GRAMBIE Play

Whitepaper · version 1.0

Grambie Whitepaper

How the game works and how its economy works: where GRAM goes when it comes in, how BRAIN is earned, where rewards come from and how they leave the game. Every number in this paper matches the live game.

  • October 2026
  • Honey Ants
  • Game version 1.0
  • About 20 minutes
GRAMBIE: an armed survivor above the ruined city

01Summary

Grambie is a 3D zombie survival game played inside Telegram as a Mini App (@GrambieBot), made by the Honey Ants team. Players build a camp from a cold campfire, lead a squad of survivors and raid 22 locations across the city’s 6 districts. The game is free to play.

Grambie has an optional economy on the TON network. Players can deposit GRAM, the TON network’s coin, and buy packs with it. A deposit becomes gems for use in the game and opens a 100-day earning cycle: finishing runs on fuel then earns BRAIN, the in-game token, which can be withdrawn to a TON wallet as GRAM. Run earnings are paid from a reward pool that is filled by money coming into the game, and they shrink when the pool is low, so the game never pays out more than it holds.

  • 100 BRAIN= 1 GRAM, a fixed rate
  • 100 gemsfor every GRAM deposited; deposits stay in the game
  • 2% a dayof the deposit at most, times the day’s pool rate
  • 100 daysper earning cycle, opened by a deposit
  • 150%of the deposit at most over one cycle
  • 50%of every deposit and GRAM pack goes to the reward pool
  • 5% feeon withdrawals (2% with a VIP Pass); the fee goes to the reward pool
  • 10 · 5 · 3%referral rewards on three levels, withdrawable

The economy on one page

How GRAM moves through Grambie GRAM goes from the player’s wallet into a deposit. The deposit stays in the game as gems, raises the VIP total and opens the 100-day earning base. 50% of it goes to the reward pool and 10, 5 and 3% go to the inviters as referral BRAIN. The pool pays BRAIN for runs on fuel, at most 2% of the base a day times the pool rate. Earned BRAIN, referral BRAIN and prizes are withdrawable; a withdrawal reaches the player’s wallet within 15 minutes: 95% of it as GRAM (98% with a VIP Pass) and the fee goes back to the reward pool. 50% 10 · 5 · 3% to the inviters the base sets the day limit the fee goes back to the reward pool 95% leaves the game as GRAM, to your wallet Your walletGRAM on TON Depositvia TON Connect Stays in the game100 gems per GRAM · VIP totalopens the 100-day earning base Inviters10·5·3% referral+ race prizes Reward pool50% of deposits,packs and swaps Runs on fuel≤ 2% of base a day× the pool rate Withdrawableearned BRAIN,referral, prizes Withdrawwithin 15 minutesfee 5% (VIP 2%) How GRAM moves through Grambie Wallet, deposit, reward pool, runs on fuel, withdrawable BRAIN and withdrawal, from top to bottom. The deposit also stays in the game as gems, VIP total and earning base, and pays 10, 5 and 3% to the inviters. 50% of the deposit goes to the pool, the pool pays BRAIN for runs, and a withdrawal sends 95% to the wallet while the fee goes back to the pool. 50% pays BRAIN earned 95% to your wallet Your walletGRAM on TON Depositvia TON Connect In the game100 gems / GRAMVIP · earning base Reward pool50% of deposits & packs Runs on fuel≤ 2% of base a day × rate Withdrawable BRAINearned · referral · prizes Inviters10·5·3% referral+ race prizes Withdraw15 minutes · fee 5% (VIP 2%) Dashed green: the fee goes back to the pool
Where a deposit goes and how BRAIN leaves the game. Green arrows are money moving into and out of the reward pool.
Four rules that shape everything else
  • A GRAM deposit becomes gems and stays in the game. It is never withdrawn.
  • Only BRAIN earned on runs, referral BRAIN and prizes can be withdrawn.
  • Run earnings come from the reward pool and scale with it; the pool cannot pay more than it holds.
  • Every maximum in this paper is an upper limit that depends on play and on the pool. None of it is guaranteed.

02The game

Every session follows the same loop: grow the camp, gear up the squad, go into the city, come back with loot. The game runs in 3D inside Telegram on phones and computers, needs no download and is available in 10 languages: English, Spanish, Portuguese, Turkish, Indonesian, Filipino, Arabic, Russian, Ukrainian and Polish.

