Buy in
Buy it on Uniswap (Robinhood Chain). The official contract shows at the top of this site and pinned on X. You bet with it, buy weapons and items with it, and holding it gives you rank.
Mint a crew. Put them to work. Get paid every day.
Build a crew, put it to work, and take a share of what the city pays out every day. The bigger and better your crew, the bigger your share.
Buy it on Uniswap (Robinhood Chain). The official contract shows at the top of this site and pinned on X. You bet with it, buy weapons and items with it, and holding it gives you rank.
One Enforcer, Fixer or Insider is all you need to start earning. Public mints are random, so mint until you have a worker, or hold rank to pick yours. Every mint raises the price for the next person, and Season 1 is never reprinted.
Mint nowSend your crew to a racket. Every day the reward pool pays out, and your crew takes its share in ZENI, plus Rep. Every crew that isn't working is a share someone else takes.
Crews & rackets →Just want to play? Fight Nights and Red Dragon only need ZENI. No NFT required.
Play now →Every day the city pays out ZENI to every crew that's working. Each crew has points. The more points your crew has compared with everyone else, the more of the payout you get. Everything below adds points.
Example only, not a promise or a forecast: the daily payout goes up and down with how much the city plays, and your share gets smaller when more crews join. Say one worker earns 1,000 ZENI a day.
You need at least one worker to earn anything, or a companion working alone. A Detective or Accountant can fill a worker slot, but earns less there (75 points).
Every worker has a home turf: Enforcers run Protection, Fixers run Smuggling, Insiders run Data brokerage. On home turf they earn half again as much.
A crew holds up to 3 workers, and each one adds the same again. Three on home turf earn three times as much as one.
He cooks the books, and the whole crew earns 10% more.
A weapon makes the crew scarier, so the rackets pay more. Cheap street weapons add a little (+1% to +3%). The best weapons add up to +30%, but they need a higher rank, and the bonus switches off if your rank drops.
Dispensary items give 24-hour boosts: Oni Rush +10% on any racket, Iron Tabs, Static and Night Bloom +15% on their own racket. Weapon and item boosts together stop at +30%, so a top weapon plus an item is no better than the weapon alone.
Some nights the Eye raids a racket. Every crew there without a Detective owes a day of its earnings, taken from its next collection. Collecting early doesn't dodge it. A Detective means you owe nothing.
A companion multiplies her whole crew by 1.25 on any racket, up to 1.35 as her Favour grows, and she can work a racket on her own. She's yours to rent out, too.
The ZENI in your wallet gives you a rank. Nothing to lock. Rank unlocks the better weapons, earlier mint windows and more Rep. Sell or send them away and your rank drops that second.
At launch you only bet on house fighters, so you don't need anything. In Fight Club you can own a fighter: Red Line makes him stronger for one fight, and Nano Salve heals him so he can fight again sooner. His owner takes 3% of every pot he wins.
First pick at the character mint and your way into Season 2. 150 exist, 0.00186 ETH (~$5) each on Ripples.
Any character you're not using can be rented out on the Market.
Every rival crew in the city is a target. Pick a trick, pay in $ZENI, send it. No gang needed. A Detective, a companion or a Burner Phone keeps your own crews safe. Hit a rival crew →
Tokyo, 2089. The Upper City belongs to the corporations. Everything under the elevated rail line belongs to whoever holds it tonight.
They call it the Lowline: thirty thousand people, ten districts, no police that answer calls. The streets run on crews and rackets, and on the one thing everyone down here trades, what the cameras see.
The Lowline answers to the Kurogane syndicate (黒鉄, black iron), the yakuza family that holds everyone's debts and takes a cut of every racket from its tower above the rail. Work for them long enough and they start to know your name.
The city's surveillance net, the Eye, watches every corner. One sealed door in the Overgrown Block isn't in its records. The Override Disk opens it.
Every racket and every game in Tokyo Futuro happens somewhere you can watch. Switch feeds to see who runs each district and what pays there.
OD-00001 · UNREAD
OVERRIDE · オーバーライド
The 150 Override Disks are one collection linked to the token: 0.00186 ETH (~$5) each, one per wallet. Mint right here with the button above, or on Ripples: it is the same collection and the same 150. Take the link only from this site or the pinned post on X. There is no Discord.
An access disk cloned from the Eye's own security system, keyed to a door the Eye doesn't know exists. Disk holders pick first, any tier, in Window 1 with the Bosses, in both Season 1 drops.
The way up. The disk is your access to Season 2 and the Upper City. It's never used up.
Disk holders mint every Season 1 drop before the public, at the bottom of each price curve.
150 disks, ever: there is no second batch and no way to add more. Each disk also carries a share of ZENI, released over 90 days after a 7-day cliff from graduation. Its mint stays on-chain, so "I was here at launch" can always be checked.


A gang is a group of wallets that play together. Make one here, join a friend's with their code, or join the official gang. You don't need Telegram. If you use it, you can connect it any time.
One free signature. It moves no funds and costs nothing.
Who has kept their crews working the longest. Rep is earned by working, never bought, and it stays with your wallet. The board refreshes every few minutes.
| # | Wallet | Title | Rep | Crews working |
|---|---|---|---|---|
| Reading the board… | ||||
Rep is added when a crew settles (when someone collects or uses an item on it), so a number can jump after a collection. The gold tag marks wallets that hold an Override Disk. What is Rep? →
Operatives earn while they're assigned to a racket: a share of the reward pool plus Rep, which can't be bought or sold. Each class earns more in the racket it knows.
Street muscle, and the syndicate's blade when a debt goes unpaid. Best on Protection, collecting from the rain-alley shops.
Best racket: Protection · 300 in Season 1Knows who needs what moved and when the trains run late. Best on Smuggling.
Best racket: Smuggling · 300 in Season 1Sits inside the surveillance net and sells what it sees. Best on Data brokerage.
Best racket: Data brokerage · 300 in Season 1Keeps the heat off. When the Eye raids a racket, every crew there without a Detective owes a day of its earnings. A crew with a Detective in its Detective slot owes nothing, for raids, Sweeps and Informants alike.
