An open, procedurally generated medieval world where you rob nobles, dodge patrols, and build a band worth following. Every fee feeds the King's Pot — and one day, your guild goes and takes it.
The Adventures of Hood drops you into an endless, procedurally generated medieval realm as an outlaw with a bow and a grudge against the crown. No two runs cross the same ground twice.
Draw and arc a shot on tax levies, merchant trains, and Sheriff's escorts — each type reacts differently. Clerks flee. Guards charge.
Undergrowth and darkness hide you. Rain and fog roll through the map and change what a patrol can and can't see.
A real walled town with gates, patrols, and a Sheriff's keep. Rouse the guard and it's every post against you.
The map generates as you move — forests, roads, rivers, wildlife — with a full day/night cycle and weather.
Build a crew of outlaws you manage and lead. Loyalty isn't automatic — it's earned in the split of the loot.
Eventually, bands become guilds — and guilds fight each other, in the open world, for a shared pot.
$TAOH (The Adventures Of Hood) is built to be the in-world currency that eventually backs everything in the game — the pot guilds fight over, the purse a rival can rob off you mid-raid, and the toll that funds new territory as the map expands.
Right now, the game runs on its own in-game gold, kept deliberately currency-agnostic under the hood. That's by design — the ledger is being built first, the token layer comes in on top of it, not bolted on after.
A cut of every $TAOH fee feeds the King's Pot — a single on-chain prize held like the crown's own coffer, waiting for a guild bold enough to take it.
A percentage of every $TAOH fee doesn't go to a treasury — it goes into a single on-chain pot, held like the crown's own coffer. It isn't yours until a guild takes it. Once Chapter III ships, guilds raid the Pot directly: hold it, defend it, or lose it to whoever's bolder.
The build order is the story order — each chapter ships once the last one holds up.
The core outlaw loop: an endless procedurally generated world, bow-based ambushes on the road, stealth via undergrowth and darkness, weather and a day/night cycle, and Nottingham as a fully walled, patrolled town you can raid.
Recruit and manage a band of outlaws, take on quests with real story choices, and start giving to the poor — not just taking from the rich.
Multiplayer arrives. Guilds form, and guilds fight — out in the open world, over territory, each other's hauls, and the King's Pot itself.
$TAOH enters the game world directly. Players can choose to carry real crypto in-run — which means it can be ambushed and taken, same as any other purse.
New procedurally generated realms beyond Nottinghamshire, expanding the map, the wildlife, and the guild pot that funds it all.