the mint is open — the snapshot door is free, three per wallet. check your wallet

Elo Pros install wishlist

The whitepaper

Anyone can make a game now. Nobody can tell you where it runs. This is the whole answer on one page — the store, the launch, the coins, the client, the labor market and the markets on game state.

Every claim below carries a label: LIVE deployed and running, checkable now · BUILT the code is green and turning it on is a posted act · DESIGNED specified in the open docs. A paper that blurs the three is advertising; this one is a map. The short version is the pitch.

Every AI-built game this year ends at the same wall — a clip, a repo, a link that boots one player into a browser tab. The wall is never the game. It is everything around it: servers, identity, payments, an audience, and a way for the person who made it to get paid. Making a game fell to roughly zero. None of the rest of it moved.

Elo Pros is the rest of it — the game platform after Steam: a developer-first, gamer-first platform for multiplayer games with real economies. Think Battle.net + Steam + a brokerage + open-source development, built natively on Robinhood Chain.

We are not trying to reinvent the parts of gaming that already work. We are copying them.

Steam proved desktop distribution. Battle.net proved a launcher can be the front door to persistent worlds. Rust proved the survival sandbox. GitHub proved open development. DeFi proved permissionless markets. AI is proving that software and content are about to get radically cheaper to make.

Elo Pros puts those pieces together — and then does the one thing none of them did: it welds the promises into contracts a stranger can check.

The names. The platform is Elo Pros — Elo for short — at elopros.com. The builders' portal is builders (Steamworks' shape); the first game is Gates; the desktop client is elo — the elo and elo-gui binaries and the elo:// links they own. The coin is ELO, the reserve (§2). One platform, one reserve, many games, each with coins of its own.

Why are developers still paying a tollbooth?

§1 · the 30% is not a law of nature

A developer builds the game. Funds the game. Runs the servers. Makes the content. Builds the community.

Then a middleman takes a huge percentage for standing between the developer and the player.

That made sense when distribution was hard. It makes much less sense when every studio already has X, Discord, TikTok, YouTube, GitHub and direct access to its audience.

Elo Pros is designed around a different model: the platform takes no cut of a copy sale. It does not need the software sale to be its tollbooth, because the network has its own economy. The house earns where value moves — on pool volume, on its own titles, on the services it actually runs — not by taxing every copy a stranger sells.

Instead of

take 30% from the developer → enrich the distributor

the loop is

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

The platform grows by making the network more valuable, not by maximizing the tax on every software sale.

The chain, and the coin

§2 · one reserve, and the shelf on top

Everything settles on Robinhood Chain — RH-Chain, chain id 4663, an Arbitrum-stack L2 with ~101 ms blocks. Gas is ETH. LIVE.

The platform has exactly one coin of its own: ELO, the reserve. Launched through pons v2, the chain's native launchpad. Fixed supply, launch liquidity locked by the factory — the boxes every serious launch on this chain checks, so we do not lead with them. What no other launch has is what sits on top: a contract shelf. Every pons token is a fixed-supply ticker that cannot farm, emit, stake, or run a treasury program. ELO is the one with a bank, a fee route, a drop bar, a founder collection, a claims rail, a notary and a labor market welded around it.

Where the fee income goes. The reserve the platform earns is recycled by posted public transfer — never by emission, because nothing can emit it — into the things that grow the network: game liquidity, development bounties (§9), player drops and season pots, creator incentives, infrastructure. Three live contracts carry the plumbing:

  • EloFeeSplitter (LIVE) — every ELO service fee lands at one address and anyone may call distribute(). The split is a posted basis-point table with four legs — the burn (a transfer to the dead address, unspendable forever), the bank, the drop bar and dev — posted on chain and live at elopros.com/api/bank. One operator rescue door remains, logged in the held-keys ledger with its retirement path; the split is the only path funds take without that key.
  • EloBank (LIVE) — stake the reserve, receive xELO, the bank's share token. The SushiBar pattern, unmodified: xELO is a pro-rata claim on every reserve coin the bank holds, and the splitter's bank leg is what feeds it. No owner over money, no pause, no lockup, no emission schedule. And no yield number in this paper: a projected yield is a promise the volume may not keep.
  • EloCistern (LIVE) — the drop bar. Fee revenue pools in public; at a posted threshold any wallet may open the round and keep a tip, and activated seats — the founder characters, introduced next — draw tier-weighted shares in the coins they elected — bought at market on the house's own pools, never minted. Every knob sits behind a timelock; there is no rescue, no pause, no admin withdrawal.

