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in the game and opens a 100-day earning cycle: finishing runs on fuel then earns BRAIN, the in-game token, which can be withdrawn to a TON wallet as GRAM.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
- 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 It is never withdrawn.
- Only BRAIN earned on runs, referral BRAIN and prizes can be withdrawn.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
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.

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.

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.



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.
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.
| Balance | How it is obtained | What it is for | Leaves the game? |
|---|---|---|---|
| GRAM | Your own TON wallet | Deposits, packs, survivors, the premium pass | It is what withdrawals pay out |
| BRAIN | Runs on fuel (earning cycle), referrals, GRAM Race prizes | Withdraw as GRAM, buy packs (100 BRAIN per GRAM of price) or swap for gold | Yes, as GRAM, with a 5% fee (2% with a VIP Pass) |
| Gems | Deposits (100 per GRAM), packs, rewards | Finishing timers and other gem purchases; swap for gold | No |
| Gold (coins) | Play, packs, swapping gems or BRAIN | Buildings, upgrades, founding a clan | No |
| Airdrop points | Play, daily logins, GRAM paid in, referrals | A 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:
- It becomes gems, 100 per GRAM, delivered to the camp.
- It raises the VIP total by the same amount of GRAM.
- 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.
- It feeds the reward pool with 50% of its value.
- It pays the referral chain (10%, 5% and 3% in BRAIN) and airdrop points at once.
- It is posted publicly in the @grambiepayout channel (from 1 GRAM up).
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.
| Tier | Name | Total GRAM | Unlocks |
|---|---|---|---|
| V1 | Scout | 3 | Scout badge, bronze profile frame |
| V2 | Soldier | 5 | Soldier badge, silver profile frame |
| V3 | Commander | 15 | Commander badge, gold profile frame |
| V4 | Bronze Patron | 100 | Bronze Patron badge, bronze profile frame |
| V5 | Silver Patron | 500 | Silver Patron badge, silver profile frame |
| V6 | Gold Patron | 1,000 | Gold Patron badge, gold profile frame |
| V7 | Platinum Patron | 5,000 | Platinum Patron badge, platinum profile frame |
| V8 | Harbor Lord | 20,000 | Harbor Lord badge and frame, Harbor Lord achievement |
VIP Pass
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 days | Cap on the cycle’s total | At 2% a day (100% pool rate) |
|---|---|---|
| 1 – 50 | 200% of base | Up to 100% earned by day 50; the cap does not bind |
| 51 – 75 | 175% of base | Up to 150% earned by day 75; the cap does not bind |
| 76 – 100 | 150% of base | The cap binds: 150% was reached on day 75, so nothing more is earned |
| After 100 | 0 | The 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.
| Pool rate | Most per day | Earnings equal the deposit | Most over the cycle |
|---|---|---|---|
| 100% | 2% of base | On day 50 | 150% reached on day 75 |
| 75% | 1.5% of base | On day 67 | 150% reached on day 100 |
| 50% | 1% of base | On day 100 | 100% |
| 25% | 0.5% of base | Not within the cycle | 50% |
| 0% | 0 | No run earnings | 0 |
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):
| Building tier | Day run | Night run | First run of the day, day / night |
|---|---|---|---|
| Tier 1 | 22% | 44% | 33% / 66% |
| Tier 2 | 25% | 50% | 37.5% / 70% |
| Tier 3 | 28% | 56% | 42% / 70% |
| Tier 4 | 32% | 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.
| Deposit | Most per day | Earnings equal the deposit | Most over the cycle |
|---|---|---|---|
| 10 GRAM | 0.2 GRAM 20 BRAIN | Day 50 | 15 GRAM 1,500 BRAIN |
| 50 GRAM | 1 GRAM 100 BRAIN | Day 50 | 75 GRAM 7,500 BRAIN |
| 100 GRAM | 2 GRAM 200 BRAIN | Day 50 | 150 GRAM 15,000 BRAIN |
| 500 GRAM | 10 GRAM 1,000 BRAIN | Day 50 | 750 GRAM 75,000 BRAIN |
| 1,000 GRAM | 20 GRAM 2,000 BRAIN | Day 50 | 1,500 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).
| Deposit | Gems | VIP tier | To the reward pool | To a level 1 inviter |
|---|---|---|---|---|
| 10 GRAM | 1,000 | V2 Soldier | 5 GRAM | 100 BRAIN |
| 50 GRAM | 5,000 | V3 Commander | 25 GRAM | 500 BRAIN |
| 100 GRAM | 10,000 | V4 Bronze Patron | 50 GRAM | 1,000 BRAIN |
| 500 GRAM | 50,000 | V5 Silver Patron | 250 GRAM | 5,000 BRAIN |
| 1,000 GRAM | 100,000 | V6 Gold Patron | 500 GRAM | 10,000 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
- 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.
- 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.
- 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.
- Day 50. With the full limit reached every day, earnings total 100 GRAM (10,000 BRAIN), equal to the deposit.
- 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.
- 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.
| Source | Into the pool |
|---|---|
| GRAM deposits (they become gems) | 50% |
| GRAM packs, survivors and the pass bought with TON | 50% |
| 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 fees | 100% of the fee 5%, or 2% with a VIP Pass; when the withdrawal is paid |