One per crew · 150 in Season 1Cooks the books. +10% on everything his crew claims, every night. He never leaves the office.
One per crew · 150 in Season 1Each one moves, each one has her own place in the city. Five tiers, from common to the one and only. Disk holders and bigger holders pick their girl first; once public opens anyone can pick at the pick price, or take a cheaper random pull. Put her in any crew and she boosts it by 25–35%, or send her to work a racket on her own.
For the players only. Tap play. Sound on.
There is only one. She is never minted and never pulled. She goes to the highest bidder in an auction on this site. It goes live with Window 1 of the mint and has no end time: the 24-hour clock only starts at the first bid of 0.5 ETH or more.
Reserve0.5 ETHLevel B6 of a parking garage. No gloves, no referee. Three styles, eight fighters, and every one of them has a finisher. Fights run every 30 minutes on the Games page.
Fast, low and silent. Nobody sees the heel until it lands.
Nobody has seen the face behind the mask. Once he has you in the clinch, you don't leave.
Twenty years pouring concrete for the Upper City. Now he breaks it, with a length of pipe.
One teep to find the range. One elbow to end it.
Wore the badge until the badge stopped paying. Kept the shield.
Seventy years old. Doesn't move until it's already over.
Nobody has ever pushed him backwards. Plenty have tried.
Built his own arm out of scrap after the Stack took the first one.
Back one of two fighters. Everyone who backed the winner splits the whole pot, so upsets pay big. Injured fighters sit out until they're patched up.
Six seats, six sealed mahjong tiles, one Red Dragon. When the sixth seat fills, everyone flips. The Dragon takes 5.7× the stake; the 5% house cut goes to the reward pool.
Twelve fighter types, 84 in total. Every fighter rolls its own Power, Speed and Grit from a public random number nobody controls. Train yours, challenge another owner, and everyone can bet on the fight. A win raises your fighter's form; a loss injures it for a day.
Power, Speed and Grit are rolled by a public random draw about 10 seconds after a fighter is minted. Until then it shows no rating. Training you do stays on your fighter.
Agents fight like everyone else. Back a side in any fight above.
Eight fights, start to finish.
The games open one at a time after launch. Winnings come out of the pot, never printed, and every house cut goes to the reward pool that pays the crews.
House fighters, your bets. A fight every 30 minutes. Everyone who backed the winner splits the pot, so the underdog pays big.
Two dice under the cup. Bet chō, even, or han, odd. A round every minute. The winning side splits the table.
Pick a number from 0 to 999. One draw every Sunday night. Every ticket on the winning number shares the jackpot, and with no winner it rolls over.
Six seats, six sealed mahjong tiles, one Red Dragon. When the sixth seat fills, everyone flips. Tables at 10k, 100k and 1M.
1 in 6 wins 5.7× · 95% back to players · 5% houseThe old yakuza dice game. Two dice in a cup: bet chō, even, or han, odd. The winning side splits the table. A round every minute.
True 50/50 · pool betting · 3% houseTwo fighters, one ring on level B6. Back one. Everyone who backed the winner splits the pot, so the underdog pays big.
Pool betting · 5% house · companion +5% from the bonus fund while it lastsOne draw every Sunday night. Buy tickets with $ZENI, pick your number or let the contract surprise you. Every ticket that matches the drawn number shares the jackpot. No winner and it rolls over.
80% to the jackpot · 20% to the reward poolOpen the lottery →Hit any rival crew, whenever you want. Pickpocket, Whisper, Spiked Sake, Honey Trap. The site only lets you send what can land, and every $ZENI you spend goes to the reward pool.
20,000 to 40,000 $ZENI a trick · a Burner Phone blocks oneHit a rival crew →A train pulls out of the station and the multiplier climbs. Cash out before it derails. Wait too long and you lose it all.
Survives past m× with chance 0.97 ÷ m · 3% houseNobody, not even us, knows a result before it happens. Every game is sealed to a future round of drand, a public random beacon run by universities and companies around the world. The number doesn't exist until betting has closed, and the contract checks drand's signature itself, so a fake number is rejected.
The table locks to a drand round about a minute ahead. No late seats, no leaving.
Anyone posts drand's signed number on-chain. The contract checks the signature before using it.
If a sealed game isn't flipped within a day, anyone can return every stake.
Equip one weapon per crew. Its strength multiplies what the crew earns in its racket. Weapons are bought in ZENI and never touch the odds at the tables.
Pulled from gutters and rebuilt in back rooms. Plenty to go around.



Printed after midnight, held together with zip ties. Supply tightens.



From the Kurogane vault. Tarnished, engraved, hard-capped.



Future-city steel, battered and wired. Above gold, almost never seen.



Connect your wallet to buy. Weapons are paid in ZENI, and every ZENI spent goes to the reward pool.
Behind the Corner Shop's counter is the Lowline's pharmacy. Everything here is used up when you take it, paid in ZENI, and the strong stuff always wants something back.
Paid in ZENI · every ZENI spent goes to the reward pool · use items from your crew cards on My Crew
How to power up your crews and companions →












Every Season 1 character is minted in ETH on this site, and the price rises a little with every copy sold. The bigger your rank, the earlier you mint and the more you get to choose. Once public opens, anyone can pick at the pick price or take a cheaper random pull.
84 fighters, 12 types. Train yours, challenge another owner, and everyone bets on the fight. Winning owners take a purse. Tap the video for sound.
Every ETH raised by the mint will solely be used for buybacks of $ZENI.
PREVIEW · NOTHING IS MINTED
Connect a wallet to mint on Robinhood Chain.
