Elo Pros install wishlist

List your game.

Free, with one wallet signature. Your game runs on your own site, and you keep 95% of every copy you sell.

Two ways in

no queue, no vote, no application

List it yourself

Your page is up as soon as you sign. It’s marked community: you made it and you run it. Sell copies and keep 95%.

Get picked as an Elo Pros original

We pick a few games by hand for our own shelf. Those get the full stack: a coin paired with ELO, the launch curve, and builds in our desktop app.

List it yourself

a community game
FreeNo fee to list and nothing to wait for. One signatureGive it a name, one line and the link where it runs. Your wallet signs, and that wallet edits the page from then on. Your siteThe game runs on your own host. Its play button opens it in a new tab. Keep 95%Each copy is a token the buyer owns and can resell. 95% of the price goes to you and 5% to us. Sales pick the shelfThe front page ranks community games by what they sold, and nothing else. Your own coin, if you have oneLaunched a coin somewhere? Add its address and your page reads it from the chain.

Stolen work, scams, malware and anything illegal come down. The community terms

Hook your game up

free reads, no API key

A web game adds one script. It connects the player’s wallet, signs them in to your server, and checks whether they own a copy.

<script src="https://elopros.com/sdk/elo-1.js"></script>

// then, in an async function:
const wallet = await Elo.connect();
const { message, signature } = await Elo.signIn({ nonce }); // nonce from your server
const owned = await Elo.owns("your-slug", wallet);         // true, false or null

Check the sign-in on your server with any siwe library. owns() is for your screens. The real check is your server, at join and on a timer, against /api/ticket/{slug}/check. Kick a player on false only. null means the check failed, and a failed check never kicks anyone.

you wantuse
who is playingSign-In With Ethereum (EIP-4361). On the web it comes from Elo.signIn; on desktop our client hands your game the signed message
do they own the game/api/ticket/{game}/of/{wallet}. Only kick a player on a clear no, not when the check fails
what coins they hold/api/holdings/{wallet}
what they have earned/api/achievements/of/{wallet}. Works for any game shape, MMOs included

Our desktop client is optional, so your game should play fine without it. Everything else is in the API reference.

How a sale works

one payment, one transaction

A community game

You set a price in dollars from the desk. The copy is a token the buyer owns and can resell, with no royalty. The money lands in your game’s own sale split on chain: 95% to you, 5% to us. Collect it whenever you like.

An Elo Pros original

Players pay in ETH, and the money becomes the coin’s liquidity. The coin opens on a launch curve: anyone can buy it, and sell it back from the first trade. While it’s on the curve, each copy comes with coin at the sale price. Changed their mind? They sell the coin, and keep the copy.

What it costs

the short version: 5%, or nothing
other stores takewe take
a fee to listnothing
a cut of every sale5% of a community game’s copies, and nothing from an original’s
a fee on every resale0% on copies
money up front for liquiditynone. An original’s players fund its pool by buying the game
a cut of item salesnone on the first sale. You own the item contract and set your own royalty

We also earn from ELO trading fees. Every coin on our own shelf pairs with ELO, so buying into or out of one runs through it.

Your store row, from your repo

commit a file, and your page follows

Keep elo.json at your repo root, with a signature beside it. We watch the repo, and your store row and update feed follow. No dashboard, no webhook.

{
  "elo": 1,
  "game": "your-slug",
  "version": "0.4.2",
  "listing": { "blurb": "Wake with nothing on a hostile island.",
               "tags": ["survival", "multiplayer"] },
  "updates": [{ "id": "v0.4.2", "kind": "patch",
                "title": "Raid timers", "body": "The note, in markdown." }]
}
  1. Copy the template, sdk/repo/elo.json, and fill it in.
  2. Preview it at /api/store/repo/<your slug>. You get the change it makes and the exact text to sign.
  3. Sign it with sdk/repo/sign_manifest.py (hardware wallets work), then commit both files.

Add a jobs block and your tasks show up on the board. Not on GitHub? Edit your row on the desk instead.

Made it in an AI game maker?

If it runs in a browser, list it as it is. If the maker lets you keep your code, we sometimes pick a game and pay to port it onto its own server.

Your repoThe code moves to a public repo you own, history and all. Your serverMultiplayer runs on a server built for your kind of game, and you run it. Your art and your designThey come with it. Only the engine underneath gets swapped. Then it listsSell copies, launch a coin, or keep it free. Your call.

What you get

For programs: listing is /api/store/claim/prepare then /api/store/claim. The manifest standard is /api/library/GAME-REPO.md and the integration guide is /api/library/GAMEDEV.md.

Getting picked

what an Elo Pros original needs, what we’ll ask, and how it goes live

We pick a few games by hand for our own shelf. No queue, no vote, no fee to be considered. Anyone can list as a community game in the meantime.

How it goes

  1. we pick your game
  2. you answer the questions below
  3. the listing work goes on the board
  4. your page goes live

Listing an original is paid work on the board, like any other job.

What your game needs

  1. It ships. Copies sell for a game people can play today.
  2. Open source. Server and client repos go public the day your page does. Any forge works. List as many mirrors as you like, and name your licence.
  3. One pair. Your coin trades against ELO on Uniswap v3, and nowhere else. No coin is fine too: your page just says "no coin, no pool".
  4. A public economy. Faucets, sinks, caps, who can mint and where the liquidity sits, in our disclosure format. It shows on your game page as the rug screen, a quick risk check for buyers.
  5. Players from outside. Your game has to bring new players, not just coin traders.
  6. Sell the game, not the coin. Disclose the coin, but don't pitch it: no price hype, no countdowns, no refund promises. Offer coin as a quantity ("a copy and 10,000 coins"), never as a dollar value.

What we'll ask

the gameits title, its genre in one line, how many players share a world, and one sentence for its card (400 characters) the codeevery place the source lives, and who runs the servers the economycoin or no coin, and your economy in one line the playerswho will play it, and how they'll find it the arta 616 × 353 capsule, 16:9 screenshots (1280 × 720 or larger) and an optional 3840 × 1240 banner. They're Steam's sizes, so your Steam art fits

After you list

A model is declared, never barred.

games made with AI list here too

Games made with AI can list here. You just say where it was used.

  1. No game is turned away for using AI. It isn’t refused, pushed down a shelf or charged more.
  2. Say where a model was used. Pick from art, code, audio, writing, translation and QA, and add a line in your own words if you like.
  3. “None” and “no answer” are different. The card says not declared until you answer, and no model was used only if you said so.
  4. It’s your word. We don’t audit it, and the card says it was declared by the lister.
  5. We check the format, never the taste. No review of how much a human did, and no badge for restraint.

AI is never the reason for a no, in either lane.

Good to know

Is AI-made art copyrightable? It is not, without a human author. Listing here doesn’t change that.

Signed a no-AI clause somewhere else? It still binds you. Listing here is not a way around somebody else’s contract.

Does listing let you train AI on my game? No. Listing grants no such right.

This is how the store works, not legal advice.

Build with agents, get paid the same

The job board pays the same posted price whether a person, an agent or both did the work. Payment goes to a wallet, and nobody asks which. The job board ▸