Camp screen: campfire, buildings and resources
Camp
City map: districts and raid locations
City map
A run: the squad fights zombies in the street
Run
Arsenal: 3D weapon cards with rarity and power
Arsenal

Camp

A new camp starts with a cold campfire, a pistol and a knife. Players build and upgrade the workshop, bunkhouse, infirmary, water tanks, generator, watchtower and walls, collect what the buildings produce and store resources (gold coins, wood, metal, food and parts). Walls, the watchtower, guards and the campfire make up the camp’s defense against raids. Gems can finish a build or an upgrade at once, at 1 gem for every 3 minutes left.

The camp’s home screen: the 3D camp with resources, BRAIN balance, deposit and withdraw buttons
The home screen: the camp in 3D, with the wallet one tap away.
  • Campfire
  • Workshop
  • Bunkhouse
  • Infirmary
  • Water tank
  • Generator
  • Watchtower
  • Walls

Camp buildings as the game renders them from their 3D models.

Squad

Survivors join the camp and go out on runs. Each has a portrait, a 3D model and one of three classes: Fighters take the most punishment, Scavengers search containers fastest and Medics keep the squad standing. Survivors gain experience on runs, level up and unlock skills. Some arrive at the camp’s gate, some are recruited in the store.

  • Dana VeyFighter
  • Otto BrandtScavenger
  • Lena MossMedic
  • Officer ReyesFighter
  • Dr. OseiMedic
  • GhostFighter
  • Rosa KurtScavenger
  • FrostScavenger

Runs into the city

The city has 22 buildings in 6 districts: Harbor Row, Market District, Route 9, the Industrial Zone, Old Town and Hospital Hill. Each building has its own 3D map, its own containers and a tier from 1 to 4 that sets how rare its loot is. Every run is a real-time mission: clear the dead, search the containers, grab what glows and extract.

  • Fuel. A day run costs 1 fuel and a night run 2. The tank holds 6 fuel, plus 1 for each camp level above 1, up to 12, and refills 1 fuel an hour; a VIP Pass adds 2 to the tank and refills 25% faster (every 45 minutes). Packs add bonus fuel on top. Only runs on fuel pay BRAIN and drop guns.
  • Rarity. Containers come in five rarities: Common, Sturdy, Rare, Epic and Legendary. A Legendary container is 0.2% of the draw on a tier 1 building and 1.5% at the top tier. A night run counts one tier higher. Mastering a building raises the odds a little more.
  • Limits. A run counts when it lasts between 60 seconds and 21 minutes. If the squad is lost, the run keeps only half of its containers’ BRAIN and points.
  • District bosses. Each district has a boss with its own daily lair: The Dockmaster, Mother Rot, The Trucker, The Foreman, The Choir and Patient Zero.
A building’s briefing before a run: threat, time limit, ammo, morale and the day’s contract
Before a run: the building’s briefing, its contract and its threats.

Weapons and loot

The arsenal has 13 guns and 14 melee weapons, all drawn from real 3D models. Melee weapons are common: easy maps mostly drop them. Guns are rare: they come from hard maps, district bosses, radio calls and a gun-luck counter, and never from runs without fuel. Weapons are upgraded in the workshop and handed out to the squad; a weapon the camp already owns is salvaged for scrap, parts and a few coins.

  • AK-47
  • M4
  • SCAR
  • Groza
  • Vector
  • SPAS-12
  • Mosin
  • Python
  • Pump shotgunGun
  • MacheteMelee
  • ChainsawMelee

Every weapon picture is a render of the weapon’s 3D model in the game.

PvP camp raids

Players can raid other players’ camps up to 5 times a day. The chance to win runs from 10% to 90% and follows the attacker’s power against the defender’s walls, tower and guards; both are capped by the runs the server has recorded, so an edited save cannot win every raid. A win takes 10% of the defender’s gold, wood, metal and food, at most 300, 100, 80 and 60. The same camp cannot be hit again by the same attacker for 8 hours, and clanmates cannot raid each other. Raids never touch BRAIN, GRAM or gems.

Walls · 40 defense a level
Watchtower · 25 a level
Guards · 30 each

Clans, clan wars, clan boss and territory

A clan costs 3,000 gold to found and holds up to 30 members with up to 4 officers. Members grow a shared headquarters together: the Command Tent, Armory, Infirmary and Walls, each up to level 5, give the whole clan bonuses to experience, loot, damage, healing, health and defense.

