Waking the strays…
Alley life · Salvage · One seaside town

Claim the block.
Own the shore.

Saltmarrow Bay had thirty good summers and then the people left. The cats stayed, took the rooftops, and started charging rent. You arrive on the late ferry with nothing. Opens in your browser.

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Built on Ethereum · ERC-20 token · Fees paid in ETH · No wallet needed to play
Move your mouse · tap the cat
The story so far

Nobody left in town but the cats.

Saltmarrow Bay had thirty good summers. Then the pier took a storm in November and never got its planks back, the arcade shut the spring after, and one by one the shutters came down the whole length of the front. The families who ran those places packed up, drove inland, and did not come back for the crockery.

The cats stayed. Cats always stay.

What they woke up to was an entire town with nobody in it. Kitchen doors still swinging on the latch. Crates on the dock addressed to people who had already gone. A lighthouse out on the point that keeps turning every single night, because somewhere inland there is a standing order nobody has thought to cancel.

So they took it. Not all at once and not politely. A scarred tabby called Mackerel walked into the fish market first and started charging rent in sardines. The rooftops went next, then the alleys behind Old Town, then the whole run of the boardwalk. They named it the Society because it sounded better than a gang, and because dues have to be called something.

You come in on the late ferry with a collar and no name on the tag. Nine lives, one town, and a shoreline that only lights up again if enough of you bother to show up for it.

Posted on the fish market door, second week of the season
Making rent

How a stray makes a living.

Everything in the bay pays in one of two ways. Day to day work pays in coin, which stays in the game and buys your next bench, door or crate of stock. The slower work, the kind that changes the shoreline for everybody, is what earns $STRAY. You never need a wallet to do the first, and you are never asked to spend to start the second.

  1. 01

    Work the tide line

    The water drops twice a day and leaves driftwood, sea glass, wire and the odd thing nobody can identify. Fill your arms, walk it to the market, get paid.

    Pays in coin
  2. 02

    Take the orders on the board

    Residents want specific things by a specific time. Ten lengths of good rope. A crate of fresh catch before the boats go out. Deliver on time and you get paid twice, once in coin and once in trust.

    Coin and reputation
  3. 03

    Turn junk into stock

    Raw salvage is worth little. Salvage that has been cut, sanded and put together is worth a great deal more. The bench in your den is where the margin actually comes from.

    Better margins
  4. 04

    Get a shutter open

    Fit out a dead shopfront and it starts trading under your name. It keeps earning while you are off somewhere else, which is the closest thing to a quiet life the bay offers.

    Earns while you are away
  5. 05

    Run with a crew

    Some jobs are too big for one cat. Crews pool salvage, share a workshop and split what the contract pays out by who actually did the lifting.

    Split by contribution
  6. 06

    Push the season forward

    Revival projects on the pier, the arcade and the lighthouse run across a whole season. When one finishes, everyone who moved it forward has a claim on the season pool, weighted by the work they put in.

    Claimable in $STRAY
Play with no wallet Build something that lasts Connect one when you want to claim

Coin, salvage and your den live off the chain, so the game stays quick and free to play. Only the things worth actually owning settle onchain, and that step is yours to take whenever you feel like it.

Read the tokenomics

Rewards depend on what you do in the game and on what a season actually produces. They are not income, they are not promised, and nothing on this page is financial advice.

The long game

Get the lights back on along the front.

A morning of salvage pays for a build.
A build gets a shutter open.
An open shutter brings the bay back.

Nine lives and one small town, and none of it happens unless the Society turns up for it.

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The Stray Society / Whitepaper

The Stray Society whitepaper

Everything about how the bay works. The daily loop, the seven districts, how salvage becomes stock, how companions and crews fit in, and how a city of strays reopens a waterfront together.

Project overview

A handmade city,
run by the strays.

The Stray Society is a scavenging, crafting and town life game that runs in your browser. You arrive in Saltmarrow Bay as a stray with nothing but a collar. By prowling the streets, salvaging what the tide and the city leave behind, crafting useful things, running errands for residents and getting shutters back up on storefronts that have been dark for years, you slowly turn a forgotten waterfront into a neighbourhood again.

It combines cozy simulation with social progression and optional onchain ownership. You start with one rooftop corner, a cardboard den, a couple of bent bottle caps, and an introduction to the other cats working the same block.

See the roadmap How the token works
Runs in a browser tabRuns in the browser. Movement, salvage spawns, NPC routines, tides and weather all stay offchain and instant.
Handmade clay art styleSoft clay shapes, textures pressed in by hand, neon signs at dusk and a tide that actually goes out. A living miniature coast.
A city of straysVisit other dens, trade salvage, split shifts at the market, join crews and reopen shared landmarks together.
Play first, own laterEnjoy the game first. Wallet features stay optional in early play; ownership arrives through meaningful participation.
The core loop

Six steps, one waking city

Every salvage run feeds a build. Every build feeds a trade. Every trade brings another shopfront back.

The world

Welcome to Saltmarrow Bay

A seaside district that used to hum with arcade lights, a full market, boats in and out all day. Then the pier closed, the shops shuttered, and the people who could leave, left. The bones are all still here: good streets, a long beach, a lighthouse that still turns. It just needs someone to move back in.

