


**Dig the plot. Pry the lid. Search the remains. Walk the body out on your back.**
Qbox · QBCore · ESX — one build, auto-detected.
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### ⛏️ Four stages, three minigames
- 🕳️ **Dig** — rhythm against a moving window, stamina draining. Bring a crew, share the bar
- 🔧 **Pry** — hold the sweet spot while tension climbs. Push it and the bar snaps
- 💍 **Loot** — server-rolled, revealed one pull at a time with a rarity aura
- 🧊 **Body** — 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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### 🎨 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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### 📦 What you get
- 🪦 **55 graves**, two cemeteries, two tiers
- 💰 **24 loot items + 3 tools** — **27 icons included**
- 🏪 **2 blackmarket buyers** with live **market saturation** — flood it and prices drop for everyone
- 💾 **Persistent** — half-dug graves and dropped bodies survive restarts
- 🌙 **Night only**, 21:00–05:00, checked server-side
- 🚗 **Stash bodies in a vehicle boot** and drive them out
- 👥 **Co-op digging** with a shared bar
- 🚔 **Dispatch hooks** (off by default)
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### 🛡️ Server-authoritative
The client says *"I finished this stage"* and nothing else — 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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### ⚙️ Install
Four steps. **The database sets itself up.** Paste one item file, copy the
icons, `ensure` it. UI ships prebuilt — no build step.
🔓 **All config files stay open and editable** — graves, difficulty, loot,
prices, timers. Retune everything without touching code.
**Requires:** `ox_lib` · `oxmysql` · `ox_target`/`qb-target` · an inventory
> ⚠️ Tool durability needs `ox_inventory` (per-slot metadata). Elsewhere
> it's a no-op — gameplay identical, tools just never break.
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