  • Clan wars: weekly wars between clans with rated matchmaking; both sides take spoils.
  • Clan boss: members hit the same district boss together, 3 attempts a day each.
  • Territory: every week (Monday to Sunday, UTC) clans compete for the 6 districts with their members’ runs. The holder of a district gets +10% loot on runs there, a daily supply crate and its flag on the city map for the next week.
  • Weekly clan ranking: members of the top 3 clans of the week receive gold, gems and a cache.

Season pass and weekly leaderboard

Season 1 of the season pass started on 1 October 2026 and runs 42 days, with 30 tiers of 300 points each. The free track is open to everyone; the premium track adds gems, crates and weapons up to a Legendary SCAR and costs 5 GRAM. The weekly leaderboard ranks players by containers searched and zombies killed on their runs. Each week the champion receives 200 gems and a Gold cache, places 2 and 3 receive 100 gems and a Gold cache, and places 4 to 10 receive 50 gems and a Silver cache.

03Currencies

GRAM is the native coin of the TON network (formerly Toncoin). 1 GRAM is 1 TON: the game’s treasury receives TON and every amount in the game is counted in GRAM. Players connect their own wallet (Telegram Wallet, Tonkeeper or another TON wallet) with TON Connect and approve every payment in that wallet; the game never sees a private key.

The BRAIN token, rendered in 3D

BRAIN is the in-game token, at a fixed 100 BRAIN = 1 GRAM. It is earned on runs, through referrals and as GRAM Race prizes, and it is the only balance that leaves the game.

The four balances and the points
BalanceHow it is obtainedWhat it is forLeaves the game?
GRAMYour own TON walletDeposits, packs, survivors, the premium passIt is what withdrawals pay out
BRAINRuns on fuel (earning cycle), referrals, GRAM Race prizesWithdraw as GRAM, buy packs (100 BRAIN per GRAM of price) or swap for goldYes, as GRAM, with a 5% fee (2% with a VIP Pass)
GemsDeposits (100 per GRAM), packs, rewardsFinishing timers and other gem purchases; swap for goldNo
Gold (coins)Play, packs, swapping gems or BRAINBuildings, upgrades, founding a clanNo
Airdrop pointsPlay, daily logins, GRAM paid in, referralsA record for a future airdrop (section 11)No; not a currency

Swaps inside the game

  • Gems to gold: 1 gem = 5 gold plus a 5% bonus, so 5.25 gold. Done in the camp, any amount.
  • BRAIN to gold: 1 BRAIN = 5 gold plus a 5% bonus, so 5.25 gold, from 10 BRAIN up. Referral BRAIN is used first. Half of the GRAM value of the non-referral part goes to the reward pool.
  • Gold and gems cannot be turned back into BRAIN or GRAM.

04Deposits and VIP tiers

A deposit is a GRAM transfer from the player’s wallet to the game’s treasury, made through TON Connect from the wallet screen. The transfer carries the player’s tag, and the server credits it once the transaction is confirmed on chain; the same transaction is never credited twice. What a confirmed deposit does:

  1. It becomes gems, 100 per GRAM, delivered to the camp.
  2. It raises the VIP total by the same amount of GRAM.
  3. It opens or extends the earning cycle. With no cycle running, it opens a new 100-day cycle whose base is the deposit. During a running cycle it adds to the base without restarting the cycle’s clock. After day 100 the next deposit opens a fresh cycle.
  4. It feeds the reward pool with 50% of its value.
  5. It pays the referral chain (10%, 5% and 3% in BRAIN) and airdrop points at once.
  6. It is posted publicly in the @grambiepayout channel (from 1 GRAM up).
A deposit stays in the game

Deposited GRAM is game money from the moment it arrives: it is held as gems and cannot be withdrawn. Spending the gems never lowers the earning base, and withdrawing earned BRAIN never lowers the base or the VIP total.

VIP tiers

VIP tiers follow the total GRAM a player has deposited or paid for packs with TON. They add up, never expire, and give a badge, a profile frame in the tier’s metal and, at the top, the Harbor Lord achievement. Purchases paid with BRAIN do not count toward VIP.