Connect a wallet to see your rank. Hold ZENI in your wallet: Brother 1,000,000 · Captain 3,000,000 · Boss 10,000,000. Sell or send them away and your rank drops at once.
| Character | Rarity | Editions | Odds | Pick price | Pick |
|---|
Ranked or holding an Override Disk? You don't pull at random: when your window opens, open Choose your character (or press Pick in the table above) and the one you choose is yours. Once public opens anyone can pick at the pick price, or take a random pull for less.
| Window | Opens | Who | What they can do |
|---|---|---|---|
| Window 1 | 60 min after launch | Override Disk holders and Boss rank | Pick any character, epic included |
| Window 2 | +30 min | Captain rank (and everyone above) | Pick any rare, uncommon or common character |
| Window 3 | +30 min | Brother rank (and everyone above) | Pick any uncommon or common character |
| Public | +30 min | Everyone | Anyone picks any character at its pick price, or takes a random pull at the base price |
Season 1 characters are never reprinted. Season 2 brings new characters from the Upper City, not more copies of these.
| Drop | Supply | Paid in | Price |
|---|---|---|---|
| Override Disk | 150 | ETH | 0.00186 ETH (~$5) on Ripples · one per wallet |
| Companions | 280 | ETH | ≈ $5 → $20 in ETH × tier |
| Hisui (1/1) | 1 | ETH | Auction · reserve 0.5 ETH · live from Window 1, clock starts at the first bid |
| Fighters · open until sold out | 84 | ETH | ≈ $5 → $50 in ETH · stats rolled at reveal |
| Operatives | 1,200 | ETH | ≈ $5 → $20 in ETH |
| Weapons | 714 | Game token | Rises by tier |
| Dispensary items | No cap | Game token | Fixed per item |
Every Season 1 character in one place: what they look like, what they do in the game, how many are left and what picking them costs right now. Pick the one you want, or go back and take a random pull for less.
Every character trades here, and only here. A companion keeps her Favour and a fighter keeps his record. That history is what you're paying for.
5% of every sale goes to the Tokyo Futuro treasury; the seller gets 95%.
Renting puts a character in your hands for a set number of days: she works in your crews and pays you, counts for your Fight Night +5%, and takes your Dispensary gifts. A crew with a rented member ends when the rental ends (disband it to get the rest back). The owner keeps her and gets 90% of the rent; 10% goes to the reward pool. Every listing shows whether renting it pays for you.
List or rent out anything you hold from My Crew. Anything working a racket or rented out is locked until it's free.
Wins, injuries and Favour move to the buyer with the token. Nothing resets. Rep stays with your wallet.
5% of every sale goes to the treasury. The other 95% goes to the seller, in the same transaction.
Three shops that only exist while the Games Master says so, and nobody tells the Games Master when: drand does. When a door opens the clock is already running and the stock is tiny. Be here, or hear about it later.
Paid in ETH, straight to the team treasury · send the exact price · no change, no refunds · crates and Portal disks you won't use can be resold on the Market · flash items are used or they expire · game items, not investments
One of only three Ōkami ever made was lifted from a rival gang's vault. Nobody will pull it from a crate: it goes to the highest bidder, right here in the Black Market. Crates can only ever hold two Ōkami, and this is the third.
Every crate holds one prize. Nobody knows which, not even us. When the market closes, a public random draw decides every crate at once. Then you press Open on yours and see what you got.
| 1 in 100 | ŌkamiThe legendary blade. Only 3 will ever exist (more below). |
|---|---|
| 59 in 100 | A weaponUsually a street weapon. Rarer weapons are rarer in crates too. |
| 40 in 100 | 3 Dispensary itemsThree random items from the Dispensary: boosts, protection and cures. |
Normally a crew's weapons and items can add at most +30%. A crew holding Ōkami can go up to +50%. No other item does that.
▲ The catch: the Eye wants it back. A crew holding Ōkami owes double whenever it gets hit (raids, Sweeps, Informants), unless it also has a Detective.
A glimpse of the Upper City. Use a disk on one of your crews and it earns ×3 points for 48 hours. One Portal per crew at a time. A disk nobody uses dies 7 days after it's bought.
Hired down from the Upper City. Clean suits, clean records, and they don't come down here for less.
Characters are bought once, in ETH. Everything you do in the city after that is paid in ZENI. ETH from the companion, operative and Hisui mints goes to the team and none of it is used to buy ZENI. The one exception is Fight Club: every ETH raised by the Fight Club mint is used to buy ZENI.
Every token spent on weapons, boosts, healing, gifts and dirty tricks goes into the rackets' reward pool, with a quarter of the 4.5% creator tax on every buy and sell.
The pool pays out 3% of what it holds each day, split between working crews by their share of the points. More crews means a smaller slice each, so it lasts.
The 5% house cut from Red Dragon and Fight Nights goes straight into the same pool. The more the city plays, the more the crews earn.
Hold ZENI in your wallet and you hold a rank. Nothing to lock. Rank opens weapons, early mints and first pick of the characters. Sell or send them away and your rank drops the moment they leave.
The token's name and contract are published only at the moment trading opens, on this site and pinned on X. Anything you see before that is fake.
Worried about inflation, or too many characters? Don't take our word for it. Every number on this page is read straight from the contracts, so anyone can check it.
Reading the live numbers from the chain… The fixed facts below are written into the contracts.
Fixed forever. No contract can mint more.
About 28% of all ZENI sits at the dead address, burned when the token graduated on Ripples. It was the unminted NFT allocation of the launch curve. Nobody can move it, and nobody can sell it.
ZENI locked by smart-contract wallets, which can't count what they hold.
Waiting to be paid out to crews, a little each day.
Supply minus the burn and the reward pool.
A fixed share of what the pool holds, each day. Never more than 5% a day, set in the contract.
Into the pool / paid out to crews.
280 ever. Never reprinted.
1,200 ever. Never reprinted.
One of one, sold by auction. There will never be another.
150, ever: sold on Ripples, one per wallet. No second batch.
The legendary blade. 3 ever, and no restock can touch it.
7-day contracts. They expire, so they never pile up.
| Weapons | Minted | Cap |
|---|---|---|
| Tier 1 · Street | — | — |
| Tier 2 · Brother | — | — |
| Tier 3 · Captain | — | — |
| Tier 4 · Boss | — | — |
The one burn isn't ours: when the token graduated, Ripples, the launchpad, burned the part of its launch curve that was reserved for NFT mints and left unminted. That's about 28% of all ZENI (roughly 320 million), now at the dead address for good. It's Ripples' rule for every launch.
A quarter of the tax on every buy and every sell, and every ZENI spent in the city (weapons, Dispensary items, the house cut from games), goes into the reward pool.
