Web3 game

Reference build: a web3 game economy backend

A web3 game reads player-owned assets, executes on-chain actions and prices items in fiat. This build assembles the read, write and market primitives so inventory, minting and pricing all draw from a single backend.

The challenge

Game teams usually wire a balances API, an RPC sender and a price feed separately just to render an inventory and mint an item. The goal is to source asset reads, transaction execution and pricing from one key, cheap enough to poll at the cadence a game loop needs.

Primitives used
  • Balances / portfolio / net-worthC2
  • Decoded transactions / logsC2
  • Build / sign / broadcastC2
  • Spot / OHLCVC1

Render inventory from balances and decoded assets

Populate a player's inventory from one balances call and read item transfers from decoded logs, so you don't maintain ABIs to know what a player owns.

Execute in-game actions

Build, sign and broadcast the transactions behind minting, trading and rewards, tracking each to confirmation. Signing stays under your control.

Price items with spot

Drive fiat-equivalent pricing from the spot endpoint. It's the cheapest tier, so caching per display interval keeps usage low even when many clients poll.

What the build delivers

  • Player inventory rendered from decoded on-chain reads
  • In-game actions built and broadcast from the same key
  • Item pricing from cheap, polling-friendly spot reads

Frequently asked

Do I need to maintain ABIs for game assets?

No — asset transfers come back decoded, so the backend reads what a player owns without you keeping ABIs in sync.

Can pricing be polled at game cadence?

Yes — spot is the cheapest tier; cache it per display interval and credit usage stays low even at high client counts.

Top up, get a key, ship.

Self-serve. Pay in crypto or card. Metered by credits — heavy primitives cost more, simple ones are cheap.

Get API key