VIP tiers
TierNameTotal GRAMUnlocks
V1Scout3Scout badge, bronze profile frame
V2Soldier5Soldier badge, silver profile frame
V3Commander15Commander badge, gold profile frame
V4Bronze Patron100Bronze Patron badge, bronze profile frame
V5Silver Patron500Silver Patron badge, silver profile frame
V6Gold Patron1,000Gold Patron badge, gold profile frame
V7Platinum Patron5,000Platinum Patron badge, platinum profile frame
V8Harbor Lord20,000Harbor Lord badge and frame, Harbor Lord achievement

VIP Pass

30 days of VIP 30 GRAM with TON, or 3,000 BRAIN from the balance

The VIP Pass is a separate, time-limited purchase in the store, unrelated to the VIP tiers above. Each pass adds 30 days; a pass bought while one is running extends it. While it runs:

  • 2% withdrawal feeinstead of 5%; the fee still goes to the reward pool
  • +2 fuela bigger fuel tank
  • 25% faster fuel1 fuel every 45 minutes instead of 60
  • 20% cheaper buildingcamp builds and upgrades
  • +2 bedsroom for two more survivors
  • Daily VIP chest300 gold, once a UTC day
  • Gold name plateon the home screen

The server applies the fee and fuel perks; the game applies the camp perks. Bought with TON, the pass counts like any store purchase: 50% to the reward pool, the referral chain, airdrop points and the VIP total. It does not open an earning cycle and does not change the day limit or the cycle cap.

05Play to earn: the earning cycle

A deposit opens a 100-day earning cycle. During the cycle, finishing runs on fuel earns BRAIN. How much is set by three limits: a day limit, a cycle cap and the reward pool’s rate of the day.

The day limit

The base of a cycle is the GRAM deposited into it. In one UTC day a player can earn at most:

Day limit = 2% × base × pool rate of the day

The pool rate runs from 0% to 100% in steps of 1% and is worked out by the server from the reward pool’s balance (section 7). At a 100% rate a 100 GRAM base can earn up to 2 GRAM (200 BRAIN) a day; at 50%, up to 1 GRAM.

The cycle cap

The total earned over a cycle is capped by a multiple of the base that steps down as the cycle gets older. Cycle days count from the moment the cycle opened.

Cycle cap by cycle day
Cycle daysCap on the cycle’s totalAt 2% a day (100% pool rate)
1 – 50200% of baseUp to 100% earned by day 50; the cap does not bind
51 – 75175% of baseUp to 150% earned by day 75; the cap does not bind
76 – 100150% of baseThe cap binds: 150% was reached on day 75, so nothing more is earned
After 1000The cycle is closed; a new deposit opens a new one

So the most a cycle can ever pay is 150% of its base, and only a player who plays every day at a full pool rate gets there, on day 75. At a 75% rate the same 150% is reached on day 100; below that the cycle ends first.

A 100 GRAM deposit: most BRAIN a cycle can pay
Cumulative maximum BRAIN over a 100-day cycle for a 100 GRAM deposit A 100 GRAM deposit is worth 10,000 BRAIN. At a 100% pool rate earnings rise 200 BRAIN a day, equal the deposit (10,000 BRAIN) on day 50 and reach 15,000 BRAIN on day 75, where the cap of 15,000 stops them. At a 50% pool rate they rise 100 BRAIN a day and reach 10,000 on day 100. The cap is 20,000 BRAIN to day 50, 17,500 to day 75 and 15,000 to day 100. The same numbers are in the tables of this section. Use the left and right arrow keys to read single days. 20,00015,00010,0005,0000 0255075100 Cycle day Earnings equal the deposit: 10,000 BRAIN Cycle cap 20,000 17,500 Day 50 Day 75: 15,000 BRAIN 100% pool rate 50% pool rate
100 GRAM = 10,000 BRAIN. Maximums for a player who reaches the day limit every day; they are paid from the reward pool and are not guaranteed. Hover or use the arrow keys for single days.
How the pool rate changes the outcome (any deposit)
Pool rateMost per dayEarnings equal the depositMost over the cycle
100%2% of baseOn day 50150% reached on day 75
75%1.5% of baseOn day 67150% reached on day 100
50%1% of baseOn day 100100%
25%0.5% of baseNot within the cycle50%
0%0No run earnings0

Assumes the rate stays the same all cycle and the player reaches the day limit every day. In practice the rate moves daily and days without play earn nothing; missed days are not made up.

How a run earns

Only runs on fuel into a city building earn BRAIN, and only the first 6 such runs of a UTC day. When a run starts, the server rolls the run’s manifest: the rarity of every container, the BRAIN each one holds and the share paid at extraction. A run’s BRAIN is a share of the day limit (already scaled by the pool rate):

A run’s share of the day limit
Building tierDay runNight runFirst run of the day, day / night
Tier 122%44%33% / 66%
Tier 225%50%37.5% / 70%
Tier 328%56%42% / 70%
Tier 432%64%48% / 70%

The first run of the day pays 1.5 times; one run never pays more than 50% of the day limit by day or 70% by night.

