Five GREAT ESCAPE prisoners gathered around an escape plan in a dark cell
GREAT
ESCAPE

4,444 TRYING TO GET OUT

Trapped behind bars, driven by freedom.

THE ESCAPE BEGINS

SCROLL TO BREAK OUT

FILE 01 — THE CHARGE

THEY LOCKED4,444BEHIND BARS.

BAD IDEA.

Four thousand cells.
One shared plan.

EVERY NIGHT THE SAME SCRATCHING BEHIND THE WALLS — CHISELS, BLUEPRINTS, TUNNEL MAPS. THE WARDENS COUNTED 4,444 HEADS. THEY NEVER COUNTED ON US.

7ft6ft5ft4ft

FILE 02 — IDENTIFICATION PARADE

MEET THEESCAPEES

DRAG · SCROLL · ARROWS · TAP A PRISONER FOR THEIR CASE FILE

Random escapee: GREAT ESCAPE #0022

FILE 03 — SURPRISE INSPECTION

WHO GOTOUT TONIGHT?

ROLL CALL ACROSS THE 55 ESCAPEES ON FILE — DRAWN FROM ALL 4,444 PRISONERS. EVERY ONE HAS A NUMBER, A STORY, AND A CHARGE.

FILE 04 — INVENTORY OF IDENTITIES

EVERY ESCAPEEHAS A STORY.

OUTFITS, HEAD TRAITS, EYES, MOUTHS, HANDS — THOUSANDS OF COMBINATIONS ACROSS 4,444 PRISONERS. PICK A TRAIT, MEET WHO WEARS IT.

[ FULL COLLECTION SCAN ]4,444 RECORDS ANALYZED · CURATED ESCAPEE PREVIEWS SHOWN
GREAT ESCAPE GREAT ESCAPE #0005 — trait showcase

#0005 · OUTFITS

WEARS: OUTFIT (27)

01 — SELECT CATEGORY

02 — SELECT OUTFITS · 27 ON FILE

FULL COLLECTION DATA

4,444 ESCAPEES SCANNED · 27 OUTFITS IDENTIFIED

4,444

4,444 PRISONERS. 4,444 IDENTITIES.

ONE GREAT ESCAPE.

SUPPLY
4,444
BLOCKCHAIN
ROBINHOOD CHAIN
MINT PRICE
TO BE ANNOUNCED
STATUS
COMING SOON
Unidentified silhouette — the Mastermind, identity classified
EXHIBIT ? — DO NOT DUPLICATECLASSIFIED

SPECIAL CASE — 1 OF 1 · FILE GE-????

THEMASTERMIND.

Every escape has an architect. This one doesn't appear on the prisoner list.

IDENTITY
[ CLASSIFIED ]
PRISONER ID
[ REDACTED ]
ROLE
[ UNKNOWN ]
OUTFIT
TRAITS
[ SEALED ]
STATUS
AT LARGE
RARITY
1 / 1

CLEARANCE 4 REQUIRED — SEALED BY ORDER OF THE FACILITY.

GREAT ESCAPE GREAT ESCAPE #3889 running

#3889

GREAT ESCAPE GREAT ESCAPE #4340 running

#4340

GREAT ESCAPE GREAT ESCAPE #2274 running

#2274

GREAT ESCAPE GREAT ESCAPE #3115 running

#3115

CELL BLOCK C — 03:44 AM

RUN.

don’t look back.

FILE 05 — BLUEPRINT / ESCAPE PLAN

THE ESCAPE PLAN.

FROM THE FIRST PLAYABLE ESCAPE TO THE LARGER AMBITION, THIS IS HOW THE GREAT ESCAPE MOVES BEYOND THE WALLS.

This isn't a checklist that ends at mint. It's the plan for what happens after the prisoners enter the facility.

PHASE 01STATUS: ACTIVE

Enter the Facility

BEFORE THE COLLECTION ENTERS THE FACILITY, THE WORLD NEEDS TO EXIST. PHASE ONE ESTABLISHES THE GREAT ESCAPE: ITS IDENTITY, PRISONERS, STORY, COMMUNITY AND LONG-TERM DIRECTION.