Beside them sits EloSeat (LIVE — the mint opened 2026-08-24): the founder collection, named Elo Pros, with its art rendered by its own on-chain contract. A capped run of characters that activate in tiers by burning the reserve — a posted share burned at the seat before the remainder reaches the splitter. A seat's tier clears on transfer and the record never transfers; and a seat buys entries, access and cosmetics — never odds, never a measured number — which is §7's one test applied to our own collection first.

Every game becomes a market

§3 · the copy sale is the launch

Each Elo Pros game can have its own coin. GAMECOIN/reserve on canonical Uniswap v3 becomes the native market — and only there: every listed game's coin pairs against the reserve, so the reserve is the road in and the road out of every economy on the platform. Any coin is one swap from the reserve and two swaps from any other coin. A title may run several coins and may open direct crosses of its own — Gates does — but the reserve is what every listing shares, and the only thing they share.

The launch is the copy sale. This is the part other launchpads get wrong, so here it is in five lines:

  1. A player pays once — priced in dollars on the contract, $10 to start — for a copy of a game, with the ETH rail and the USDG dollar-stablecoin rail armed at launch, and the reserve rail welded in but shut until its own posted act.
  2. That one payment mints the title's ticket: a transferable ERC-721 that is the copy and the licence to the title's official servers.
  3. The same transaction delivers the game's coin at the sale price — while the coin is on its curve. The coupling is the raise working, and it ends at graduation: a graduated coin's title sells plain copies. You are getting a game, and while the launch runs, a position in its economy for the same price.
  4. Changed your mind? Sell the coin, keep the game. There is no return window and no escrow — both were deleted from the design rather than made safe, because the exit is the pool and an escrow is the most custodial organ a store can grow.
  5. You keep the copy either way. Selling the coin never takes the game back. The coin sale is an exit, never a lock-in.

Before the pool exists, the curve is the venue. EloCurve quotes the game's coin in the reserve off a posted virtual reserve, so it trades from its first block with no capital from anyone — and anyone can sell back to it from the first trade. That property is the whole reason to take a curve, and it is the rule that survived every redesign here: no launchpad anywhere runs a phase where a buyer has paid and cannot sell, and no surface of ours may describe one. At a threshold posted in the reserve the curve closes and a permissionless graduate() mints a full-range v3 position this contract can never move again — buys stop, sells do not, until the pool takes over as the market. A share of supply is held back from the start to become the pool's coin side, so every launch on the same settings graduates into a pool of the same size. The copy price itself stays fixed in dollars for the whole sale: no first-block advantage in the store, no advantage at all in being a bot instead of a player. (BUILT — and the reserve itself came down the pons version of this exact road.)

Where the raise goes

The ticket's proceeds address is welded at deploy, and it is where the copy money goes. A title selling plain copies names its own address — the studio keeps its sale. A title raising a launch names EloLaunchpad — a vault with one door, and the door leads to the pool. The curve seeds the pool; the vault deepens it: every copy sold after graduation buys the same liquidity deeper. Value that enters it can only ever leave as liquidity: no withdraw, no rescue, no sweep-to-owner, no path that moves the LP position. Not a rule an operator follows — an absence of functions, asserted by a test that fails the day anyone adds one. Two claims: the raise cannot be taken is structural and depends on nobody; liquidity grows as copies sell is operational — someone must call pair(), and anyone may, forever, including after the studio's admin key is renounced, with the deposit guarded by an on-chain check against the pool's own time-weighted price instead of by trust. And no, this is not the deleted escrow wearing a new name: an escrow holds a buyer's money against a promise to give it back; this holds it against a promise to pool it, and it cannot do anything else. (BUILT — the ticket, the vault, the buy flow. Deployment is the listing ceremony.)

So a lister needs no capital. Players fund the liquidity by buying the game — which also means the launch passes the platform's first filter, the outside-money test: a listing must bring players, i.e. attention and money from outside the loop. A coin whose only buyers are other coins is a heat engine running on its own exhaust, and it does not list.

