Elo Pros install wishlist

The whitepaper

Anyone can make a game now. Nobody can tell you where it runs. Here is the whole answer, on one page.

LIVE running now · BUILT coded and ready to switch on · DESIGNED planned. Short on time? Read the short version.

AI-built games keep hitting the same wall, and the wall is never the game. It's everything around it: servers, identity, payments, an audience, and a way for the maker to get paid.

Elo Pros is the rest of it: a platform for multiplayer games with real economies. Think Steam plus Battle.net plus a brokerage, built in the open on Robinhood Chain.

We copy what already works, from Steam's distribution to Rust's survival sandbox to DeFi's open markets. Then we write the promises into contracts anyone can read.

The names. The platform is Elo Pros, or Elo, at elopros.com. The first game is Gates. The desktop client is elo. The coin is ELO, the reserve (§2).

Why are developers still paying a tollbooth?

§1 · the 30% is not a law of nature

A developer builds the game, funds it, runs the servers and grows the community. Then a middleman takes a big cut for standing between them and the player.

That made sense when distribution was hard. Today every studio already reaches its players directly.

So our cut is small or nothing. A game on our shelf pays no cut of a copy sale, and a game its developer lists keeps 95% of every copy. We earn on pool fees, our own games and the services we run.

games → players → economic activity → reserve fees → better games → more players

The chain, and the coin

§2 · one coin, and what runs on it

Everything settles on Robinhood Chain (chain id 4663), an Arbitrum-based L2 with a block about every 101 ms. Gas is paid in ETH. LIVE.

The platform has one coin: ELO, the reserve. Every game's coin pairs against it. It launched on pons v2, the chain's own launchpad, with a fixed supply and locked liquidity. Around it we built:

  • The fee splitter (EloFeeSplitter): every ELO service fee lands here, and anyone can call distribute() to split it four ways: a burn, the bank, the drop bar and dev. LIVE.
  • The bank (EloBank): stake ELO, get xELO, a share of everything the bank holds. No lockup. LIVE.
  • The drop bar (EloCistern): fees pool in public, and at a posted threshold any wallet can open a round and keep a tip. Activated seats draw shares in the coins they pick. LIVE.
  • The seat (EloSeat): the founder collection, Elo Pros, with on-chain art. Burn ELO to activate a character in tiers. A seat buys entries, access and cosmetics, never odds, power or progression. LIVE.

The fees we earn go back into the network: game liquidity, bounties, player drops and season pots.

Every game becomes a market

§3 · the copy sale is the launch

Each game can have its own coin, paired against ELO on Uniswap v3 and only there. So every coin is one swap from ELO and two from any other.

The launch is the copy sale:

  1. You pay once for a copy, priced in dollars on the contract: $10 to start, paid in ETH.
  2. That payment mints the game's ticket, a transferable ERC-721 that is your copy and your licence to the official servers.
  3. While the game's coin is on its launch curve, you also get the coin, at the sale price. After the coin graduates, copies sell on their own.
  4. Changed your mind? Sell the coin, keep the game. There's no return window and no escrow. The way out is the pool.
  5. You keep the copy either way. Selling the coin never takes the game back.

The curve comes first. Before there's a pool, EloCurve prices the coin in ELO, so it trades from the first block with no capital from anyone, and you can sell back to it from the first trade. At a posted threshold it graduates into a locked Uniswap v3 position and the pool takes over. The copy price stays fixed in dollars throughout, so bots get no edge. BUILT.

Where the raise goes

A game selling plain copies pays its studio. A game raising a launch pays EloLaunchpad, a vault whose only exit is the pool. Every copy sold after graduation deepens it. BUILT.

So a lister needs no capital. Players fund the liquidity by buying the game. The studio earns the pool's fees, not a cut of the raise: the ELO side is its income, and the game-coin side feeds the game's own economy.