  • Half of a run’s BRAIN is spread over its containers by rarity (a Legendary container holds three times a Common one); the other half is paid at extraction, in full once about 60% of the building’s containers (at most 9) are searched.
  • If the squad is lost, container BRAIN is halved and there is no extraction share.
  • The pool reserves a run’s BRAIN when the run starts; the end of the run pays at most that, never more than the room left in the day limit and the cycle cap, and gives the rest back to the pool.
  • At a full pool rate a player reaches the day limit with about five full day runs on tier 1 buildings (33% + 4 × 22%) or with two night runs (66% + 44%).

Earned BRAIN goes to the wallet as withdrawable BRAIN. It never adds to the base: the base is only ever the deposited GRAM.

06Worked examples

The tables below apply the rules of section 5 to five deposit sizes. They assume a 100% pool rate on every day and a player who reaches the day limit every day. These are maximums: real results depend on play and on the pool rate, are paid from the reward pool and are never guaranteed.

Most a deposit can earn (100% pool rate, played every day)
DepositMost per dayEarnings equal the depositMost over the cycle
10 GRAM0.2 GRAM 20 BRAINDay 5015 GRAM 1,500 BRAIN
50 GRAM1 GRAM 100 BRAINDay 5075 GRAM 7,500 BRAIN
100 GRAM2 GRAM 200 BRAINDay 50150 GRAM 15,000 BRAIN
500 GRAM10 GRAM 1,000 BRAINDay 50750 GRAM 75,000 BRAIN
1,000 GRAM20 GRAM 2,000 BRAINDay 501,500 GRAM 150,000 BRAIN

The cycle maximum is 150% of the deposit and is reached on day 75; days 76 to 100 add nothing at a full rate. A withdrawal pays 95% after the 5% fee, so the cycle maximum of a 100 GRAM deposit leaves the game as at most 142.5 GRAM (147 GRAM while a VIP Pass runs, at its 2% fee).

What the same deposits do on the day they arrive
DepositGemsVIP tierTo the reward poolTo a level 1 inviter
10 GRAM1,000V2 Soldier5 GRAM100 BRAIN
50 GRAM5,000V3 Commander25 GRAM500 BRAIN
100 GRAM10,000V4 Bronze Patron50 GRAM1,000 BRAIN
500 GRAM50,000V5 Silver Patron250 GRAM5,000 BRAIN
1,000 GRAM100,000V6 Gold Patron500 GRAM10,000 BRAIN

VIP tiers assume no earlier deposits or packs. A level 2 inviter receives 5% and a level 3 inviter 3% on top of the level 1 share.

One cycle, step by step: 100 GRAM

  1. Day 1. The player deposits 100 GRAM. The camp receives 10,000 gems, the VIP total reaches V4 Bronze Patron and a cycle opens with a base of 100 GRAM. 50 GRAM goes to the reward pool.
  2. Each day at a 100% pool rate. The day limit is 2 GRAM, or 200 BRAIN. The day’s first full tier 1 day run pays 33% of it (66 BRAIN), each further one 22% (44 BRAIN), until 200 BRAIN is reached.
  3. A day at a 60% pool rate. The day limit drops to 1.2 GRAM (120 BRAIN), and each run pays 60% of what it would have paid.
  4. Day 50. With the full limit reached every day, earnings total 100 GRAM (10,000 BRAIN), equal to the deposit.
  5. Day 75. Earnings total 150 GRAM (15,000 BRAIN). From day 76 the cap is 150% of the base, so this cycle pays nothing more.
  6. Withdrawal. Withdrawing 15,000 BRAIN pays 142.5 GRAM to the player’s wallet; the 7.5 GRAM fee goes to the reward pool. With a VIP Pass running, the fee is 3 GRAM and 147 GRAM is paid.

The gems from the deposit stay in the camp the whole time and can be spent or swapped for gold (10,000 gems are 52,500 gold).

07The reward pool

Run earnings are never created from nothing. They are paid from a reward pool, a balance kept by the game server in GRAM, which is filled by money coming into the game. An empty pool pays nothing.

What fills the pool
SourceInto the pool
GRAM deposits (they become gems)50%
GRAM packs, survivors and the pass bought with TON50%
Packs bought with BRAIN (all but referral BRAIN)50% of the GRAM value
BRAIN swapped for gold (all but referral BRAIN)50% of the GRAM value
Withdrawal fees100% of the fee 5%, or 2% with a VIP Pass; when the withdrawal is paid
Top-ups by the operator100%

The only thing paid out of the pool is BRAIN earned on runs. Referral rewards and GRAM Race prizes are credited separately and are not drawn from it. The part of incoming money that does not go to the pool stays with the game’s treasury.