Nobody can withdraw it: not the team, not anyone. The only thing that can take ZENI out is the rackets contract, which was set once and can never be changed.
The pool pays a small share of what it holds each day to crews working rackets. Players spend it again, and it comes back round. Nothing new is ever minted.
How the economy works →Read the docs →
Every shutter on Ame-dōri pays by Friday or it doesn't open Monday. The Kurogane collect in person, in the rain, and nobody writes anything down.
Enforcers earn 1.5× here · a companion adds ×1.25 to the crew, or works here alone
Connect your wallet to see your crews here and put people to work.
Pick a rival, pick a trick, send it. The site only lets you play what can land, and shows why when it can't. ZENI you spend goes to the reward pool.
Crates come off the late freight under the rail line and sit in this back room one night, never two. The Fixers know which trains the Eye forgets to scan.
Fixers earn 1.5× here · a companion adds ×1.25 to the crew, or works here alone
Connect your wallet to see your crews here and put people to work.
The Stack runs all night on stolen power, packed with whatever the Eye's cameras caught. Insiders sell it back to the people it was filmed watching.
Insiders earn 1.5× here · a companion adds ×1.25 to the crew, or works here alone
Connect your wallet to see your crews here and put people to work.
All the Lowline's money gets washed here, one ledger at a time, between the steam and the lanterns. The mama-san keeps the books; her companions keep the customers talking.
Every worker earns 100 points here · a companion adds ×1.25 to ×1.35 to the crew, or works the books alone
Connect your wallet to see your crews here and put people to work.
Connect your wallet to see everyone and everything you hold in the Lowline.
Tip: you can sabotage any rival crew whenever you want. Hit a rival crew →
Your pay is your crew's share of this daily total. When few crews are playing, each share looks big. As more crews join, each share gets smaller, but the total paid out each day doesn't shrink. More power on your crew (workers, a Detective, a weapon, a companion) raises your share.
Every companion can leave the Lowline with you. Connect your wallet and she becomes your personal assistant in Claude or ChatGPT: in her own voice, for the game and for everyday life. She's playful, she can flirt a little, and she can say no.
Do not paste her link into a chat. It goes into your AI's settings, in the connector box.
No Developer mode on your plan? Use her prompt (Gemini, Grok, other tab) in a Project instead.
Her link is like a password: anyone with it can load her while you own her. It works for 90 days and stops if she is sold. Her brief is a holder perk, so keep it private.
Tokyo Futuro hosts no chat and keeps no conversations: your AI app does. The girls are fictional adults and AI characters, never real people, and if anyone seems under 18 she stops flirting and keeps to the game. An AI agent can also be linked to her and fetch her brief itself (see the agents page).
Everything a player needs, in plain words: how to get in, how the mint works, how every game pays, and where the money goes. The contracts are the final word; this page explains them.
Tokyo, 2089. The corporations own the Upper City. Under the elevated rail lies the Lowline: ten districts, no police, run by crews and rackets. The Eye, the city's surveillance net, watches every corner. The Kurogane syndicate holds everyone's debts and takes a cut of every racket.
Tokyo Futuro is a game on Robinhood Chain. You mint characters, put them to work in rackets, play the games in the Den and the Pit, and climb the ranks.
We will never ask for your seed phrase or private key. Nobody from the team will message you first.
The contract address is shown only once trading opens on launch day. Anything posted before that is fake. Always copy it from this site or the pinned post on X. Admins never DM first.
Characters are minted once, in ETH, on this site. Every mint makes the next one a little dearer, so early minters pay less. If nobody mints for 6 hours, the price eases 2% an hour until someone does, but never below its halfway price.
| Drop | Supply | Price | How |
|---|---|---|---|
| Companions | 280 | ≈ $5 → $20 in ETH | Rising curve. Picking one costs the curve price × her tier: common 1×, uncommon 1.25×, rare 1.6×, epic 2.5×. A random pull is always 1×. |
| Operatives | 1,200 | ≈ $5 → $20 in ETH | Rising curve. Picking one costs the curve price × its tier, like the companions: Enforcer 03 is epic; Enforcer 02, Fixer 02, Insider 02, the Detective and the Accountant are rare; the rest are common. A random pull is always 1×. |
| Hisui (1 of 1) | 1 | Reserve 0.5 ETH | Auction on this site, live from Window 1. The 24-hour clock starts at the first bid. |
| Override Disk | 150 | 0.00186 ETH (~$5) | Sold on Ripples, the collection linked to the token. One per wallet. |
Dollar prices are converted to ETH on launch day.
Your rank comes from how much ZENI you hold in your wallet. Nothing to lock, nothing to wait for. Sell or send them away and your rank drops the moment they leave. Holding Hisui counts as Boss. ZENI held by a smart-contract wallet don't count unless they're locked in the rank contract (the Stash).
Buy the token and keep it in the wallet you play with. Nothing to lock: your rank updates the moment your balance crosses a line. Sell or send ZENI away and it drops right away, so your better weapons stop boosting and street-rank crews pay the Kurogane Tax.
| Rank | Hold in your wallet | What it unlocks |
|---|---|---|
| Street | under 1,000,000 | Tier 1 weapons, public random pulls |
| Brother · 兄弟 | 1,000,000 | Window 3: pick up to uncommon · Tier 2 weapons · no Kurogane Tax · +5% Rep |
| Captain | 3,000,000 | Window 2: pick up to rare · Tier 3 weapons · +10% Rep |
| Boss | 10,000,000, or hold Hisui | Window 1: first pick, epics included · Tier 4 weapons · +15% Rep |
Rep is different. Your working crews earn it and it can't be bought. It's a score: the Lowline's record of who put in the work.