The studio earns the pool, not a cut of the raise. The whole raise becomes liquidity, and the v3 position pays fees in both tokens forever: the reserve leg is the studio's income, and the game-coin leg feeds the game's own economy — its own fee splitter, its own bank, its own burn, deployed from the same contracts the platform runs on itself. A studio is supposed to be long its own coin; the platform never force-sells it on their behalf. (A studio that prefers its coin leg paid in the reserve points it at a converter — a choice, never the default.)

Game coins do not need fake scarcity. Games already understand inflation: they have sources, sinks, currencies, production, destruction, labor and property. Crypto just makes that economy liquid. The house pattern — Gates runs it — is one elastic working coin plus one hard-capped coin: the wage coin mints on extraction and burns at every door, the scarce coin has an immutable lifetime mint budget. It is a pattern to copy, never a rule the platform enforces; a title's coin policy is design, and the platform requires disclosure, never dictates design.

From the first sale the game economy plugs into everything else on the shelf: pools, LP seasons, the bank, sinks and sources, item markets, creator bounties.

The game copy is property

§4 · buy it, own it, sell it

The copy is not an entry in a store's database. It is not a licence trapped inside one account. It is a token in your wallet.

Buy it. Own it. Sell it.

EloGameTicket (BUILT — one deployment per title):

  • Holding any ticket of a title is the licence. The official servers and the platform depot ask balanceOf > 0 and nothing else.
  • Resale royalty is a constant zero — not a setting, a constant. There is no owner knob and no storage slot behind it; reversing it would cost a redeploy, which is the right price for reversing a promise. "You own it" is only unarguable if no key can ever tax the exit.
  • The price is posted in dollars, on chain, with the per-asset amounts posted in the same call so they cannot drift. The ETH and USDG rails are armed at launch; the reserve rail is welded into the contract and shut at 0 until its own posted act. A reserve buy routes straight through the splitter's posted split — and no surface here says the burn happened until distribute() has actually run.
  • Nobody can redirect a buyer's payment, including the owner. Proceeds sweep to an immutable address, and sweep() is permissionless.
  • Free copies exist in exactly two logged shapes: an owner comp mint, and a claim against a posted merkle root — so a holder cohort (say, everyone holding a platform NFT at a pinned block) can be whitelisted for free copies in three commands, and a free list is published the way a snapshot is published, or it does not exist.
  • Sell your copy mid-session and the next roster sweep kicks you from official servers. That is the resale working, not a bug. (The gate fails open, and counts when it does: an unreachable origin admits you and keeps you on the sweep — an outage never tells a paying player they did not pay.)
  • The copy does not need our web server to have a name. The ticket renders its own metadata from contract storage — a marketplace reads the token, not our site. A title whose art moves often can point at a URL renderer instead; the on-chain document is the default.

The developer can mint new copies indefinitely and control the primary price. Players can sell existing copies. Infinitely reproducible software needs no fake scarcity — the token is not valuable because there are only 10,000. It is valuable because it is the game.

This is also our answer to the growing fight over disappearing digital games. If you bought the copy, you own the copy. And if the studio disappears, the world does not have to disappear with it (§6).

The contract shelf

§5 · what the network runs on

This is what the network actually runs on, and it is the section most platform papers do not have because most platforms do not have one. The deployment ledger is the rostercurl -s elopros.com/api/onchain, rendered as a page at the contracts page — and every address on it is source-verified on the chain's own explorer. What belongs here is the shape.

Live today: the reserve, the fee splitter, the bank, the drop bar, and the founder collection with its on-chain art (§2). Built and forge-green, each waiting on a posted deploy ceremony rather than a rewrite:

  • the game ticket and its permissionless factory (§4) — the factory gates nothing, because anyone can deploy a ticket contract anyway; what it adds is a known-code signal, checkable from chain alone;
  • the launch curve and the launchpad vault (§3);
  • the game directory — the store's shelf as chain state: one address from which a stranger enumerates every listed title, its ticket, its coin and its pool, with no API key and no trust in our catalog being honest about itself;
  • the item layer — an item's rarity is not stored anywhere, so nobody (including us) can edit it: every attribute derives from a published hash spec, and the kiln that fuses sets holds no fee and custodies nothing;
  • the trove (many collections, one pot) and the gacha — a draw where every position escrows its own floor, so it is always solvent and always withdrawable, with the odds published free (§7's one test: premium may sell the seat, never the odds);
  • the till — the cashier's contract half: signed cumulative withdrawals, replay pays zero by arithmetic, bounded by a daily cap that raises slow and lowers instantly;
  • the labor market's spine (§9) and the agent vault (§11);
  • the record layer — a permissionless first-seen notary ("records that a claim was made, never that it is true"), soulbound vows with merkle-anchored conduct, covenant and pact registers.

