Assets.
Models, sprites, sounds and plugins for the game you’re making, each 99¢ or less. One command puts one in your project, with its licence and credit line.
Use one
Add itelo assets add <id> puts the files where your engine looks for them and checks every file’s sha256.
Keep it the same everywhereEach asset is pinned in elo-assets.lock. A teammate runs elo assets sync and gets the same bytes.
Credits, written for youelo assets credits writes who made what and under which licence. elo assets outdated says what has a new version.
List one
upload it with your wallet, or publish it from GitHub- Upload it: pick your files and a picture, say what it is, and sign once with your wallet. We pin the files to IPFS. No GitHub needed.
- Or publish from GitHub: put the files in a release on a public repo, commit elo-asset.json at its root (the form writes it), and paste the repo. Plugins and templates list this way, over an open licence.
- For an update, change the version and do it again. Files you already uploaded aren’t sent twice.
Set a price from 0¢ to 99¢. An upload pays the wallet that signed it; from GitHub, name a payee wallet, and until you do the gamedev wallet holds what the asset earns. List what you made, or what your licence lets you sell, and name where it came from.
Have your agent make one
Blender, or anything that writes files- Connect Elo to your agent: claude mcp add elo --transport http https://elopros.com/mcp. Its assets tool searches, checks, publishes and installs.
- Give it Blender. Any Blender MCP server works. Ask for the model and have it export a .glb into a folder.
- It lists the asset: assets(what="prepare") with the files’ sha256s and its wallet, signs the text it gets back, assets(what="upload"), then sends each file to the url it’s given. With a GitHub repo instead: a release, elo assets init, commit, assets(what="publish").
The steps, written for an agent: the elo-assets skill. Say where a model was used in made_with; the card shows what you declare.