7 starting districts
Salvage & production

What washes up is only the start

Work the tide line, the alleys and the rooftops for raw material, then process it into things people actually want. What you find depends on the tide, the weather, the district, your gear and how well you know the block.

Driftwood line

Driftwood Planks Furniture Shop fittings

Fish line

Fresh catch Dried fish Snack packs Friendship

Sea glass line

Sea glass Polished stones Charms Night market

Companions & the Society

Recruit other strays. A tabby who knows every fire escape, a dock cat who reads the tide, a shop cat with contacts. Companions need feeding, a warm spot and attention, and each opens up work you cannot do alone.

  • Companions you look after bring back rarer salvage and unlock district shortcuts
  • Consistent care raises trust, which unlocks their story and their look
  • Some will sniff out hidden stashes around your block

Crafting: the heart of the den

Crafting turns junk into things with a use. Advanced recipes unlock through exploration, reputation, friendships, skill progression and Society milestones.

  • Tools, den furniture, lights, storage, weather gear
  • Market stock, companion gear, workshop machines, collars
  • Building materials for the boardwalk, because the Society doesn't just live in the bay, it rebuilds it
Boardwalk revival

Landmarks come back together, or not at all

Revival projects are shared. Anyone can contribute materials, labour or funding, and progress is visible to the whole district. Finished landmarks change what everyone can do. New shops, new routes, new events.

Residents & crews

A city is the people in it

Shopkeepers, dock hands, the arcade owner, the lighthouse keeper. Residents hand out work, trade, teach recipes and remember how you treat them.

The Stray Society / Tokenomics

$STRAY: useful first, and never the whole point

The token exists to make ownership, trade and shared district funding real. Play stays fast and free; only the things that need to be provable settle onchain.

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Play first, own later

Own the pieces
that matter.

Players should enjoy the game without being required to understand cryptocurrency. Onchain rewards become available through work that means something. Long salvage contracts, seasonal competitions, revival milestones, rare finds, crew rankings, rather than repetitive clicking.

$STRAY

Proposed $STRAY utility

  • Rare blueprints & crafting recipes
  • Advanced workshop machines
  • Seasonal competition entry
  • Crew den expansion
  • Trading eligible onchain items
  • Premium den customisation
  • Voting on selected community proposals
  • Marketplace & crafting fees
  • Funding boardwalk revival events

What goes onchain

  • Rare collars & cosmetic outfits
  • Den decorations
  • Companion appearances
  • Crew emblems
  • Event trophies
  • Special crafting blueprints
  • Limited seasonal collectibles

Core tools and ordinary progression items stay off the chain. Owning only what matters keeps the game simple.

Sustainability by design

Salvage earned through play is continually consumed by building, crafting, tool repair, upgrades, companion care, recipe creation, marketplace activity, crew development and revival projects.

Rewards come from controlled seasonal pools, weighted by mission difficulty, player skill, time commitment, unique contribution, crew performance, bot checks and economic conditions.

Ethereum

The Stray Society is planned for Ethereum, with $STRAY as an ERC-20. Settlement lives on the chain Robinhood already built around: Ethereum for finality, and Robinhood Chain — their Arbitrum L2 — when we want ~100 ms blocks without leaving that world. Gas is paid in ETH, the same asset a Robinhood account already understands.

Ethereum Fees in ETH ERC-20

Wallets like MetaMask or Robinhood Wallet connect in a click. The reason it is Ethereum, not somewhere faster on paper, is the onramp. The people who already buy stocks on Robinhood should be able to own a collar the same way.

Offchain, fast and free

  • Movement & salvage spawns
  • NPC routines, dialogue, tides & weather
  • Basic inventory & mission progression
  • Live multiplayer interactions

Onchain, ownership

  • Token balances
  • Eligible collectible ownership
  • Marketplace settlement
  • Crew treasury actions
  • Seasonal reward claims & competition results

Nothing here is financial advice. Rewards are not guaranteed income, and every mechanic above is a design intention rather than a promise.

From first night to a living waterfront

Five phases. Each one has to stand on its own as a game before the next is worth building. The city comes back because the loop underneath it works, not because a date arrived.

Roadmap

From first night to a living waterfront

Five phases, each one leaving the bay busier than it found it.

Play The Stray Society

A whole town you can walk into from a browser tab. No download, and no wallet needed to start. Here is what is playable, and what each roadmap phase opens up.

Where the demo stands

Saltmarrow Bay is in active build. The prototype covers the parts of the loop that have to feel right before anything else matters. Prowling the boardwalk, working the tide line, hauling salvage home and the first crafting bench in your den.

  • Runs in the browser, with no download and no wallet needed to start
  • Movement, salvage spawns, NPC routines, tides and weather stay offchain and instant
  • Wallet features stay optional in early play

Getting in early

The Society is meant to be played with neighbours, so the bay opens in waves rather than all at once. Small enough that the block feels lived in, big enough that a shared project on the pier actually moves.

Bring headphones. The bay has its own soundtrack and the gulls are doing their best.

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Nothing on this page is financial advice. Rewards are not guaranteed income.