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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 (§5).

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 nothing. A game on our shelf pays no cut of a copy sale, and a game its developer lists keeps 100% 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

Gates is the first game

§2 · 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 Bevy client that plays in your browser or as one desktop 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 coin, JUNK, trades against ELO. New JUNK comes from play, paid to your wallet after the wipe once payouts switch on.

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. Once Early Access ends and copies sell, 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.

Two lanes, and no queue in either

§3 · 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 and pairs its coin against ELO.

Community games are listed by their own developers: free, from their GitHub repo or with one wallet signature. Each page is marked community, the game runs on its developer's own site, and a copy pays 100% to the developer; we take 0%. Selling needs no wallet: we set up the sale, pay the gas and hold the developer's money until they add one, then send it on. Community games show on the front page in the order they were listed, and come down only for breaking the law or the terms. A community game's 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 developer, and the card says which. It gives no verdict. Whether the economy is good is your call.

We can host your servers soon.

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.

Open source is part of the product

§4 · games that outlive their studio

Our games are open source at listing: server and client repos go public before the card goes up, and so does any community game that asks for your wallet. Every game here is multiplayer, and ours are built on an engine that takes no cut. If a studio walks away from an open game, anyone can fork it 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.

The chain, and the coin

§5 · 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, paid in ELO. LIVE.
  • The seat (EloSeat): the founder collection, Elo Pros, with on-chain art. Activate a character in tiers with ELO: half burns at the seat, the rest goes to the splitter. A seat buys entries, access and cosmetics, never odds, power or progression. LIVE.

Where a fee goes is one posted split, read from chain: a burn, the bank, the drop bar and the team.

Every game becomes a market

§6 · the copy sale is the launch

Each game can have its own coin, paired against ELO. So every coin is one swap from ELO and two from any other. Our coins launch on outside launchpads, and the launch venue opens the pool: ELO launched on pons and graduated the same day; Gates' coin, JUNK, trades on Abyss against ELO. LIVE.

The copy sale:

  1. You pay once for a copy, priced in dollars on the contract ($10 to start), paid in ELO or the game's coin. Gates gives one free copy per wallet. LIVE.
  2. That payment mints the game's ticket, a transferable ERC-721 that is your copy and your licence to the official servers.
  3. Changed your mind? Resell the copy. There's no return window and no escrow. The copy is a token you own, with no royalty on resale.
  4. The coin is its own market. A copy carries no coin. Buy or sell the game's coin in its pool, any time.

A lister needs no capital. A coin is optional, and a studio launches it on any outside launchpad, paired against ELO. No launchpad we use runs a phase where a buyer has paid and can't sell.

The game copy is property

§7 · 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 (LIVE for Gates):

  • 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 (§4).

The contract shelf

§8 · 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 (§5), the game coins and their pools, and Gates' ticket (§7), its items and its skin store.

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

  • the ticket factory, for each game after Gates (§7);
  • 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 job board (§9) and the agent vault (§11).

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 from its repo. A job's text carries no price; each pays through its board's standing bounty. 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 and load. BUILT. A game opens one and names the kinds of mod it takes. A modder publishes from a public GitHub repo, never an upload; players subscribe with their wallet, and the launcher downloads what they picked and checks every file's sha256.

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.
  • 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:

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 coin graduating on its launchpad. 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: Gates, free in Early Access, and its copy, a token in your wallet; JUNK and the skins it buys; 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: JUNK paid out from play, community games listed by their own developers, and more of our own games. The contracts for the community lane 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.

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.