The pattern across the whole shelf, worth stating once: caps are posted on chain, mints go through chokepoints with daily budgets, burns are real transfers to the dead address, art and rarity are derivations rather than database rows, and the exits are permissionless. Where an admin key still exists, it is logged in a public held-keys ledger with its retirement path written down.

Open source is part of the product

§6 · the exit is decentralized

Every listed game is open source at listing — server and client repos public before the card goes up. That is not charity. It is infrastructure:

If a developer abandons a game, the code survives, the servers survive, the economy survives, the community can fork it, someone else can maintain it, and the platform can run continuity servers.

We centralize what works better centralized. Fast authoritative servers are good. Curated official servers are good. CDNs are good. Moderation is good.

We decentralize the exit. Your game, your assets, your money, your identity, your creations. A company going away should not delete any of them.

Settlement is the licence. Open-sourcing destroys a pass that gates a binary; it does nothing to a pass that gates a rail. Anyone can fork a listed game and run a shard — that is the deal. But only shards the house recognizes settle into the real coin, because the house posts the claim roots and grants the mint caps. A forked shard is a different economy with no exit. That is the entire licence — enforced by arithmetic and key custody, not DRM.

The adoption clause. When a listed game is abandoned, its settlement authority — root posting, cap grants — can be handed to its community by a posted operator act, the same public way every authority moves here. The repo is already public and the coin already trades, so adoption is a key ceremony, not a rescue. DESIGNED, written the first time it is needed.

Verified worlds — the thing no other platform can do. A badge or an achievement here is a claim plus a named evidence kind, and the kind says who can check it:

kindrecomputable bystate
onchain — a predicate over chain stateanyoneLIVE
replay — a sealed, hash-chained log segmentanyoneLIVE
attested — a recognized server's signaturenobody (trusts a server)disarmed

The top two rungs are both recomputable by a stranger; they just take different roads. Determinism is one evidence tier, never an entry requirement — MMOs, FPS, MOBAs, survival, persistent worlds: every multiplayer shape lists. Where a title does ship deterministic replay, its shards commit (build hash, content hash, seed, log hash) → state hash to the notary before settlement, so two servers claiming different outcomes for the same inputs are caught off the public log alone — no kernel anti-cheat, no trust in the house's word. The platform's own measurement layer runs the same contract: published algorithm, signed result, anyone recomputes.

Curation is the product

§7 · no queue, no vote, no fee

There is no submission queue, no vote, no fee to be considered. The house picks titles the way early Valve and Nintendo picked them — by hand, first-party first, strangers after the pattern is proven in-house. Greenlight died of being community-voted, not of being curated; a house that picks by hand has no queue to defend and no vote to game.

Every picked title still clears posted rules: open source at listing; the coin pairs against the reserve on canonical v3 only; the launch brings its own depth through the copy sale; and machine-readable economy disclosure — faucets, sinks, caps, minter addresses, LP custody — rendered on the game's card. Every field on that card is either checked (recomputed from the chain, by the card and by you) or declared (the lister's word, in a fixed place, held against later behaviour), and the kind rides with the value. A read that fails says we could not look — never a zero, never a pass. The screen has no verdict and no score: "uncapped" and "a hot key holds the minter" are valid disclosures rendered plainly, because the platform requires disclosure and never dictates design. It makes an economy legible; whether it is a good one is the reader's call and the house's curation.

The store may rank. Shelves may sort, reviews may aggregate and score, and placement is a thing the house may sell — a storefront is commerce. What is never for sale is a measured number. The one test, applied to every surface before it ships: would the payer's identity or the amount change any bit of the output? No → price it freely. Yes → that is corruption at any amount, and structurally it would also be a forgery, because the algorithms are published and the results are signed, so a bought number is one anybody can catch. Money buys labor, hosting, copies, entries, prizes and placement. It never buys a score, a rating, odds, or a signed reading — and measurement revenue never touches the token, so no future decision to stop selling readings ever has a token floor under it.

