What you would build, and what is already there
Wallet and ledger
Gold Coins, Sweeps Coins and Bonus SC on one append-only ledger with a balance snapshot on every row, scoped to a brand. Purchases, results, promotions, redemptions and reversals are rows on the same record.
Redemption and KYC
Redemption requests with identity status, document upload, OCR-assisted review and a timeline; approve and dispatch, or reject with an atomic wallet refund. Scheduled integrity checks flag ledger discrepancies.
Player protection
Geo rules per brand, self-exclusion, account bans checked at the API layer on every state-changing call, one active session per account, MFA and passkeys for players and staff.
Retention and messaging
Rule-based retention with fatigue caps, multi-day journeys, VIP tiers, daily rewards, mystery boxes, web push and transactional and marketing email with suppression handling. Configured in the console, not coded.
Back office
Forty-plus admin modules filtered by brand, role-based access scoped to the entities each admin may see, and audit logs. Your team operates the product without a developer in the loop.
The game integration contract
A game is a portable HTML5 title hosted in a platform-controlled frame. One bridge script is the only file that talks to the platform: it hands the game its seed and session, accepts throttled live telemetry that is never authoritative, and submits the terminal result exactly once per run. The same contract covers solo play, Arena head-to-head, missions and tournaments; the game does not implement those modes, the platform does.
- Seeded, deterministic randomness: the platform issues the seed, the game never calls Math.random, and the same seed reproduces the same run.
- Fixed-timestep simulation and a hard score bound per title, documented in a canonical scoring specification for that game.
- HMAC-signed session tokens; the server reads wager and currency from the database, never from the client.
- Idempotent settlement: a duplicate submission returns the prior result instead of paying twice.
- Server-side score rules, duration and rate checks, calibrated ceilings and a live-telemetry cross-check that can reject implausible scores before a reward is paid.
- Bot-driven calibration sessions per title derive difficulty bands and certified ceilings before a game reaches players.
Third-party providers and aggregators
Aggregated content integrates through an isolated provider module with its own tables and functions: HMAC-verified webhooks for wager, result and rollback, idempotent by design, settling in Gold Coins or Sweeps Coins on the same brand-scoped wallet as skill titles. Adapters are written per provider against that module, so a new provider does not touch the core ledger.
Environments and release
Development, staging and production are separate environments. Changes move forward through a manual promotion gate with rollback, and brand configuration, scoring rules, translations and content are data that admins change without a release.
What we share, and when
The game integration guide, the bridge script and the canonical scoring specifications are shared under NDA once a demo has established fit. On the demo we show a seeded run, the settlement row it produces and the scoring core that evaluated it, so your engineers can judge the contract before reading it.
The integration surfaces described here are the game bridge and the provider module. If your project needs something else, say so on the demo and we will tell you what exists today rather than what is planned.