 0.9 × risk / (risk + payout)
    payout = 70% of the loot

    A crack pays 70% of the loot. The other 30% stays behind to start the next vault. On average every attempt costs you 10% of what you risk, for small and big bets alike. That's the edge.

    One attempt can't risk more than 10% of the loot, so the best shot is about 11%. No whale cracks it on the first try, and the vault survives long enough to matter.

    How long a vault survives
    Avg odds / try10 tries50100200

    Chance the vault has been cracked after N attempts.

    Odds per attempt
    RiskOddsIf it cracks

    Crossed-out rows are above the 10% cap for that loot.

    The sequence

    Nothing happens until we migrate.

    The vault is the reward for getting $HEIST off the bonding curve. Before that, there's nothing to crack.

    Launch

    $HEIST goes live on pump.fun. CA posted only from our X.

    Migrate

    The bonding curve fills and $HEIST migrates. The countdown starts.

    Arm

    When the timer ends, the dev's $HEIST bag goes into Vault #1, onchain. Attempts open.

    Crack

    Holders take their shots. Every miss grows the loot, loads the next vaults and burns.

    Vault #2

    Someone cracks it. 30% stays, the next loaded vault joins it, and it arms right away.

    Fair by design

    Rules the crew can check.

    A heist only works if nobody can rig the lock. These are the rules the vault contract will follow.

    01

    Verifiable dice

    Every roll comes from an onchain randomness oracle (VRF). Not from us, not from a server. Anyone can verify any result.

    02

    10% cap

    One attempt can't risk more than a tenth of the loot. The best shot per try is about 11%.

    03

    30% stays behind

    A crack pays 70% of the loot. The rest seeds the next vault, so the game never starts from zero.

    04

    Minimum vault

    No vault arms below its minimum. If one cracks early, creator fees buy $HEIST on the market to top up the next one.

    05

    Hot loot cools

    The winner's $HEIST unlocks over 7 days, so a win doesn't turn into a dump.

    06

    Zero team cut

    The split is 40 / 50 / 10. Nothing from the game goes to the team, and failed bets are never sold.

    The token
    $HEIST

    The token you risk, the token in the loot, the token that burns. Launching on pump.fun.

    Launching soon on pump.fun
    CAAnnounced on X at launch
    Crack
    Risk $HEIST for a shot at the vault. AFTER MIGRATION
    Burn
    10% of every failed attempt is burned, forever.
    Reload
    50% loads the next vaults in line, one after another, so the game never runs dry.
    Buyback
    Creator fees buy $HEIST to keep every vault above its minimum.
    Crew board
    Biggest attempts, biggest misses, every winner. SOON
    FAQ

    Before you try the lock.

    Is the vault live?

    Not yet. Everything on this page is a simulation: the loot, the crew log and your demo bag are not real. The real vault arms only after $HEIST migrates, and after the contract is audited.

    What's inside Vault #1?

    The dev's own $HEIST, bought at launch and moved into the vault in one public transaction. The link goes on X. From then on, every vault is filled by the game itself.

    What do I win if I crack it?

    70% of the loot, paid in $HEIST and unlocking over 7 days. You also keep the tokens you risked. The other 30% stays behind to start the next vault.

    How do the next vaults fill?

    Half of every failed attempt goes to the next vault in line until it holds its target. Then the overflow starts filling the one after that, and so on. When a vault cracks, the next one arms right away. If it cracks so early that the next one is short, creator fees buy $HEIST on the market and top it up to the minimum.

    Can a whale just buy the win?

    No. One attempt can risk at most 10% of the loot, which caps the odds at about 11% per try. A whale can try more often, but every miss feeds the loot and the next vaults for everyone else.

    What if nobody cracks it?

    The loot keeps growing and more vaults get loaded behind it. A big loot pulls in more crews, and each attempt has a real chance.

    Does it keep going on its own?

    That's the point of the rules. 30% of each loot stays behind, half of every miss loads the next vaults, and creator fee buybacks cover the rare early crack. It still needs one thing no rule can force: people who want to try the lock.

    Is this gambling?

    It's a game of chance, and we treat it that way. The live vault will only be switched on where it's allowed, and some regions may be blocked. Only risk what you're fine losing.