  • INTRODUCE THE UNIVERSE
  • REVEAL PRISONERS & ARTWORK
  • EXPAND THE FACILITY'S STORY
  • ESTABLISH WEB3 COLLABORATIONS
  • REVEAL COLLECTION & MINT INFO
  • SHARE DEVELOPMENT BEHIND THE SCENES
  • BEGIN THE FIRST PLAYABLE EXPERIENCE

The objective isn't to launch a collection. It's to establish a world worth expanding.

PHASE 02STATUS: SEALED

4,444 Prisoners

THE GATES OPEN. 4,444 PRISONERS ENTER THE UNIVERSE. FOLLOWING MINT, FOCUS SHIFTS FROM LAUNCHING THE COLLECTION TO EXPANDING WHAT EXISTS AROUND IT.

  • COLLECTION REVEAL
  • HOLDER VERIFICATION & ACCESS
  • HOLDER-FOCUSED COMMUNITY AREAS
  • COMMUNITY CHALLENGES & EVENTS
  • STRUCTURED HOLDER FEEDBACK
  • DEVELOPMENT UPDATES
  • EARLY-ACCESS OPPORTUNITIES
  • CONTINUED STORY EXPANSION

Mint isn't where The Great Escape ends. It's where the real work begins.

PHASE 03STATUS: SEALED

The First Escape

BEFORE ATTEMPTING SOMETHING MASSIVE, WE START WITH SOMETHING WE CAN BUILD, RELEASE AND LEARN FROM: A 2D PLAYABLE EXPERIENCE SET INSIDE OUR PRISON UNIVERSE.

  • PRISON ENVIRONMENTS
  • ESCAPE CHALLENGES
  • MISSIONS & OBJECTIVES
  • DIFFERENT ROUTES
  • COMPETITIVE ELEMENTS
  • ACHIEVEMENTS & LEADERBOARDS

Most importantly, it gives us somewhere to start.

PHASE 04STATUS: SEALED

Building the Real Escape

THE LARGER AMBITION: A FULL GREAT ESCAPE GAME CAPABLE OF BECOMING ONE OF THE CENTRAL PRODUCTS OF THE ECOSYSTEM — DEVELOPED PROGRESSIVELY, IN THE OPEN.

  • DEVELOPMENT PREVIEWS
  • CONCEPT REVEALS
  • GAMEPLAY DEMONSTRATIONS
  • COMMUNITY FEEDBACK
  • TESTING OPPORTUNITIES
  • WORLD-BUILDING SUGGESTIONS

The goal isn't to put GAME on a roadmap. It's to eventually build one worth playing.

PHASE 05STATUS: SEALED

Beyond the Walls

THE GREAT ESCAPE ISN'T DESIGNED AROUND ONE MINT, ONE COLLECTION OR ONE GAME. IF WE BUILD THE FOUNDATION SUCCESSFULLY, THE UNIVERSE KEEPS EXPANDING.

  • NEW GAMEPLAY & ENVIRONMENTS
  • NEW STORIES
  • DIGITAL EXPERIENCES
  • COMMUNITY INITIATIVES
  • STRATEGIC COLLABORATIONS
  • COMMUNITY-CREATED IDEAS

What we successfully build. What resources are available. What our community wants next.

STRUCTURE — MORE THAN THE COLLECTION

01

Collect

4,444 PRISONERS ESTABLISH THE CHARACTERS AND COMMUNITY AT THE CENTER OF THE UNIVERSE.

02

Play

THE GREAT ESCAPE EXPANDS INTO PLAYABLE EXPERIENCES, STARTING SMALL AND BUILDING TOWARD SOMETHING LARGER.

03

Participate

HOLDERS TAKE PART THROUGH COMMUNITY ACTIVITIES, TESTING, FEEDBACK, COMPETITIONS AND SELECTED DECISIONS.

04

Build

AS THE ECOSYSTEM EXPANDS, MEMBERS OF OUR OWN COMMUNITY GET OPPORTUNITIES TO CONTRIBUTE THEIR SKILLS.

APPENDIX — FACILITY RECORDS / COLLECTION FILE

WHAT HAPPENS AFTER ENTRY.

THE COLLECTION IS WHERE THE STORY BEGINS. THE ECOSYSTEM AROUND IT IS WHERE THE WORLD KEEPS EXPANDING.

01 — BUILDING WHAT COMES NEXT.