| Top-ups by the operator | 100% |
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.
| Pool | Pool rate | Day allowance (15%) | A 100 GRAM base can earn today |
|---|---|---|---|
| 1,000 GRAM | 1,000 ÷ 400 → capped at 100% | 150 GRAM | up to 2 GRAM |
| 300 GRAM | 300 ÷ 400 = 75% | 45 GRAM | up to 1.5 GRAM |
| 100 GRAM | 100 ÷ 400 = 25% | 15 GRAM | up to 0.5 GRAM |
| 0 GRAM | 0% | 0 | nothing |
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.
| Minimum | 100 BRAIN (1 GRAM) |
|---|---|
| Fee | 5% 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 wallet | Within 15 minutes of the request; there is no waiting period |
| Address check | A valid TON address with a correct checksum; testnet addresses are refused |
| Approval | Every withdrawal is reviewed by an administrator |
| Payout | Once approved, the server sends the GRAM automatically from the game’s payout wallet; a scan of the chain then marks it paid |
| Public record | Every paid withdrawal is posted in @grambiepayout: masked name, amount and a Tonviewer link |
| If rejected | The full amount returns to the player’s balance |
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.
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:
| Level | Who | Share | On a 100 GRAM deposit | Airdrop points per GRAM |
|---|---|---|---|---|
| 1 | Players you invite | 10% | 1,000 BRAIN | 50 |
| 2 | Players they invite | 5% | 500 BRAIN | 25 |
| 3 | The next ring out | 3% | 300 BRAIN | 10 |
- 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.
- 1st500 GRAM50,000 BRAIN
- 2nd350 GRAM35,000 BRAIN
- 3rd250 GRAM25,000 BRAIN
- 4th200 GRAM20,000 BRAIN
- 5th170 GRAM17,000 BRAIN
- 6th150 GRAM15,000 BRAIN
- 7th120 GRAM12,000 BRAIN
- 8th100 GRAM10,000 BRAIN
- 9th80 GRAM8,000 BRAIN
- 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.
| Source | Points | Limits |
|---|---|---|
| Finished run on fuel | 20 to 55, by building tier (a night run counts one tier higher) | At least 3 containers searched, squad back alive |
| Containers | 1 to 70 each, by rarity and tier, scaled to the map’s size | 60 to 160 a run by tier; halved if the squad is lost |
| Elite zombies | 3 to 12 each | 1 a run by day, 2 by night |
| Kills | 1 for every 5 kills | At most 10 a run |
| District boss | 20, 35 or 50 | Once a day per district |
| All play together | At most 1,000 points a UTC day | |
| Daily login streak | 50 × the streak day, up to day 7 (350) | Once a UTC day, with the day’s first finished run on fuel |
| GRAM put in | 100 per GRAM deposited or paid with TON in the store | No daily limit |
| Referrals | 50 / 25 / 10 per GRAM put in by level 1 / 2 / 3 | No 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.
| Pack | Contents | Price |
|---|---|---|
| Field Kit | Rare Uzi, rare machete, 6,000 gold, 300 gems, +3 fuel | 10 GRAM |
| Scavenger Kit | Epic MP5, epic kukri, Officer Reyes, 16,000 gold, 800 gems, +5 fuel | 25 GRAM |
| Squad Arsenal | Epic Vector, SPAS-12 and fire axe, Nia Cole, 34,000 gold, 1,800 gems, +8 fuel | 50 GRAM |
| Outpost Crate | Legendary M4 and katana, Dr. Osei and Captain Kane, 72,000 gold, 4,000 gems, +12 fuel | 100 GRAM |
| Fortress Vault | Legendary Groza, SCAR and sledgehammer, Ghost and Rosa Kurt, 190,000 gold, 10,000 gems, +20 fuel | 250 GRAM |
| Warlord Cache | Legendary Mosin, Python and chainsaw, Don Mercer and Dash, 400,000 gold, 22,000 gems, +30 fuel | 500 GRAM |
| Harbor King | Every weapon at Legendary, guns and melee, Frost and Eve, 850,000 gold, 50,000 gems, +50 fuel | 1,000 GRAM |
| Pack | Contents | Stock | Price |
|---|---|---|---|
| Scout Pack | Founder M1911 (+10% damage), rare Uzi, 1,000 gold, 100 gems, +2 fuel | 10,000 | 3 GRAM |
| Soldier Pack | Epic founder AK-47 (+15%), epic Vector, 3,000 gold, 300 gems, Walt Greer joins | 5,000 | 5 GRAM |
| Commander Pack | Legendary founder SCAR (+20%), Legendary Groza, epic M4, 8,000 gold, 800 gems, +5 fuel | 1,000 | 15 GRAM |
| Item | Class or content | Price |
|---|---|---|
| Officer Reyes | Fighter | 3 GRAM |
| Dr. Osei | Medic | 3 GRAM |
| Nia Cole | Medic | 3 GRAM |
| Captain Kane | Fighter | 5 GRAM |
| Ghost | Fighter | 5 GRAM |
| Eve | Scavenger | 5 GRAM |
| Rosa Kurt | Scavenger | 5 GRAM |
| Dash | Fighter | 5 GRAM |
| Don Mercer | Fighter | 7 GRAM |
| Frost | Scavenger, season 1 only, 2,000 available | 9 GRAM |
| Season 1 pass | Premium rewards on every tier of season 1 | 5 GRAM |
| VIP Pass | 30 days of VIP perks; can be bought again and again, each adds 30 days | 30 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.
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.
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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.
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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.
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Following months
More maps
New buildings and districts in the city, more survivors and weapons, balance updates from live play.
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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
- 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.