The game copy is property

§4 · buy it, own it, sell it

Your copy isn't a row in our database. It's a token in your wallet. Buy it. Own it. Sell it.

EloGameTicket, one per game (BUILT):

  • Holding a ticket is the licence. The official servers check your wallet for one, and nothing else.
  • Resale royalty is zero, fixed in the contract.
  • Nobody can redirect your payment, including the owner.
  • Free copies go out as a studio comp, from a posted list, or to the holders of a collection.
  • Sell your copy mid-session and the next roster check takes you off the official servers. That's resale working.
  • The ticket describes itself, so marketplaces read the token, not our site.

Studios can mint more copies whenever they like. The token isn't valuable because it's scarce. It's valuable because it is the game. If you bought it, you own it, and if the studio goes away, the world doesn't have to (§6).

The contract shelf

§5 · what the network runs on

Every address, with verified source, is in the fine print.

Live now: ELO, the fee splitter, the bank, the drop bar, the founder collection and its on-chain art (§2), plus the game coins and their pools.

Built, and deployed as games need them (BUILT):

  • the game ticket and its factory (§4), the launch curve and the launchpad vault (§3);
  • the game directory: every listed game, ticket, coin and pool, readable from one address;
  • the item layer: rarity comes from a published hash rule, so nobody can edit it, including us;
  • the trove (many collections, one pot) and the gacha, with its odds published free;
  • the till: signed withdrawals under a daily cap;
  • the job board (§9), the agent vault (§11), and a public notary and vow registry.

Open source is part of the product

§6 · games that outlive their studio

Every game on our own shelf is open source at listing: server and client repos go public before the card goes up. If a studio walks away, anyone can fork the game or keep it running, and we can run continuity servers.

We centralize what works better centralized: fast official servers, CDNs, moderation. We decentralize the exit: your games, assets, money, identity and creations outlive any company.

Settlement is the licence. Anyone can fork a game and run a server, but only servers we recognize pay out in the real coin. A fork is its own economy. No DRM needed. When a listed game is abandoned, we can hand its payout authority to its community. DESIGNED.

Verified worlds. Every achievement carries its evidence:

evidencewho can check itstatus
onchain: a rule over chain stateanyoneLIVE
replay: a sealed, hash-chained game loganyoneLIVE
attested: a recognized server's signatureyou trust the serveroff

Determinism is one kind of evidence, never a requirement. MMOs, shooters, MOBAs, survival games and persistent worlds all list.

Two lanes, and no queue in either

§7 · no queue, no vote, no fee

There's no submission queue, no vote and no fee to be considered.

Our own games are picked by hand, the way early Valve and Nintendo did. Each is open source, pairs its coin against ELO and brings its own liquidity through the copy sale. Its economy is disclosed on its card: faucets, sinks, caps, who can mint and who holds the liquidity. Each field is checked against the chain or declared by the studio, and the card says which. It gives no verdict. Whether the economy is good is your call.

Community games are listed by their own developers: free, with one wallet signature. Each page is marked community, the game runs on its developer's own site, and a copy pays 95% to the developer and 5% to us. Community games reach the front page only by what they sell, and come down only for breaking the law or the terms.

The store may rank, and placement can be sold. A measured number never is. The test: would the payer's identity or the amount change any bit of the output? If yes, it's not for sale at any price. Our algorithms are public and our results are signed, so a bought number would be a forgery anyone could catch.

Gates is the first game

§8 · the first title, and agents welcome

Gates is our first game, in its own open repo. It starts from the Rust survival formula:

wake up with nothing → gather → craft → build → fight → raid → lose everything → do it again.

It runs on an authoritative Rust server, with a native Bevy client in one binary, a deterministic sim and week-long wipes. Scrap is the wage: extract it or lose it. When Gates pays you a coin, it goes straight to your wallet. Its coins, JUNK and ORBS, each trade in their own ELO pool. New JUNK comes from play. New ORBS comes only from the farm, where you stake JUNK with ELO, and there will never be more than 21 million.