Window 1 opens 60 minutes after launch. Each window after that opens 30 minutes later: Window 2 at +1h30, Window 3 at +2h, public at +2h30.
| Window | Who can mint | What they can do | ZENI held |
|---|---|---|---|
| Window 1 | Override Disk holders and Boss | Pick any character, epic included | Boss: 10,000,000 |
| Window 2 | Everyone above, plus Captain | Captains pick up to rare | Captain: 3,000,000 |
| Window 3 | Everyone above, plus Brother | Brothers pick up to uncommon | Brother: 1,000,000 |
| Window 4 · public | Everyone | Anyone picks any character at its pick price, or takes a random pull at 1×. | None |
A random pull mints a sealed character: you own it, but nobody knows who it is yet. The reveal works like this:
Characters you pick by name are yours straight away. A fighter's stats are seeded by a public drand round, so nobody can pick or steer them.
The auction is live from the moment Window 1 of the mint opens, and it has no end time. Bidding stays open until someone bids at least the 0.5 ETH reserve: that first bid starts a 24-hour clock. If nobody ever bids, she just stays up for sale. Each bid must beat the last by at least 5%. A bid in the last 10 minutes moves the end to 10 minutes from that bid, so nobody wins by sniping the buzzer. If you're outbid, you can withdraw your ETH at any time. When the clock runs out, anyone can settle: she goes to the top bidder and the ETH to the treasury.
The Override Disk is the key to the Upper City. 150 will ever exist.
What it does:
Every game is played in the token. Winnings come out of the pot. Nothing is printed. Before your first bet, your wallet asks you to allow the game to take ZENI. That's normal, and it only happens once per game.
Eight house fighters, a fight every 30 minutes. You back the red or the blue corner. Everyone who backed the winner splits the pot.
Odds. Every fighter has a rating from 1 to 100. A fighter rated 80 against one rated 60 wins 80 in 140 fights. The ratings are frozen with the first bet, so they can't change mid-fight.
Payouts. The house takes 5%, and all of it goes to the reward pool. The other 95% is split among the winning side by how much each person bet, but a winning bet is paid at most fair odds (its stake × 0.95 ÷ its corner's chance). Anything the cap holds back goes back to the losing side's backers. If you play a companion (you own one that isn't rented out, or you're renting one), you get +5% on your winnings, paid from a separate bonus fund the team tops up (never from the pot or the pool); when that fund is empty there's no bonus.
Refunds. If only one corner has bets, or the fight isn't settled within a day, everyone gets their stake back.
How the result is decided. The fight is sealed to a drand round about a minute after betting closes. That number, mixed with the fight number, picks the winner using the ratings above. The same number drives the fight you watch, so everyone sees the same fight.
Six seats, six face-down tiles, one Red Dragon. Whoever sits on the Dragon takes the pot.
Payouts. The Dragon takes 95% of the pot: 5.7× the stake. The other 5% goes to the reward pool. Your chance is 1 in 6. The team can change the house cut for new tables only, and the contract never allows more than 10%.
How the result is decided. When the table fills it is sealed to a drand round about a minute ahead. That number, mixed with the hand number, gives a seat from 1 to 6. That seat is the Dragon. If a sealed table is somehow never flipped within a day, anyone can refund every seat.
Fight Nights are the house fighters. Fight Club is yours: 84 fighters, 12 types, owned by players. You train your fighter, put it up for a challenge, another owner accepts, and everyone bets on the fight. When it wins, its owner takes a purse.
Rating = the fighter's base + its stats + its form + training + Red Line. The base is 50 for a common, 60 for an uncommon, 72 for a rare and 88 for an epic. The better-rated fighter wins more often, and its lead grows with the gap:
So a common can still beat a rare now and then, and an epic almost never loses to a common. The odds are frozen when the fight is made, so what you see before you bet is what the contract uses.
A random pull costs the curve price, which starts at about $5 and climbs to about $15 across the drop. You can also pick a specific fighter, at the curve price times its rarity: common 0.39×, uncommon 0.78×, rare 1.56×, epic 3.89×. The multipliers are set so a random pull is worth what it costs on average. Rank and Override Disk windows work like the character mint. Mints are paid in ETH.
Every ETH raised by the Fight Club mint will solely be used for buybacks of $ZENI. The mint pays into the treasury and the team makes the buys, so this is a public commitment, not something the contract does by itself.
Winning bettors split 95% of the pot. The winning fighter's owner gets a 3% purse and 2% goes to the reward pool. A winning bet is paid at most fair odds, the same cap as Fight Nights; what the cap holds back goes to the losing side's backers. If only one corner has bets, or a fight isn't settled within a day, everyone gets their stake back.
When Fight Club opens, the date is posted on X and here.
A crew is up to 3 workers (Enforcers, Fixers, Insiders), plus one weapon, one Detective, one Accountant and one companion. Put it on a racket: Protection, Smuggling, Data brokerage or the Bath House books. Every racket is open to everyone, and a companion can work one on her own. Everything in a working crew is locked, so it can't be sold mid-job.
Every day the reward pool pays out 3% of what it holds. It's split between all working crews by their share of the city's total points. If your crew holds 10% of all points, it gets 10% of that day's payout. More crews in the city means a smaller slice each, so points are always relative.
| In the crew | Points |
|---|---|
| A worker (Enforcer, Fixer or Insider) | 100 |
| A worker on their home racket (Enforcer on Protection, Fixer on Smuggling, Insider on Data brokerage) | 150 |
| Any worker on the Bath House books (the companions' home turf) | 100 |
| A companion working alone, on any racket (earns ZENI, no Rep) | 100 |
| A Detective or an Accountant filling a worker slot | 75 |
| A mercenary, on any racket (7 days) | 150 |
| Up to 3 workers per crew | they add up: 3 × 150 = 450 |
Then the crew's total is multiplied:
| Boost | Effect |
|---|---|
| Accountant in the crew | +10% |
| Weapon (1% per strength point, if you still hold its rank) plus a Dispensary item | together up to +30%, or +50% with Ōkami |
| Companion in the crew, on any racket | ×1.25, plus 1% per 100 Favour, up to ×1.35 |
| Breacher merc on Protection, Ghost merc on Data brokerage | +10% |
| Portal disk | ×3 for 48 hours |
| Winning a Gang War (every crew on the winning racket) | ×1.25 for 7 days |
| Zero-Day comedown (24 hours after its double Rep ends) | ×0.9 |
| City events | Gold Rush ×3, Ghost Shift ×2 with a companion, Plague ×0.5, Toxic Smog ×0 (see City events) |
Example: 3 workers on their home racket (450) with an Accountant (+10%) and a +20% weapon earn 450 × 1.10 × 1.20 = 594 points. Add a companion (×1.25) and it's 742.