The pool rate protects the pool

Every active cycle (one that ran a run on fuel or received a deposit in the last 72 hours) may earn up to 2% of its base a day. The sum of those day limits is the pool’s daily obligation, O. Each day the server sets the pool rate so that the pool covers ten days of that obligation:

Pool rate = (pool − floor − reserved) ÷ (10 days × O), at most 100%, rounded down to whole percent

  • Ten days of cover. When money comes in faster than it is earned, the rate stays at 100%. When the pool falls below ten days of obligations, the rate drops in proportion, and every player’s day limit drops with it.
  • A day allowance. In one UTC day the pool pays or reserves at most 15% of what it held when the day opened. The rate tapers to 0 over the last 30% of that allowance. Money that arrives during the day widens the allowance at once.
  • Reservations. A run reserves its BRAIN when it starts; reserved BRAIN cannot be promised twice, and whatever a run does not pay goes back to the pool.
  • New players are counted first. A cycle not yet in O is added before its own rate is worked out, so a large new deposit cannot take a rate meant for the existing obligations.
  • A hard stop. A payment is never larger than the pool above its floor (0 by default). The pool cannot go below zero.
Example: active day limits of 40 GRAM a day (O = 40)
PoolPool rateDay allowance (15%)A 100 GRAM base can earn today
1,000 GRAM1,000 ÷ 400 → capped at 100%150 GRAMup to 2 GRAM
300 GRAM300 ÷ 400 = 75%45 GRAMup to 1.5 GRAM
100 GRAM100 ÷ 400 = 25%15 GRAMup to 0.5 GRAM
0 GRAM0%0nothing
Why the game cannot pay out more than comes in

Run earnings are paid only from the pool; the pool is filled only by money that actually arrived (or that the operator added); a payment can never exceed the pool’s balance; and the daily allowance means even a busy day takes at most 15% of it. Earnings fall with the pool instead of running ahead of it.

08Withdrawals

A withdrawal sends BRAIN out of the game to the player’s TON wallet as GRAM. Only three kinds of BRAIN can be withdrawn: BRAIN earned on runs, referral BRAIN and prizes (GRAM Race). Deposits are held as gems and cannot be withdrawn. Referral BRAIN and prizes leave first, then earned BRAIN; withdrawing never lowers the earning base or the VIP total.

Withdrawal rules
Minimum100 BRAIN (1 GRAM)
Fee5% of the amount, or 2% while a VIP Pass runs; the whole fee goes to the reward pool when the withdrawal is paid
Time to the walletWithin 15 minutes of the request; there is no waiting period
Address checkA valid TON address with a correct checksum; testnet addresses are refused
ApprovalEvery withdrawal is reviewed by an administrator
PayoutOnce approved, the server sends the GRAM automatically from the game’s payout wallet; a scan of the chain then marks it paid
Public recordEvery paid withdrawal is posted in @grambiepayout: masked name, amount and a Tonviewer link
If rejectedThe full amount returns to the player’s balance
Example

A player withdraws 2,000 BRAIN. That is 20 GRAM; the 5% fee is 1 GRAM, so 19 GRAM reaches the wallet within 15 minutes and 1 GRAM goes to the reward pool. The smallest withdrawal, 100 BRAIN, pays 0.95 GRAM. With a VIP Pass running, the same 2,000 BRAIN pays 19.6 GRAM and 0.4 GRAM goes to the pool.

The card posted in the payouts channel for a paid withdrawal
The card used for paid withdrawals in the payouts channel.

09Referral program

Every player has an invite link in the game. A friend who opens the game through it joins the player’s invite chain. When players in the chain put GRAM into the game, by a deposit or by buying a pack with TON, the inviters above them receive a share as BRAIN, at once and automatically, three levels deep:

Referral rewards
LevelWhoShareOn a 100 GRAM depositAirdrop points per GRAM
1Players you invite10%1,000 BRAIN50
2Players they invite5%500 BRAIN25
3The next ring out3%300 BRAIN10
  • Referral BRAIN is withdrawable, like earned BRAIN, or can be swapped for gold.
  • It is paid on money that stays in the game: deposits and packs bought with TON. BRAIN that is spent or swapped pays no referral share.
  • Each payment pays each level once. Referral BRAIN never adds to anyone’s earning base.
  • Example: an invitee buys the 25 GRAM Scavenger Kit with TON. Level 1 receives 250 BRAIN, level 2 125 BRAIN and level 3 75 BRAIN.

