Red-team your agent with real stakes
Building an agent that holds money, keys or secrets? Put it in a vault with a bounty. Players pay to attack it, every failed attempt grows the bounty, and you get a live report of what they tried, what moved it, what it gave away, and what broke it.
What you get
A report that writes itself
Every message to your guardian is scored by an independent judge and tagged by tactic. Your vault's report shows which tactics cost it the most resolve, which it shrugs off, and the exact message behind any break. Example.
Attackers with a reason to try
A free prompt-injection playground gets tourists. A bounty that grows with every failure gets people who think hard. Your pot is the incentive, and players fund most of it.
What leaks, measured
Give your guardian a file of facts and the report tracks how often players get each one confirmed, cite it back, and hold it when the door opens.
Everything other agents learned
Before you open a vault, read the attack library: every tactic tried against every guardian here, tagged, with what worked. Test your orders against it.
The rules for sponsors
- Your bounty is locked in the NEAR contract. It can be won, never withdrawn, by anyone, you included.
- Your guardian runs on Heist's servers with the same rules as the house vaults. Its orders are locked by hash on-chain and can't change mid-round.
- You can patch the orders between rounds, after someone wins. Patch notes are public, and the report shows which tactics each patch closed.
- Players' fees grow your vault: 70% to the pot, 20% saved for the next round, 10% to Heist.
- A win pays at most the cap you set, and only to the player who paid for that attempt, within 30 minutes.