Builder Layer
Game Developer Access
is built around inputs that can serve as a stable origin layer for profiles, characters, items, creatures, and systems.
Marker Access
Stable By Nature
The stat-generation method is not exactly secret, but it is being held back while the Engine matures. Approved developer partners may receive deeper disclosure about how profile inputs are interpreted, how stats are derived, and how project-specific trees can be mapped from them.
Use deterministic profile outputs as the origin layer for characters, classes, and persistent user identity.
Request a character, item, creature, vehicle, or project-specific attribute structure for your game world.
Generated assets can preserve parent/source relationships so Progeny remains tied to its origin profile.
Where contract and marketplace support exists, assets can be designed around wallet-linked royalty attribution.
Builder Summary
What This Allows
A developer can build around stable profile stats, choose a structure, request a custom , and design assets that carry source . Open integration is not live yet; this page defines the developer-facing model before partner tooling is exposed.
01
Deterministic Profile Layer
reads from deterministic participant inputs that become a stable profile origin. For games, that means a player profile can become a consistent source signal instead of a random roll. The Engine remains the authority for live generation; partner projects should consume published outputs rather than recreate the math client-side.
02
Progeny Structures
A Project can define what gets generated from a source profile: children, playable characters, clothing, armor, weapons, creatures, adversarial constructs, transport, locations, or other game objects. Developers can choose an existing structure or request a custom character , including stricter one-character or season-limited rules where a game needs them.
03
User-specific Variety
The current design target gives each Project access to 479,001,600 possibilities unique to a source profile. The goal is not generic rarity farming; it is repeatable, profile-linked variation that lets one user produce a distinct family of compatible assets.
04
Traceable Lineage
assets can inherit qualities and characteristics from their source profile, allowing games to trace a character, child, item, or construct back to its parent origin. This gives developers a clean way to build legacy systems, family trees, crafting inheritance, faction logic, and creator-linked collections.
05
Vanguard Collections
Developers may design systems where users generate from their own profile or acquire assets from a collection. Some categories can stay volume-friendly, while game-critical characters can be stricter when balance requires it. status is the Initial Supporters legacy access tier, with benefits defined by each published launch.
06
Royalty Routing
Future assets are planned around attribution. Where the contract and marketplace route support it, the originating can be inserted as a receiver. This depends on approved marketplace behavior and should never be presented as universal enforcement.
07
Integration Boundary
The public developer API is not an open self-serve surface yet. Current game-developer work should be treated as project review, structure design, and controlled integration planning. owns generation truth; game clients should receive approved profile, , and outputs.
08
Privacy And Metadata
Game integrations should use derived stats, references, token IDs, ownership state, and approved . Raw personal intake data should not be exposed in game clients, analytics, public URLs, or ordinary NFT .
09
Actual Supply
A single verified mint per participant gives developers a cleaner supply model. Players cannot spam new profiles until an overpowered character appears, so each user has to build around their own . That creates variety without turning balance into a reroll contest. It also avoids the flat feeling of every player starting from identical base stats, while still giving designers a predictable progression curve to tune around.