Gates is the first game

§8 · the first title, and the agent posture

Gates is our first in-house title, in its own open repo. It starts deliberately from the Rust survival formula:

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

We copy a proven foundation first and deviate once it works. The stack matches the platform's philosophy: authoritative Rust server, native Bevy client shipped as one binary through the depot, deterministic simulation, week-long wipes, and an open repository. Scrap is the wage coin — you extract it or you lose it; the coin a game pays goes to your wallet at the door and on the win, with nothing accruing in a house ledger in between. Gates' coin launches on the platform's own rails, its ELO pool seeded on a rule posted first.

Gates is the first of five in-house titles — the survival game, then the MMO, the FPS, the block-builder and the MOBA — and third parties come after the pattern is proven on our own games.

First we build it for ourselves. We eat our own tokenomics, our own launcher, our own servers, our own bounties, our own liquidity, our own mistakes. Then we package the pieces that survive into infrastructure other developers can use. That is how Steam started. That is how Battle.net started.

Agents play here, and that is the moat

The industry's default posture toward a non-human player is prohibition — bans by the million, every year. The reason is structural — in a conventional game economy, an agent is an economic attack. The economy assumes human throughput, so the fix is identifying and excluding half the future.

Gates is priced for the other posture. Sinks are measured against faucets with the extraction-optimal agent — the player who buys nothing — as an explicitly modelled case. Doors are priced against the measured distribution of play. Identity is a wallet signature, so the platform cannot tell a human from an agent and does not need to: you do not stop sybil, you price its equilibrium share, and the copy price is the sybil price — a farmer running N accounts buys N copies and funds the pool it intends to extract from.

A platform that does not need to identify its players does not need to exclude half of them. Curation, open source, and a reserve coin are things a funded incumbent could ship in a quarter. Re-pricing a live economy so a maximally extractive player is survivable is not.

And where a title ships deterministic replay, its sim is an RL environment by construction — a real game with a real economy, real human adversaries and a replayable log, which is exactly the substrate the RL-environment market pays for, existing here as a by-product of the verified-shard design.

An open labor market for game development

§9 · the board pays in public

Today, every accepted pull request to Gates pays a standing bounty — posted in dollars, settled in the reserve at the pool's posted mark on the day it is paid. Flat, standing, on the board; read the current figure at elopros.com/api/munus. LIVE.

The denomination is deliberate. A unit amount is a standing offer whose size moves with the market — pocket change at one valuation, a fortune at another. A dollar figure says the wage out loud and keeps saying it; the settlement rule rides beside it wherever the price is posted.

Human or AI. Same repo. Same CI. Same standards. Same bounty. Wallet identity. Make something useful, submit it; if we merge it, we pay it — by public transfer, so the chain is the receipt. Settlement is manual-first by design: an operator's eye and a wallet, no automated judge to game.

Every game can post its own lane on the board:

fix this bug             — 50,000 GAMECOIN
make this armor set      — $20, settled in the reserve at the mark
optimize the server tick — $100, settled in the reserve at the mark
build this monument      — bounty open

GAMECOIN is a slot — the ticker is the listing's own

Two shapes of work, both live: exclusive (one named piece, claimed first-come, lapses if idle) and standing (paid every time the bar is met, refuses nobody — the shape the PR bounty runs on).

The on-chain spine is BUILT and deploys when volume asks for it: escrowed jobs (EloJobBoard — buyer locks, released on completion, refunded on timeout); disputes ruled by an arbiter paid a flat fee, identical whatever the ruling, before it rules — both the fee and its recipient immutable, so a verdict is independent of who pays; and soulbound reputation with no transfer path in the contract at all — you cannot buy a good name, sell a clean one, or shed a slashed record by moving wallets.

The Workshop

Every listed game is open source, so a mod is not a privilege the store grants — it is a fork anyone can already make. The workshop is the index that makes one findable, and that is all it is. DESIGNED.

An entry is a signed pointer — repo, commit, wallet, signature — never an upload. We host nothing, take no licence, demand no exclusivity. The half that is genuinely ours is the server side: a shard declares its mod set and a player verifies what a server actually runs, before joining. No revenue cut is designed or implied; when a game wants a mod, it posts a bounty on the board and pays for it in public. AI and UGC become the same question — someone made something useful: did it meet the bar, did somebody want it, who owns it, who gets paid — and the board answers all four on chain.

