Clash of Diggers
A Hearthstone-style PvP card game built as a spin-off of Labrador, with fixed-stake TON betting rooms and a shared in-game economy.

Business Need
The client runs Labrador, a Telegram product with a deep gameplay loop and a strong active TON userbase. To grow the ecosystem, they wanted a new format that would bring fresh competitive energy to existing Labrador players and attract a new wave of users from the broader Telegram audience, all inside the same product ecosystem.
Result
Clash of Diggers is live in production with the real-money TON layer fully working: players match into fixed-stake rooms, lock TON, play head-to-head, and receive automatic payouts. The game runs in Telegram and on the web, with a shared in-game economy across Labrador and Clash of Diggers.
- Clash of Diggers is a Hearthstone-style PvP card game inside Telegram and on the web, designed as a new vertical inside Labrador's ecosystem. Cards are drawn at random into the player's hand, and each card carries effects that work on both sides of the table, buffing the caster, hitting the opponent, or both. Dozens of cards with layered effects make every turn an actual decision, not just a click. The real-money layer is the centerpiece. Players enter fixed-stake TON betting rooms, lock the stake, and play head-to-head. The pot pays out automatically net of platform commission, and every cancellation path returns funds in full. Around that core, the Shop sells Gold cards and skins via Telegram Stars or TON, and Shards, a soft currency earned through regular gameplay, let players craft Gold cards without spending. An anti-abuse system protects the economy from farming. The in-game economy is shared with Labrador, so an existing player walks straight into the new product without starting from zero.
Key items
- Hearthstone-style turn-based card PvP
- Dozens of cards with two-sided buff effects
- Fixed-stake TON betting rooms with automatic payouts
- Shop with Gold cards and skins, paid via Telegram Stars or TON
- Shards soft-currency crafting protected by anti-abuse rules
- Shared in-game economy with Labrador
- Runs in Telegram and on the web
1. End-to-End Delivery, Built From Scratch
We built the product end-to-end from a blank repo, owning design, frontend, backend, payments, and QA. The frontend and backend run as a single coherent experience, with real-time match state flowing through sockets so both players always see the same board, the same turn, the same outcome. That consistency matters most in TON rooms, where real money is in escrow and any drift between what one player sees and what the other sees would translate into a dispute. TON deposits, holds, and withdrawals are handled reliably end-to-end. Funds enter hold the moment a player commits to a real-money room, and every exit path runs through the same proven refund routine, so a player either plays the match or gets the money back, with no third option.
2. Making It Run on Low-End Android
The target audience plays mostly on mid-range and low-end Android phones inside the Telegram WebView. Early builds dropped frames during card animations exactly when the game needed to feel responsive. We reworked the visual layer and tightened how the game redraws during turns, so the experience holds smoothly on the devices the audience actually owns. The web build shipped in parallel, reaching players outside Telegram without a second codebase.
- Roadmap Beyond the Live product With the MVP live, the focus moves to deepening the competitive loop and growing retention. Random PvP with MMR and league progression is the next mode to ship, followed by Play with Friend with shareable invite links for casual matches. A battle pass and competitive tournaments with prize ladders are planned as the engagement layer on top. Todor3D continues as the product team with 24/7 support.
Roadmap:
- Random PvP with MMR and league progression
- Play with Friend mode with shareable invite links
- Battle pass
- Competitive tournaments with prize ladders
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