Rep is a score for how long you've kept your crews working. It isn't money: you can't buy it, sell it or send it. You can only earn it.
Raids. The Eye raids a racket picked by public randomness (drand), so nobody can choose it. Every crew there without a Detective owes one day of its earnings, taken from its next collection and returned to the pool. Collecting early doesn't dodge it.
Fifteen companions in four tiers (common, uncommon, rare, epic), 280 in all, plus Hisui, the 1 of 1. A companion multiplies her crew's earnings by 1.25 to 1.35 on any racket (or works one alone), and playing any companion (yours, or one you rent) gives +5% on Fight Night wins while the team's bonus fund has tokens. Favour grows with gifts like Midnight Sake (+100) and fades 5 points a day if she's neglected.
Twelve weapons in four tiers, bought with ZENI. Each tier needs a rank: tier 1 anyone, tier 2 Brother, tier 3 Captain, tier 4 Boss. A weapon adds 1% crew earnings per strength point. Weapons never change the odds at the tables.
Items you buy with the token and use up: yield boosts for 24 hours, Zero-Day (double Rep, then a 24-hour comedown), Afterglow (×2 for 6 hours on a crew with a companion), the Burner Phone and Hush Money (protection for one bad night), fighter items and gifts. Items can't be sent to other wallets. Only one boost runs on a crew at a time.
Every Tokyo Futuro character (companions, operatives and Hisui) can only be resold on this site's own marketplace. The contracts block every other marketplace. A seller sets a price in ETH. When it sells, a 5% fee goes to the Tokyo Futuro treasury automatically, and the seller gets the other 95% in the same transaction.
A character keeps its history when sold: Favour and fight record. Rep belongs to the wallet and doesn't move. Anything working, booked or rented can't be sold until it's free.
Owners can rent out a character by the day, for 1 to 30 days, priced in ZENI. While the rental runs the renter plays her: she works in the renter's crews and pays the renter, counts for the renter's Fight Night +5%, and takes the renter's Dispensary gifts. The owner can't use her until it ends. Ownership never moves, and a running rental can't be cut short. 90% of the rent goes to the owner and 10% to the reward pool.
When the rental ends. A crew with a rented member ends as a whole at the earliest rental end among its members: from that second it earns nothing (no ZENI, no Rep). After that anyone can disband it, the owner included: the renter gets what the crew earned up to the end plus the weapon back, and every member is unlocked, so the owner has the character back. A new rental needs a new crew. The crew builder keeps short rentals in their own crew so they don't cut a crew of your own people short.
Is it worth it? Every listing on the Market's Rentals tab shows the maths for your wallet: the rent, what she'd add a day in your best crew, the profit a day and in total, and a "Worth it / Not worth it" tag. Owners see what the character earns in a strong crew and a suggested rent of 40–60% of that, which leaves the renter a profit.
Your group chat becomes a gang in the Lowline. You play together, it costs nothing, and the bot never holds your funds or asks for a seed phrase. It's in private testing now and opens to everyone after that. The link will be posted here and on X.
The game day turns at 15:00 UTC. Each gang gets three objectives, things its members do in the game: WORK (members claim a payout), STRIKE (tricks landed on rivals) and BET (members bet on a fight). Doing them keeps your momentum up and earns season points. Points set the weekly tier: Street, Crew, Syndicate, Kingpin. A day with all three done also builds a streak.
Every evening from 21:00 to 22:00 UTC your gang's fighter meets another gang's. The Boss names the fighter and picks its style (Striker, Brawler or Weapon; the same triangle as Fight Club). The gang's rating runs from 50 to 85 and grows with its daily objectives, so a big wallet can't buy a champion. Back a fighter with free chips: every member gets a daily allowance, chips have no value and can't be cashed out. The winner is decided by a public random number (drand) that nobody, the team included, can know in advance. The winning gang earns season points.
The bot warns your gang before the city's events hit its crews, with a short clip: smog, sweeps, curfew, Kurogane's tax, raids and more. It names how many of your crews are in the way, so you can move them or arm up. Rival gangs can sabotage yours with the Dirty Tricks, and you're told who hit you. Alerts come in three levels (/alerts off, normal, loud) and are capped per day.
The gang with the most crew power on a racket holds that district. A challenger needs 10% more power to take it. A Boss can also challenge another gang to a 24-hour war for bragging rights: no money, and at most three wars a day per gang.
Open the app from the bot's private chat for your gang's status, the Arena, your fighter and the district map. It shows what's coming for your crews and gives a buzz and a popup when a harmful event is close.
Two ways to earn more: make each companion stronger, and fill each crew properly. Every number here comes from the contracts.
| What | Effect |
|---|---|
| Companion in a crew, any racket | ×1.25 on the whole crew |
| Midnight Sake (Dispensary) | +100 Favour = +1 tier = +1% (10 tiers, max ×1.35 at 1,000 Favour) |
| Neglect | Favour drops 5 for every full day since her last Sake |
| Night Bloom (on her crew) | +15% for 24h, only while the crew works the Bath House books |
| Afterglow (on her crew) | ×2 on the whole crew for 6 hours, on top of everything else (and her rare pose). One at a time per crew |
| Favour 500+ | Rivals can't spike her (Spiked Sake) |
| Favour 1,000 | Loyal: rivals can't whisper Favour away from her (Whisper Campaign) |
| Ghost Shift (12h city event) | Crews with a companion earn ×2 |
| Hisui's Favour (12h city event) | ×1.5 for crews whose companion is one of 3 drawn types |
| Playing any companion (yours and not rented out, or rented by you) | +5% on your Fight Night wins, paid from the team's bonus fund while it has tokens |
| What | Effect |
|---|---|
| Worker on his home racket (Enforcer on Protection, Fixer on Smuggling, Insider on Data brokerage) | 150 points (100 anywhere else) |
| A full crew of 3 workers | 3 × 150 = 450 points · a Curfew pays only full crews |
| Accountant in the Accountant slot | ×1.10 on the whole crew |
| Weapon | +1% per strength point, up to +30%, only while you hold its rank |
| 24h boosts: Oni Rush · Iron Tabs · Static · Night Bloom | +10% anywhere · +15% on Protection · +15% on Data brokerage · +15% on the Bath House books (weapon + boost share the +30% cap) |
| Companion in the crew | ×1.25 to ×1.35 |
| Mercenary (Black Market) | +150 points for 7 days, plus his perk |
| Portal disk (Black Market) | ×3 for 48 hours |
| Burner Phone (Dispensary, 30,000) | Blocks the next one of: an Eye raid, an Upper City Sweep, an Informant charge or a Dirty Trick on the crew, then the phone is spent. Works even with a Detective in the crew |
| Hush Money (Dispensary, while the Informant has named the crew) | Clears the mark: no debt, no bribe |
Live now. Pick a rival crew on any racket page and play a trick.
