HOOD WALKERS
DISTRICT PAPERThe collection, the lobby, the playlist. Always going somewhere.
1 · THE DISTRICT
Hood Walkers is a collection of 24×24 pixel people and a lobby they all walk out of. One walker. Many titles. You pick a face, you name it, you send it into a game.
The collection is 5,000 walkers. The chain is Robinhood Chain. This is beta. Guests can play now. The mint is how a walker becomes yours.
Hood Market at richart.app/hood is a different project. It is not this district.
2 · THE COLLECTION
Every walker is generated from a seed. Same seed, same person, any machine. The engine that rolled them is the engine that draws them in the lobby and in the games.
A roll spends rarity on one striking axis — palette, eyes, or mouth — not an average of everything. You hold a unique 24×24 walker: four facings, walk and idle, traits, a palette, a scene, a fixed ID.
Until mint, three guests are playable: Neon-Monk, Chrome-Samurai, Acid-Raver. After mint, the lobby shows the walkers in your wallet.
The picture is the asset. Progress in a game is not. If a walker changes wallets, the new holder starts that walker at 0. The old wallet keeps a log. You name each walker you hold. The name binds to the wallet.
3 · THE PLAYLIST
Six titles. Four you can play today. Two are still being built. One sprite sheet. Every title.
THE WALK · MAIN — Idle crew. Stack walkers. Pick a road. Lifetime miles never go down. Close the tab and the clock still runs.
FALL WALKER · RACE — Qualify or drop. Ten enter. One crown.
WALKER HUNT · OPS — Third-person raid. Solo against smarter guards, or squad up. Chips, neon, get out alive.
WALKER FRAG · FRAG — Respawn deathmatch. Plus for kills, minus on death.
HOOD RUSH · RUN — Street run. Under construction.
HOOD ARENA · FIGHT — The brawl ring. Under construction.
4 · PHASE 1 · MINT
The drop. 5,000 walkers on Robinhood Chain. This phase is about ownership, not a new game. You mint. You hold. The lobby already knows how to show a face, take a name, and send that skin into a title.
Mint binds a walker to a wallet and turns a guest seat into a held seat. It does not invent a currency. It does not promise price. CASH inside a game stays a game number. Guests remain so anyone can try the district first.
5 · PHASE 2 · SITE INTEGRATION
After mint, the district reads the chain. The lobby hold list comes from the wallet. The same walker is playable across every live title. Name and bind stay on the wallet. Transfer starts that walker at 0 on the new side. On-chain ownership becomes the source of who you hold.
This is the step that makes the mint matter in the lobby you already open.
6 · PHASE 3 · GAMES + THE LONG ROAD
Finish Hood Rush and Hood Arena. Keep THE WALK, Fall, Hunt, and Frag sharper — mobile, rooms, feel. Better matchmaking where a title needs it. Shared ranks that do not lie. Transfer hooks from real NFT events. World events the whole district can see.
We would rather ship a better game than invent a token story around a finished one.
7 · HOW WE PLAY THIS
One engine. One collection. One lobby. You can leave. Lifetime progress stays lifetime inside that wallet. Radio is optional. Beta means things still move. This is not a bank and not a promise of value.
You mint a walker. You name it. You send it into a title. You come back later.
Always going somewhere.