the launchpad
Our own games, each with its own coin. Players fund a game’s pool by buying the game.
what is cooking
reading the catalog…
opening the catalog…
Games we’ve committed to. Each one moves to the store when it’s playable.
collections
reading the chain…
reading the chain…
A collection lists here when its art lives on chain, its rarity table is public before the mint, and its metadata is frozen. The Elo Pros mint is ours.
the ELO launch
how a game coins up
- in buildthe code is public, and builders work on it through the board
- listedtrades against ELO, or has no coin yet
- alphareal players, real rounds
- promotedthe full set: a capped coin, on-chain payouts, the pass
Elo Pros has one coin, ELO. Every game brings its own and pairs it with ELO. Gates runs two: JUNK and ORBS. Any multiplayer game fits: MMOs, shooters, MOBAs, survival.
the buy, in five lines
- You pay the copy price. It’s set in dollars, paid in ETH, and shown on each game’s page.
- You get the game’s ticket: a transferable NFT that is your copy and your key to its official servers. Resale royalty is zero, so sell it whenever you like.
- While the game’s coin is on its launch curve, you also get the coin at the sale price, in the same transaction. After graduation, copies sell on their own.
- Changed your mind? Sell the coin. That’s the way out. There’s no refund window and no escrow: the purchase settles in one transaction.
- You keep the copy either way. Selling the coin never takes the game back.
how a game gets its pool
- the game’s coin opens on a launch curve, priced in ELO
- anyone can buy or sell it from the first trade
- players buy copies, and while the curve runs each copy comes with coin
- at a set target, the curve opens the pool
- every copy sold after that makes the pool deeper
So a lister needs no money up front: the players who want the game fund its market. Before a sale opens, its copy price and its split between the lister and the pool are posted.
who earns what
| who | earns |
|---|---|
| the lister | their pool’s trading fees, their item sales, and their posted share of each copy sale |
| Elo Pros | fees from the ELO/ETH pool, a posted cut of what we run (the pass, the market, cosmetics), and our own games |
| not us | no cut of your sales, no rake on your pool, no listing fee |
A community game is different: it keeps 95% of each copy and we take 5%.
what a listing has to be
Every game on the launchpad meets all of these.
- Open source on listing day.
- Its coin pairs against ELO.
- Brings its own depth: the curve opens the pool, and copy sales deepen it.
- Publishes its economy, shown as the rug screen on its page.
- Badges are earned, never bought.
- Plain words: what you put in, what you stake, what you get back.
- The listing is a public job on the board, paid in ELO.
your game
List it yourself as a community game: free, one signature, and you keep 95% of every copy. Bring a coin from anywhere, or none. List your game ▸
Building something? Take a job on the board and get paid in ELO.