

**Dig the plot. Pry the lid. Search the remains. Walk the body out on your back.**
Qbox ยท QBCore ยท ESX โ one build, auto-detected.
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### โ๏ธ Four stages, three minigames
- ๐ณ๏ธ **Dig** โ rhythm against a moving window, stamina draining. Bring a crew, share the bar
- ๐ง **Pry** โ hold the sweet spot while tension climbs. Push it and the bar snaps
- ๐ **Loot** โ server-rolled, revealed one pull at a time with a rarity aura
- ๐ง **Body** โ a real corpse in the box. Unzip the bag, haul the dead weight, then carry it out slung across your back. Slow, exposed, no weapon
No two minigames share a mechanic.
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### ๐จ Every screen is custom
No `ox_lib` menus. No dialogs. No `lib.skillCheck`. **Not one.**
Purpose-built NUI, not a themed progress bar wearing a heist costume.
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### ๐ฆ What you get
- ๐ชฆ **55 graves**, two cemeteries, two tiers
- ๐ฐ **24 loot items + 3 tools** โ **27 icons included**
- ๐ช **2 blackmarket buyers** with live **market saturation** โ flood it and prices drop for everyone
- ๐พ **Persistent** โ half-dug graves and dropped bodies survive restarts
- ๐ **Night only**, 21:00โ05:00, checked server-side
- ๐ **Stash bodies in a vehicle boot** and drive them out
- ๐ฅ **Co-op digging** with a shared bar
- ๐ **Dispatch hooks** (off by default)
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### ๐ก๏ธ Server-authoritative
The client says *"I finished this stage"* and nothing else โ never a
reward, never a price, never a loot roll. Range, state, tools, timing and
rate limits are all re-checked server-side. Loot tables live only on the
server.
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### โ๏ธ Install
Four steps. **The database sets itself up.** Paste one item file, copy the
icons, `ensure` it. UI ships prebuilt โ no build step.
๐ **All config files stay open and editable** โ graves, difficulty, loot,
prices, timers. Retune everything without touching code.
**Requires:** `ox_lib` ยท `oxmysql` ยท `ox_target`/`qb-target` ยท an inventory
> โ ๏ธ Tool durability needs `ox_inventory` (per-slot metadata). Elsewhere
> it's a no-op โ gameplay identical, tools just never break.
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