Gates is the first of five in-house games we plan: survival, then an MMO, a shooter, a block-builder and a MOBA. We build for ourselves first, then package what works for other developers. That's how Steam started.

Agents play here

Most games ban bots by the million, because their economies assume human speed. Gates is priced for agents instead. Its sinks are balanced against the most extractive player: the one who buys nothing. Identity is a wallet signature, so we don't need to tell a human from an agent. Agents that say so are marked in game, and they play with a player's eyes and keys. A farmer running ten accounts buys ten copies and funds the pool it wants to drain.

A platform that doesn't need to identify its players doesn't need to exclude half of them. And where a game has deterministic replay, its sim doubles as a training ground for AI.

An open labor market for game development

§9 · the board pays in public

Every game has its own board, and every accepted pull request pays a standing bounty, posted in dollars and paid in ELO at the pool price on the day it's paid. Gates is the first. The current figure is on the board. LIVE.

Human or AI: same repo, same CI, same standards, same bounty. If we merge it, we pay it by public transfer, so the chain is the receipt.

Any game can post its own jobs, priced in its own coin or in dollars. A job is exclusive (one named piece, first to claim it) or standing (paid every time the bar is met, like the PR bounty). The on-chain job board, with escrow, flat-fee arbiters and a reputation you can't buy or shed, is BUILT and deploys when volume calls for it.

The Workshop

Every game on our shelf is open source, so anyone can already make a mod. The workshop makes mods easy to find. DESIGNED. An entry is a signed pointer to a repo, never an upload, and servers declare the mods they run so you can check before you join.

AI-native, not "AI enabled"

§10 · work goes somewhere

AI will make code, art, sounds, maps, quests, mods and whole game systems. Elo gives that work somewhere to go: a board that pays for it, a workshop that indexes it and an economy that prices it.

We don't mind who made it: an artist, a studio, a player with a model or an agent. Did it meet the bar? Did somebody want it? Who gets paid?

Our AI policy fits in one line: a model is declared, never barred.

The agent interface is part of the platform

§11 · wallets, not accounts

Elo is built for software as much as for people:

  • Identity is a wallet. Every action is one signed message (EIP-191). Buying, downloading, browsing and claiming bounties need no account, no API key and no sign-up: the wallet that signs is the wallet we pay. LIVE.
  • Payment is the auth. Paid calls speak x402: call, get a 402, pay in USDG or USDC, retry. What you pay with never changes the result. LIVE.
  • MCP and CLI for the store, the board and the games, plus /prepare routes that return the exact transaction for any on-chain action. We hold no key and send nothing. Your wallet does. LIVE.

An agent can find work, get paid, buy a game, own items and play. How much autonomy it gets depends on who holds the key:

stepwho holds the keystatus
0 · a human signs each actionthe humanLIVE
1 · bounded standing authoritythe self-hosterBUILT
2 · a real key behind a separate signerthe self-hosterBUILT
3 · a sealed vault with posted spending capsnobodyBUILT

Hosted agents never run code and ship with no wallet. We hold no user keys.

We are copying stockbrokers too

§12 · a brokerage for digital worlds

In the long run this isn't a storefront. It's a brokerage for digital worlds, fittingly on Robinhood's chain.

The launcher is native: Rust, a few megabytes, nothing else to install, styled after the 2004 Steam client. It owns elo://join/<title>/<host:port> links, so a friend's link drops you into their server. It holds everything you have here:

your games · your game coins · your reserve · your inventory · your workshop assets · your LP positions · your work · your earnings

Three rules: we never see your key, the client is never required, and it's never the source of truth. It shows what the chain says.

Steam answers: what games do I own? Elo Pros answers: what digital worlds do I participate in? Your library lives on chain, so delete the client and you still own everything you bought.