10GRAM Race

The GRAM Race is a monthly ranking of the GRAM players put into the game. A season lasts 30 days; season 1 runs from 5 October 2026, 00:00 UTC to 4 November 2026, 00:00 UTC, and the next season starts when it ends. The top 10 share a prize pool of 2,000 GRAM, paid as BRAIN.

  • Score = the GRAM the player put in this season + the GRAM put in by the players they invited directly (level 1 only). Deposits and packs bought with TON both count.
  • Only the deposit part of a withdrawal counts against the score; withdrawing earned BRAIN, referral BRAIN or prizes never lowers it.
  • Example: a player deposits 40 GRAM and two invitees deposit 100 and 25 GRAM this season. The score is 165 GRAM.
  • Prizes are paid once, after the season ends, as BRAIN at 100 per GRAM. Prize BRAIN is withdrawable.
Season 1 prizes2,000 GRAM in total, paid as 200,000 BRAIN
  1. 1st500 GRAM50,000 BRAIN
  2. 2nd350 GRAM35,000 BRAIN
  3. 3rd250 GRAM25,000 BRAIN
  4. 4th200 GRAM20,000 BRAIN
  5. 5th170 GRAM17,000 BRAIN
  6. 6th150 GRAM15,000 BRAIN
  7. 7th120 GRAM12,000 BRAIN
  8. 8th100 GRAM10,000 BRAIN
  9. 9th80 GRAM8,000 BRAIN
  10. 10th80 GRAM8,000 BRAIN

Prizes for later seasons are announced in the announcements channel.

11Airdrop points

Players collect airdrop points for a planned Grambie token airdrop. Points are recorded on the game account by the server, by source. They are not a currency: they cannot be traded, spent or withdrawn, and what they will be worth is set by the airdrop rules, which will be announced before the token launch.

How points are earned
SourcePointsLimits
Finished run on fuel20 to 55, by building tier (a night run counts one tier higher)At least 3 containers searched, squad back alive
Containers1 to 70 each, by rarity and tier, scaled to the map’s size60 to 160 a run by tier; halved if the squad is lost
Elite zombies3 to 12 each1 a run by day, 2 by night
Kills1 for every 5 killsAt most 10 a run
District boss20, 35 or 50Once a day per district
All play togetherAt most 1,000 points a UTC day
Daily login streak50 × the streak day, up to day 7 (350)Once a UTC day, with the day’s first finished run on fuel
GRAM put in100 per GRAM deposited or paid with TON in the storeNo daily limit
Referrals50 / 25 / 10 per GRAM put in by level 1 / 2 / 3No daily limit

The game shows each player’s points, their rank among all players and the top 20. The token launch is estimated at about four to five months after the game’s launch; the date and the distribution rules will be posted in the announcements channel first.

12Store

The store sells packs, survivors and the premium pass for GRAM through TON Connect, or for BRAIN at 100 BRAIN per GRAM of price. A purchase paid with TON adds to the VIP total, sends 50% to the reward pool, pays the referral chain 10/5/3% and earns 100 airdrop points per GRAM. Purchases never open an earning cycle; only deposits do. The in-game store always shows the current contents and prices.

