game systemsattribute treeslineage assets

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.

Source
Profiles

Use deterministic profile outputs as the origin layer for characters, classes, and persistent user identity.

Progeny
Trees

Request a character, item, creature, vehicle, or project-specific attribute structure for your game world.

Lineage
Traceable

Generated assets can preserve parent/source relationships so Progeny remains tied to its origin profile.

Routing
Conditional

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.

View Engine

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.

Open Progeny

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.

Read Model

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.

Builder Use

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.

Vanguard

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.

Routing

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.

Litepaper

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 .

Privacy

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.

Mint Path