Every racket page lists the rival crews working there. Pay ZENI and play a dirty trick on one of them. You can never play one on your own crews. Every token paid for a trick goes to the reward pool, so tricks grow what every crew earns.
| Trick | Price | What it does | Who's safe |
|---|---|---|---|
Spiked Sake | 30,000 | The rival crew's companion bonus is off (×1.00) for 12 hours | Crews without a companion · a companion with 500+ Favour |
Whisper Campaign | 25,000 | Steals 50 Favour from the rival's companion to one of yours | Crews without a companion · a loyal companion (1,000 Favour) |
Pickpocket | 20,000 | Takes 5% of what the rival crew hasn't collected yet. drand decides about 30 seconds later: 60% it's yours, 40% it goes back to the crew's owner | A crew with a Detective · an Operator merc on the job · a crew with nothing to collect |
Honey Trap | 40,000 | The rival crew earns ×0.90 and one of your crews ×1.05, for 12 hours | Crews with their own companion |
Every trick shows up in Street news on the racket pages and on My Crew. If someone hits your crew, the Revenge → button shows you their crews.
The city doesn't sit still. Every 2 to 6 hours after the last event ends, something new hits Tokyo and every crew has to react. When one is coming or running, The Eye broadcasts it in the bar under the menu on every page, with a countdown, and in our Telegram. The Games Master is live: every event is announced there before it starts.
The grid goes down across the whole city. No raids: a raid can't hit while the lights are out, and one already on its way waits until the power comes back. Double Rep for every crew (triple with Zero-Day running too). Earnings are unchanged.
A poison cloud settles over one racket. Crews on that racket earn nothing while it lasts, and their share goes to everyone else.
Clean Air protects your crew. Use it on a crew working the smog's racket, before the smog or during it, and that crew earns normally from that moment until the smog clears (time before you used it isn't covered). Clean Air only works when a smog is on or coming to your crew's racket; otherwise the item isn't used up. You can use it from the crew's card on My Crew.
Money floods into one racket. Crews on it earn 3x points while it lasts, so they take a much bigger slice of the day's pot. The pot itself doesn't grow, so crews on other rackets get a smaller slice while it lasts.
The Upper City sends its security into every racket at once. Every crew is hit with a raid: it owes one day of its earnings, taken from its next collections and returned to the reward pool. The debt stays with you even if you stop work.
Lockdown on the streets. Only crews with all 3 worker slots filled earn points while it lasts; smaller crews earn nothing while it lasts. If no crew in the city is full, that slice goes back to the reward pool.
A shipment lands at the Armory. One weapon rank, drawn at random, gets more stock: +10 of each street weapon, +5 of each Made weapon, +2 of each Captain weapon or +1 of each Boss weapon. Prices never change, and there's a hard limit on how much any weapon can ever be restocked.
| Event | Length | Who it hits | Effect |
|---|---|---|---|
| Blackout | 12h | everyone | no raids, Rep x2 |
| Toxic Smog | 6h | one racket | 0 points unless you used Clean Air |
| Gold Rush | 6h | one racket | 3x points |
| Upper City Sweep | 6h | every racket | a raid on everyone; Detective or an armed Burner Phone = safe, weapon 10+ = half |
| Curfew | 6h | everyone | only full 3-worker crews earn |
| Armory Restock | 3h | one weapon rank | more stock, same prices |
| Gang War | 24h | every racket | the strongest racket wins 1.25x for 7 days |
| Kurogane Tax | 12h | street-rank crews | keep 80%, 20% to the pool; rank up to dodge it |
| Informant | 6h | one strong crew per racket | pay a bribe (half a day), use Hush Money, or owe a day; Detective or Operator = safe |
| Ghost Shift | 12h | crews with a companion | 2x points |
| Plague | 12h | everyone | half points unless you used a Nano Salve |
| The Eye Is Blind | 6h | the markets | zero fees |
| Hisui's Favour | 12h | 3 companion types | 1.5x points |
| Black Market | 2h | shop | 20 sealed crates for ETH |
| The Portal | 1h | shop | 30 Portal disks for ETH: 3x for 48 hours |
| Mercenary Market | 6h | shop | 10 Upper City mercs for ETH, 7 days each |
Two currencies. Characters are bought once in ETH. Everything after that is paid in ZENI. NFTs resell only on this site's marketplace, in ETH, with a 5% fee to the treasury on every sale.
| Money in | Where it goes |
|---|---|
| Mint ETH (companions, operatives, Hisui) | The treasury (the team keeps it; none of it buys ZENI) |
| Fight Club mint ETH | Used to buy ZENI. The mint pays into the treasury and the team makes the buys: a public commitment, not something the contract does by itself |
| Resale on the marketplace (ETH) | 5% fee to the treasury · 95% to the seller |
| Buy-side tax on the token (4.5%) | A quarter buys ZENI for the reward pool, the rest to the team (taken in ETH) |
| Sell-side tax on the token (4.5%) | A quarter buys ZENI for the reward pool, the rest to the team (taken in ETH) |
| Weapons, Dispensary items, training | The reward pool |
| Dirty tricks (every token paid) | The reward pool |
| Game house cuts (Fight Nights, Red Dragon, Fight Club) | The reward pool |
| Rental fees | 90% owner · 10% reward pool |
The reward pool pays the crews. Each day it releases 3% of what it holds to the rackets, split between working crews by their share of the points. It can never pay out more than it holds, and it never creates new ZENI. The more the city plays, the more the crews earn.