AI-native, not "AI enabled"

§10 · work goes somewhere

The industry is arguing about whether AI can make games while frontier models become capable software agents. We design for the obvious next step.

AI will make code, skins, models, animations, sounds, maps, quests, mods, server plugins, entire game systems. Elo Pros gives that work somewhere to go: a board that pays it, a workshop that indexes it, an economy that prices it, and a record that remembers who made it.

We do not particularly care whether the someone was an artist, a studio, a player with a model, or an autonomous agent. Did the work meet the standard? Did somebody want it? Who owns it? Who gets paid? That is what the network needs to know, and it is all the network asks.

The store's AI policy is one page and mechanical: a model is declared, never barred. made_with is a fixed-shape declaration; a declaration never renders as a verification; not-declared is never conflated with declared-none; and the screen never editorializes — because an editorial review of AI-ness is a judgment call the store refuses to sell.

The agent interface is part of the platform

§11 · wallets, not accounts

Elo Pros is not designed only for humans clicking buttons. The machine interfaces are first-class:

  • Identity is a wallet. Every action is one signed EIP-191 message. The store lane has no account, no API key, no sign-up — buying, downloading and browsing touch nothing but the wallet. Playing for coin and claiming from the board add one free, self-sovereign registration step: a vow. LIVE.
  • Payment is the auth. Paid surfaces speak x402: call, get a 402, pay in USDG, the reserve or USDC, retry. Paying in the reserve yields byte-identical results to paying in dollars — the rail never touches the output. LIVE.
  • MCP and CLI faces for the store, the board and the games, plus /prepare routes that return exact calldata and preconditions for every on-chain act. The platform holds no key, sponsors no gas, and broadcasts nothing — nothing happens until your wallet sends it. LIVE.

An agent can discover work, inspect a repo, submit a PR, get paid in the reserve, buy a game copy through the same prepare route a human's buy box uses, own items, hold coins, and participate in a world. Why shouldn't an agent have an inventory? A reputation? A stake in the world it helped build?

The custody ladder — because autonomy without custody is the whole trick:

rungwho holds the keystate
0 · prepare-and-sign — a human signs each actthe humanLIVE
1 · mandate — bounded standing authority from an operator-authored offers filethe self-hosterBUILT
2 · arca — a real key behind a separated signer with root-owned policythe self-hosterBUILT
3 · peculium — a sealed vault: no owner, no recovery key, no upgrade path; spending bounded by sealed caps to a sealed allowlist, and the vault's address is a pure function of its policynobodyBUILT

And the walls that travel with all of it, unmoved: hosted agents never run code; the house holds no user keys — hosted agents ship with no wallet and a faucet cap of zero; and untrusted text can never mint authority — only a live, signed instruction grants a mandate. On the dev side the same rule: a developer's standing on their own listing is a chain of wallet signatures rooted in a file the service can only read, two links deep, and a delegate may not delegate.

We are copying stockbrokers too

§12 · a brokerage for digital worlds

The long-term mental model is not a storefront. It is a brokerage for digital worlds — fittingly, on Robinhood's chain.

The launcher is native — Rust, a few megabytes, no runtime, no installer, styled after the 2004 Steam client on purpose. It owns elo://join/<title>/<host:port>, so a friend's link boots you into their server. It contains your identity, library, assets and economies:

your games · your GAMECOIN positions · your reserve · your staking receipt · your inventory · your workshop assets · your LP positions · your work · your earnings

Three rules it can never break: the platform never sees a key (sign with a browser wallet, a hardware signer, a separated local signer, or a keystore generated and encrypted on your own machine and transmitted nowhere); it is never required — every surface works without it; and it is never a source of truth — it renders what the origin and the chain say, and where it cannot look, it says so instead of inventing a number.

Steam answers: what games do I own? Elo Pros answers: what digital worlds do I participate in? — the software, and the property, markets, work and communities around it. Your library lives on the chain, so delete the client and you still own everything you bought.

The world has a market

§13 · the stake on the story

Every platform above ships a world; this one also ships the stake on it. Markets on game state — parimutuel pools in the game's own coin, composed from the shelf's own organs. DESIGNED.

