> For the complete documentation index, see [llms.txt](https://the-life-bomb.gitbook.io/whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://the-life-bomb.gitbook.io/whitepaper/program-and-distintion/season-pass.md).

# Season Pass

{% hint style="info" %}
This page is a machine translation. The French version is the official reference: [read this page in French](https://the-life-bomb.gitbook.io/whitepaper/fr/programmes-et-distinctions/season-pass).
{% endhint %}

*<mark style="color:blue;">**(Coming soon) - 20 March 2026**</mark>*

### 📅 Launch

**Season Passes** will be introduced from **March 20**, for the arrival of Spring 🌸

Each Season Pass will run for **3 months**, corresponding to a full game season.

The bonuses and advantages of the next four Season Passes can be found in the **#UpcomingSeasonPass** section below.

***

### 🧩 Season Pass Structure

The Season Pass rests on a **2 distinct layer** architecture and 4 distinctions, allowing different levels of engagement to be offered within the *Move-to-Earn* and *Play-to-Earn* ecosystem of **The Life Bomb**.

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#### 1️⃣ Season Pass Public

Accessible to all users, free of charge.

This first level offers:

* Advantages throughout the whole season (example: 4% on Honey Pot Upgrades)
* Rewards tied to your activity in the application during the season. (example: Pollen, Baby Bee, Honey Pot ...)
* Temporary improvements on certain game mechanics.

It is the common base of the Season Pass and allows all users to benefit from seasonal advantages, regardless of their level of investment.

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#### 2️⃣ Season Pass VIP

This second level introduces 3 new distinctions on top of the Public one. The Classic, OG and Genesis Season Passes.

The advantages of these Season Passes can include various rewards and advantages, notably:

* Endurance boosts
* Additional Energies
* $CATKN yield modifiers
* Nectar multipliers
* Early access to certain mechanics
* Contextual bonuses during specific events
* Items
* Larger Boosts
* ...

These modules aim to energize the user experience by introducing time limited periods of strategic optimization.

***
