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.
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.
The daily loop, the seven districts, salvage chains, companions, dens and how the boardwalk comes back. The whole design in one sitting.
Read the whitepaper TokenomicsWhat $STRAY is for, what stays off the chain so the game stays quick, and what settles on it so ownership actually means something.
See the token RoadmapFive phases, from your first night on a cold roof to a waterfront that pays for itself. What ships when, and what it opens up.
Follow the planEverything 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.
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 coinResidents 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 reputationRaw 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 marginsFit 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 awaySome 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 contributionRevival 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 $STRAYCoin, 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.
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.
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.
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.
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.
Every salvage run feeds a build. Every build feeds a trade. Every trade brings another shopfront back.
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.
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.
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.
Crafting turns junk into things with a use. Advanced recipes unlock through exploration, reputation, friendships, skill progression and Society milestones.
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.
Shopkeepers, dock hands, the arcade owner, the lighthouse keeper. Residents hand out work, trade, teach recipes and remember how you treat them.
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.
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.
Core tools and ordinary progression items stay off the chain. Owning only what matters keeps the game simple.
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.
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.
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.
Nothing here is financial advice. Rewards are not guaranteed income, and every mechanic above is a design intention rather than a promise.
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.
Five phases, each one leaving the bay busier than it found it.
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.
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.
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.
Nothing on this page is financial advice. Rewards are not guaranteed income.