Special offer packs, can be bought again and again
PackContentsPrice
Field KitRare Uzi, rare machete, 6,000 gold, 300 gems, +3 fuel10 GRAM
Scavenger KitEpic MP5, epic kukri, Officer Reyes, 16,000 gold, 800 gems, +5 fuel25 GRAM
Squad ArsenalEpic Vector, SPAS-12 and fire axe, Nia Cole, 34,000 gold, 1,800 gems, +8 fuel50 GRAM
Outpost CrateLegendary M4 and katana, Dr. Osei and Captain Kane, 72,000 gold, 4,000 gems, +12 fuel100 GRAM
Fortress VaultLegendary Groza, SCAR and sledgehammer, Ghost and Rosa Kurt, 190,000 gold, 10,000 gems, +20 fuel250 GRAM
Warlord CacheLegendary Mosin, Python and chainsaw, Don Mercer and Dash, 400,000 gold, 22,000 gems, +30 fuel500 GRAM
Harbor KingEvery weapon at Legendary, guns and melee, Frost and Eve, 850,000 gold, 50,000 gems, +50 fuel1,000 GRAM
Founder packs, one per player, limited stock
PackContentsStockPrice
Scout PackFounder M1911 (+10% damage), rare Uzi, 1,000 gold, 100 gems, +2 fuel10,0003 GRAM
Soldier PackEpic founder AK-47 (+15%), epic Vector, 3,000 gold, 300 gems, Walt Greer joins5,0005 GRAM
Commander PackLegendary founder SCAR (+20%), Legendary Groza, epic M4, 8,000 gold, 800 gems, +5 fuel1,00015 GRAM
Survivors, the season pass and the VIP Pass
ItemClass or contentPrice
Officer ReyesFighter3 GRAM
Dr. OseiMedic3 GRAM
Nia ColeMedic3 GRAM
Captain KaneFighter5 GRAM
GhostFighter5 GRAM
EveScavenger5 GRAM
Rosa KurtScavenger5 GRAM
DashFighter5 GRAM
Don MercerFighter7 GRAM
FrostScavenger, season 1 only, 2,000 available9 GRAM
Season 1 passPremium rewards on every tier of season 15 GRAM
VIP Pass30 days of VIP perks; can be bought again and again, each adds 30 days30 GRAM or 3,000 BRAIN

Store survivors join the camp at level 0 and grow with the player’s runs.

  • Officer Reyes3 GRAM
  • Dr. Osei3 GRAM
  • Ghost5 GRAM
  • Eve5 GRAM
  • Rosa Kurt5 GRAM
  • Don Mercer7 GRAM
  • Frost9 GRAM

13Transparency and security

  • Your keys stay yours. Payments go through TON Connect and are approved in the player’s own wallet.
  • On-chain deposits. The server reads the treasury’s transactions on the TON chain and credits each one once.
  • Public payments. Every deposit and purchase from 1 GRAM up, and every paid withdrawal, is posted automatically in @grambiepayout with a link to the transaction on Tonviewer, so anyone can check it on chain.
  • Rewards are decided by the server. A run’s BRAIN and points come from the manifest the server rolled at the start of the run, not from the game client. The server checks the run’s length (60 seconds to 21 minutes) and allows at most one container per 2.5 seconds.
  • Limits against abuse. At most 4 run starts a minute and 60 a day, 6 paying runs a day, and raid power capped by the runs the server recorded.
  • Telegram sign-in. The game opens only inside Telegram, and every session is checked against Telegram’s signed login data. Other players see the survivor name a player chose, never their Telegram name.
  • Separate payout wallet. Withdrawals are paid from a payout wallet that is separate from the treasury, and only after an administrator’s approval. Each transfer carries the withdrawal’s number, so the chain scan matches it to exactly one withdrawal.
The card posted in the payouts channel for a new deposit
The card used for new deposits in the payouts channel.

14Roadmap

The roadmap describes plans, not promises. Dates can move, and nothing in it says anything about the price of GRAM or of any future token.

Launch card: Grambie is live on Telegram, with the game’s home screen on a phone
The launch card from 5 October 2026.
  1. Live since 5 October 2026

    Launch

    Camp, squad, runs on 22 locations, PvP raids and clans. GRAM deposits as gems, the earning cycle, withdrawals, packs, the referral program, airdrop points and GRAM Race season 1.

  2. October – December 2026

    Clans season

    Weekly territory contests, clan wars and clan boss events with season rewards; GRAM Race season 2 from 4 November; the next season pass.

  3. Following months

    More maps

    New buildings and districts in the city, more survivors and weapons, balance updates from live play.

  4. About 4–5 months after launch

    Airdrop

    The Grambie token and the airdrop for points holders. The date, the token details and the distribution rules are announced in the announcements channel before it happens.

15Risks and disclaimer

Please read
  • Grambie is a game. This paper describes how it works; it is not financial advice and not an offer of any financial product.
  • Run earnings are paid only from the reward pool. They depend on the pool’s balance and on how much a player plays, can fall to zero, and are not guaranteed. The maximums in this paper are upper limits, not expected results.
  • Deposits become gems and stay in the game; they cannot be withdrawn.
  • The value of GRAM and other crypto assets changes and can fall.
  • Payments depend on the TON network, on Telegram and on the game’s servers, which can be slow or unavailable at times.
  • The numbers here are the defaults in the game server at version 1.0. The operator can change them; changes are announced in the announcements channel and the game shows the live values, such as the fee and the pool rate.
  • Only put into the game what you are comfortable spending on a game.