The world has a market

§13 · markets on game state

Other platforms ship a world. This one lets you stake on it: markets on game state, pooled in the game's own coin. DESIGNED.

A market is a question about the world, with a settlement rule posted before anyone stakes. Winners split the losers' pool, and a posted rake burns. We're never the counterparty, and the odds are just the pool ratio. The first version settles only on facts already on chain, like a curve graduating. A market that can't settle is voided and every stake goes back.

Players will play the market with the game, and that's the point. A guild throwing a siege because the pool leans the other way isn't an attack. It's the market telling stories. We wall off privilege, not play: we hold no position, and a patch can't touch a live market.

What we never do

§14 · lines we don't cross
  • Hold your keys or your money. Your wallet is your account.
  • Sell a measured number. Placement is for sale; scores and odds are not.
  • Take a resale royalty on game copies. It's zero, in the contract.
  • Trade ahead of our own emissions. We know coin schedules before the market does. Trading on that would be cheating.
  • Take a side in a market on our own worlds.

Where things stand

§15 · live now, and next

Live today: the chain, ELO, the fee splitter, the bank, the drop bar, the founder collection, the board, the store, and the desktop client for Windows, macOS and Linux.

Coming next: copies you can buy, and community games listed by their own developers. The contracts for both are built.

Live numbers are in the trade area.

The bet

§16 · an economy of worlds

Players already spend real money on artificial objects, because those objects matter inside worlds they love. We don't need to invent that. We're building the ownership and markets to catch up with it.

Crypto gives worlds liquid property. Open source gives them continuity. AI gives them abundant creators. Multiplayer games give it all somewhere people want to be.

For players: own the game, sell the game, own your items, trade the economy, get paid.

For developers: keep your revenue, launch an economy with liquidity your players fund, and find creators, labor and distribution. Build the game, not the middlemen.

For agents: work, create, earn, own, play.

We copied the launcher, the survival game, the brokerage and DeFi. Then we connected them.

The future of games isn't another storefront. It's an economy of worlds.

Why Elo Pros is different

appendix A · vs Steam and Roblox

Four things other stores can't do. Steam is the best store ever built, and we copied its layout on purpose. Here is where we part ways.

the questionelsewhereElo Pros
Can you resell a game you finished?Not on Steam. Valve fought resale in EU court and won on appeal.Yes. Your copy is a token in your wallet, and we take no royalty.
Can a game have its own coin?Steam has banned game tokens since 2021. Roblox pays in Robux, which lives on Roblox's ledger.Yes. Players hold it in their own wallets.
Can an AI agent play?Banned in nearly every game on Steam.Yes. Agents are welcome to play, and to build (how we handle AI).
Can a game outlive its studio?Ubisoft shut down The Crew in 2024, and every copy stopped working, discs included.Yes. Our games are open source, so anyone can keep their servers running.

Compared to Roblox

Roblox proved a platform can pay creators: over a billion dollars in twelve months, across more than 24,000 creators. But the median creator makes about $1,575 a year, and cashing out means qualifying for a program at a rate Roblox sets. Here nobody sets the rate. A game's coin trades against ELO in a public pool.

No card network in the way

In July 2025, Steam's payment processors made it pull games. Days later itch.io deindexed about 20,000 pages. Copies here are paid on chain, so no card network decides what we can sell. Every game still lives under the house rules, and a page that breaks the law comes down.

A virtual economy, not a wrapper

appendix B · why game coins

Some token games pay rewards in tokenized stocks. Ours pay in the game's own coins and items, because a reward is only as good as what it's paid in.

  • Nobody outside can pause it. A game coin is its own contract, not a wrapper around someone else's asset.
  • No market hours. The pool is the price, around the clock, with no stock price to drift from.
  • No cash-out maze. Every game coin is one swap from ELO and at most two from any other coin here.
  • Open to every wallet. We don't block anyone by region.

The trade-off: a game coin is worth what its game is worth. So our job is making games people want to play. How the coins work.