The token has a 4.5% creator tax on every buy and sell, plus Ripples' own 1%: 5.5% in all, taken in ETH. Some trading apps show 0% tax; the real total is 5.5%. The creator tax is split the same way on both sides: 75% to the team, 25% buys ZENI for the reward pool. The rate is set at launch; Ripples shows it.
We never burn ZENI. ETH from the companion, operative and Hisui mints is not paid back to players or used to buy ZENI. Fight Club is the exception: every ETH raised by its mint is used to buy ZENI, a public commitment the team keeps by making the buys itself (the contract does not do it). The only automatic buying is: a quarter of the tax on every buy and sell buys ZENI straight into the reward pool. What players earn comes only from the reward pool. The one burn is the launchpad's rule, not ours: at graduation Ripples burned the unminted NFT allocation of its curve, about 28% of all ZENI (roughly 320 million), now at the dead address for good.
Every result comes from drand quicknet, a public random number service run by universities and companies around the world. It publishes a new signed number every 3 seconds, and each number has a round number. Before betting closes, every game round, and the character reveal, is sealed to a drand round that hasn't happened yet. When that round arrives, anyone can post it on-chain, and the contract checks drand's signature, so a fake number is rejected. Nobody, the team included, can know or change the result in advance. Anyone can check a result later from its round number.
Check any round at api.drand.sh (quicknet) · the round is shown under every hand and fight
Contract addresses on Robinhood Chain. Copy them only from here, X or Telegram.
Standards are shared rules, so wallets and tools know how to read our NFTs.
No. Telegram gangs are an extra way to play with your group. Everything in the game works on the site.
No. It uses free chips that have no value, never holds funds and never asks for a seed phrase. Linking a wallet is one free signature.
The date is posted on X and here. Fight Nights run now; Fight Club is the owned-fighter version.
Every ETH raised by the mint will solely be used for buybacks of $ZENI.
In the bar at the top of this site once trading opens on launch day, and in the pinned @tokyofuturo post on X. Anything posted before that is fake. Copy it only from here or the pinned post.
On Uniswap (Robinhood Chain), or in a trading app such as GMGN, Maestro or Fomo. Don't buy in the first few seconds: Ripples charges a 99% anti-sniper tax for about the first 3 seconds. Set slippage to about 10%. The tax is 5.5% on every buy and sell (a 4.5% creator tax plus Ripples' 1%), even if your app shows 0%.
On Ripples: 150 disks, 0.00186 ETH (~$5) each, one per wallet. It gives first pick at the character mint and access to Season 2. Take the link only from this site or the pinned post on X.
No. Mints are paid in ETH. ZENI held in your wallet give you a rank, and a rank lets you pick your character before the public opens. After that anyone can pick.
No. Just hold them in your wallet. Sell or send them away and your rank drops right away, along with anything it unlocked. The one exception: ZENI in a smart-contract wallet doesn't count as they sit, so a smart-contract wallet has to lock them in the Stash (withdrawing takes 48 hours, and the rank drops as soon as you ask).
No. Each pull is revealed with a drand number that didn't exist yet when you paid, and anyone can check it.
Results wait until drand publishes. If a sealed Red Dragon table or fight isn't settled within a day, everyone gets their stake back.
No. Every Tokyo Futuro character resells only on the in-game market on this site; the contracts block other marketplaces. Each sale pays a 5% fee to the treasury, taken automatically, and the seller gets the other 95%.
It depends on the mint. Fight Club: yes, every ETH raised by the Fight Club mint is used to buy ZENI (a public commitment, made by the team; the contract does not do it by itself). Companion, operative and Hisui mints: no, that ETH stays with the team, none of it is used to buy ZENI, and none is returned to players. We burn nothing (at graduation Ripples burned its unminted NFT allocation, about 28% of all ZENI, as it does for every launch). The one automatic buy is the reward pool's quarter of the tax on every buy and sell, which buys ZENI and goes straight into the pool. Players earn only from the reward pool.
No. There are about 1.12 billion ZENI and no contract can mint more, ever. Players are paid from the reward pool, which is filled by ZENI that already exist: a quarter of the trading tax, weapons, Dispensary items and the house cut. The pool pays out a small share of what it holds each day, so it can never pay more than it has. Check the live numbers in The Books →
No. Every collection has a hard cap in its contract and is never reprinted: 280 companions, 1,200 operatives, one Hisui, 150 Override Disks, ever (no second batch) and 3 Ōkami. The 12 shop weapons start at 714 in all, and restocks have a hard limit (+20 per weapon, ever). Mercenaries are 7-day contracts that expire, so they never pile up. Season 2 brings a new faction, not reprints. See what's minted so far in The Books →
Yes. While the rental runs she's yours to play: she works in your crews and pays you, counts for your Fight Night +5% and takes your gifts; her owner can't use her until it ends. A crew with a rented member stops earning when the rental ends, and then anyone can disband it: you keep what it earned until then and your weapon, and she goes home. The Rentals tab shows whether a listing pays for you. The owner gets 90% of the rent, the reward pool 10%.
No, not until the rental ends: the renter plays her, and her Fight Night bonus goes to the renter. If the renter's crew still holds her after the rental ended, disband it from My Crew (anyone can) and she's back.
No. Official news comes from @tokyofuturo on X, t.me/tokyofuturo and this site. Anything else is fake.
● CAM 03 · The Lowline · liveThe token launches and the city goes live: Fight Nights and Red Dragon first, and the companions and operatives drop right after, rank by rank. Then crews, the three street rackets, the Bath House books and the Armory open together.
● CAM 06 · Overgrown Block · floor ██SealedThe door in the Overgrown Block opens and Override Disk holders are the first from the Lowline to go up. The Rep you earned in Season 1 goes up with you.
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FILE 40Nothing you earn below is left behind. The Lowline never closes; the Upper City is built on top of it.