Mint isn't intended to represent the end of The Great Escape. It provides resources that help us build what comes after it.

GAME DEVELOPMENT
Building the first playable experience and progressing toward the larger Great Escape game.
CREATIVE EXPANSION
Artwork, animation, storytelling, environments and characters needed to expand the universe.
COMMUNITY
Events, competitions, experiences and initiatives built around the Great Escape community.
GROWTH
Strategic marketing, collaborations and distribution that introduce more people to the universe.
INFRASTRUCTURE
Technology, platforms and operational requirements necessary to keep building.

“We don't believe holder benefit has to mean distributing mint revenue directly. Building better products, stronger experiences and a larger ecosystem creates more reasons to remain part of The Great Escape.”

02 — ROYALTIES BELONG TO THE COMMUNITY'S FUTURE.

Royalties collected by The Great Escape are intended to be used for the benefit of holders. We won't permanently decide today how every future royalty should be used — the community's priorities will evolve.

ROYALTIES
Collected from secondary activity
COMMUNITY INPUT
Discussed and directed by holders
HOLDER INITIATIVES
Experiences, tools, rewards
COMMUNITY BENEFIT
Returned to the ecosystem

Some decisions belong to the prisoners.

03 — HOLDERS AREN'T SPECTATORS.

We don't want to build The Great Escape behind closed doors while holders simply watch.

FEEDBACK

Before major community-facing additions are finalized, we collect holder feedback through discussions, polls, testing and proposals.

OPPORTUNITY

As the project grows, it may need people across community management, testing, design, events and development. Qualified holders get priority consideration.

VOICE

Certain decisions and initiatives are presented to holders for discussion, feedback or voting where appropriate.

04 — UTILITY SHOULD ACTUALLY BE USEFUL.

Web3 has seen countless projects announce utility because the market expected it. We're taking a different approach.

USEFUL · RELEVANT · SUSTAINABLE · DELIVERABLE

  • DEDICATED COMMUNITY ACCESS
  • EARLY PREVIEWS
  • TESTING OPPORTUNITIES
  • COMMUNITY EVENTS
  • COMPETITIONS & CHALLENGES
  • FEEDBACK OPPORTUNITIES
  • VOTING WHERE APPROPRIATE
  • PRIORITY CONSIDERATION FOR PROJECT ROLES
  • GAME-RELATED EXPERIENCES
  • FUTURE HOLDER-FOCUSED FEATURES

The people who help build the community should remain part of its future.

ZONE 04 — RESTRICTEDNEXT ESCAPE: CLASSIFIED
GAME
STATUSPLAY NOW
CELL_BLOCK_2D // BUILD 0.1

The first playable Great Escape experience is ready. Enter Cell Block A and plan your escape. This is the starting point — not the final game.

LONG-TERM AMBITION

The 2D experience is only the first step. The larger ambition is a full Great Escape game capable of becoming a central product of the ecosystem. As development advances, concepts, environments, footage and testing opportunities will be shared.

"We don't want to put GAME on a roadmap. We want to build one worth playing."

A sealed watcher observing

FILE 06 — PAROLE DENIED. ESCAPE GRANTED.

THE COLLECTION OPENS THE DOOR

THE FIRST GAME MAKES IT PLAYABLE

THE COMMUNITY SHAPES WHAT'S NEXT

THE DOORIS OPEN.

TRAPPED BEHIND BARS, DRIVEN BY FREEDOM. WALK OUT WITH 4,444 OTHERS. THE ESCAPE BEGINS.

BREAK OUT — FILE YOUR RECORD →FOLLOW @GREATESCAPEHQ_ ON X TO FILE YOUR RECORD. RECORDS ARE FINAL ONCE FILED.

ZONE 04 — RECORDS OFFICE

File your intake record.

LEAVE YOUR X HANDLE AND ROBINHOOD CHAIN WALLET ADDRESS ON RECORD TO BE FILED WITH THE FACILITY.

REQUIRED: FOLLOW @GREATESCAPEHQ_ ON X TO FILE YOUR RECORD.

FOLLOW ON X →

FACILITY ACCESS // RECORDS ARE FINAL ONCE FILED

THE GATES WERE BUILT TO KEEP US IN. LET'S SEE HOW LONG THEY LAST.