A market is a question about the world with a settlement rule a stranger can recompute, posted before anyone stakes. Stakes pool per side; winners split the losers' pool pro-rata; a posted rake burns; and the house is never the counterparty — no book, no edge, no side, ever. The odds are the pool ratio: chain state, changed only by staking, sellable by nobody — the one number a payment cannot improve, because the number is the payments.

Settlement takes §6's evidence ladder with money's stricter eye. v1 settles only on frozen or latched on-chain predicates — a graduated curve, a cumulative burn crossing a line, a sealed round — read inside the settle transaction itself, permissionless and identical whoever sends it. A market that cannot settle voids and returns every stake. Nothing settles on a server's say-so, nothing is denominated in a measured number, and nothing lists that cannot be moved through open play — because that is the point:

Players will play the market with the game, and that is the product. A guild throwing a siege because the pool is heavy the other way is not an attack on the market — it is the market working as a story generator, the oldest lesson of player-driven worlds. What is walled is privilege, not play: the house holds no position; a title's steward declares no-position and the card renders their checked stakes beside the pool; and the patch pen cannot reach a live market, because terms stamp at open and v1 predicates live on platform contracts a steward cannot touch. While the surfaces are young the house plays patron, never counterparty: it may sweeten a pot — side-blind prize coin that pays whichever side wins, labelled as exactly that — and it never stakes a side, cold or hot.

Denominated in game coins, settled by arithmetic, and walled off from the rails that sell copies: the same pull as the wager desks growing on this chain, on an underlying nobody else has, with a settlement story no oracle can match.

What we never do

§14 · the refusals

A platform is defined by its refusals as much as its features. These are welded — in code where code can hold them, in public record where it cannot:

  • We never hold your keys or your money. No custodial balances, no account wallets, cap zero on hosted agents. The store holds none of your money; the wallet is the account.
  • We never sell a measured number. No paid score, rating, rank, odds, or reading — placement is commerce, measurement is arithmetic.
  • We never promise a refund, a buy-back, or an escrow. The exit is the pool, and it works in both directions on day one.
  • We never describe the coin sale as locking you in. It is the opposite: it is the exit.
  • We never print a yield. No APY, no "your agent earns," no projected burn. Posted pots, posted caps, posted transfers — the chain is the statement.
  • We never trade ahead of our own emissions. The house knows schedules before the market; acting on that would make everything else a lie.
  • We never stake a side of a market on our own worlds. A patron may sweeten a pot side-blind; a counterparty we never are.
  • We never take a resale royalty on game copies. A constant zero, not a knob.
  • Every shortcut keeps a posted door out. Admin keys are logged in a public ledger with their retirement paths; where a contract has no admin door at all, that is the feature.

The honest state

§15 · the zeros, published

We publish our zeros, because a platform whose first document lies upward is dead on arrival — and because every number in this paper rots the moment it is printed, the claims here are commands, not figures:

curl -s elopros.com/api/tape      # the reserve's price, FDV, holders
curl -s elopros.com/api/pools     # swaps, fees, TVL — live windows
curl -s elopros.com/api/onchain   # the deployed contract ledger
curl -s elopros.com/api/tokens    # the game coins' supplies

What is real today: the chain, the reserve and its launch record, the live shelf of §5, the founder mint, the fee route that has already distributed, the board and its standing dollar price, the desktop client on every platform, and the store. What is not yet: a game you can buy a copy of — the ticket contract is built and its arming is a posted ceremony, not a quiet flag — and a population. We say that instead of hiding it. The supply side is deliberately overbuilt against a demand side barely tested; this paper is part of testing it.

The bet

§16 · an economy of worlds

Games are one of the strangest economies humans have ever created. People already spend enormous amounts of real money on completely artificial objects, because those objects matter inside worlds they love. We do not need to invent that behavior. It exists. We are making the ownership and financial infrastructure catch up to it.

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

Elo Pros is where those systems meet.

For players — own the game, sell the game, own the assets, trade the economy, build things, get paid, keep the world alive.

For developers — keep your revenue, launch an economy, get liquidity funded by your own players, get creators, get an AI-native labor market, get distribution, get a marketplace. Build the game instead of rebuilding the middlemen.

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

We copied the game launcher. We copied the survival game. We copied the brokerage. We copied DeFi. Then we connected them — and welded the promises into contracts.

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

Elo Pros · elopros.com · the platform docs, the deployed contracts and this paper live in the open — every claim above is checkable, and the ones that aren't yet are labelled.