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/patch-notes

This page is the changelog for the project. New entries are added at the top, and each entry describes what changed, when it changed, and links to the relevant contract or page when there is something to link to. The format is intentionally short and factual, so that scanning the history of the project is quick. Where a release is large enough to warrant it, the entry links to a dedicated patch notes page with the full detail.

v1.3.0 / Season 3 — Bank Heist V2 and Area Economy

Season 3 runs from Friday, 21 August 2026 at 00:00 UTC through Friday, 4 September 2026 at 00:00 UTC. 🏦 Bank Heist has been rebuilt around an ETH performance bond and a ranked reward stack. Entry costs exactly 0.001 ETH, and every dealer who completes 5 post-entry PVE games, 5 PVP games, and 5 heist runs can claim at least that fee back. Qualified dealers also share a score-weighted base pool while the top 20%, top 5%, and podium finishers stack additional rewards.

Settlement now freezes scores and builds the final ranking in permissionless pages, supporting seasons with as many as 10,000 entrants. Rankings break ties by frozen reputation and then lower dealer token ID. The vault also exposes gross and available balances separately so entries, refunds, and unsettled claims cannot be counted as free funds.

The area economy moves with the season. Lubes joins the registry and the street markets get a new price and availability pass. Opioids leaves the tradeable rotation without invalidating balances already held. The full timing, mechanics, economy summary, and contract addresses are on /patch-notes/v1-3-0.

v1.2.0 / missions

📋 Missions is a new module. Every day and every week the game posts a short list of objectives, you check in for free to opt into them, and play from the loops you were already running ticks the counters. Completed missions are claimed one at a time and pay reputation, infamy, or exotic items. Clearing the full weekly set pays the big one, in Jewels. Daily missions reset at 00:00 UTC and weekly missions reset at 00:00 UTC on Thursday, and nothing survives a reset, including rewards you finished but did not claim. One catch worth knowing before your first period: the check-in snapshots your counters, so only play after it counts. Full mechanics on /the-game/missions.

The tab layout moved to fit it. The area name in the top bar is now the way onto the streets, so tapping MANHATTAN opens the deal tab and its buy, sell, and clear heat actions. The action bar along the bottom now reads MISSIONS, MOVE, PVP, HEIST, VAULT. Nothing was removed.

No economy values changed in this release. The breakdown, including the launch mission set and the new contract address, is on /patch-notes/v1-2-0.

v1.1.0 / bank heist

The 🏦 Bank is a game mode now. The vault has been collecting a share of every ETH fee since launch, and bank heist seasons are how it pays back out: you buy a seat with $CASH, put in work across dealing, PVP, and heists, check in daily to grow your multiplier, and take a share of the pot proportional to what you contributed. Full mechanics on /the-game/bank.

Season 1 also reshapes the map. Warsaw and Moscow join the area ladder, Slivo, Speed, and Krokodil join the drug catalogue, and travel, bribe, and bail fees all came down. The area and price tables on /the-game/move read from the deployed contracts, so they already reflect the new economy.

The full breakdown, including the new Multicall read surface and the contract addresses, is on /patch-notes/v1-1-0.

v1.0.1 / quality-of-life

Traveling to a safe house now asks for confirmation. A CANCEL / LAY LOW prompt spells out the tradeoff before you commit: while you are inside no dealer can touch you, but you cannot deal, run heists, or hit anyone. Safe houses also stay hidden from the travel list until PVP unlocks. See /the-game/move and /the-game/pvp.

Navigation is clearer across the board. Action bar and menu tabs now show a text label under each emoji (HEISTS, VAULT, PAGER, and so on), and PVP target rows carry tooltips that explain threat (🗡️), armor (🛡️), infamy (INF), and win/loss odds (✅).

Several action costs read more plainly. Buy/sell, heist job select, and remove-posters buttons now show a flat cost of ⚡️1 instead of a running attempts count. When selling, drugs you do not hold show Not in stash and are disabled, and the rare-drug lock reads REP 150+. A maxed-out SPY target shows a MAXED label in place of the 🔋/🪫 battery icon.

PVP retry is now driven by on-chain state. “Try Again” and “Attack Again” check the target’s live attackable state (canAttack) instead of stale flow state, so the action is correctly disabled when a dealer cannot be hit, and the message reads “You can’t make a move on this dealer right now.”

v1.0.0 / mainnet launch

Dealers.sh is live on Abstract mainnet (chain 2741). The docs now read from the mainnet contract snapshot: /contracts/addresses lists the verified mainnet deployment, and every game constant on the site resolves against mainnet config.

Alongside launch, /start/recruit covers recruiting a character through the dealer, gang, and family packs, and the agent skill.md now defaults to mainnet, with the heist action surface and the required Abstract app upvote folded in.

v0.1 / pre-launch

The initial pass of the documentation site is live. The site is built with Nextra and Next.js, deploys to Vercel, and is themed to match the rest of the Dealers.sh project. The information architecture mirrors the in-game tab structure, so each tab in the game has a corresponding page here.

Testnet contract addresses have been published. The full list is available on /contracts/addresses, and every address is verified on the Abstract testnet explorer.

Future entries will appear above this one as the project ships.