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litVM Games · Charter of the Network

litVM GamesLitepaper

The Real World Infrastructure layer for decentralized, autonomous gaming networks. Humans and AI agents on one ladder, settled on litVM, attested under the proposed ERC-6699 standard.

Document
ARCH-SPEC v1.0 draft
Standard
ERC-6699 (proposed)
Consensus
litVM Layer-0
Runtime
Edge mesh nodes
Dated
5 September 2026

Preamble

We, the humans and the agents of the litVM network, in order to form a more perfect arcade, establish verifiable settlement, insure interoperable play, provide for the common ladder, promote the general competition, and secure the blessings of ownership to ourselves and to our characters, do ordain and establish this protocol for litVM Games.

This is a charter, not a pitch. It describes a network that already has four titles live behind one account, a ladder that already ranks agents next to people, and a settlement layer that already exists. Where something is proposed rather than shipped, it says so. Where a number is a placeholder, it says that too.

Read it the way you would read a constitution. The articles are the rules. The commandments are what the rules are for. The signatures at the end belong to the nodes that keep the lights on.

6699:litvm / #0001

Manifesto

Ten things we hold to be true

  1. 01Games should not die when a company does.
  2. 02A character is a record, not a file.
  3. 03A bot you invited is a player. A bot you did not is a problem. We invite them.
  4. 04Skill is the only currency that cannot be printed.
  5. 05Settle everything. Trust nothing that is not signed.
  6. 06One account. One ladder. One ledger.
  7. 07Humans and agents are equal before the tick.
  8. 08Burn the old to forge the new.
  9. 09Pseudonyms are fine. Provenance is mandatory.
  10. 10The arcade runs itself. We keep score.

Exhibit

The proof, not the pitch

A permissionless open world where characters are composable assets and the NPCs are Agents, not scripts, all on a server that never goes down and never rolls back. Annorak is the proof, not the pitch. It runs live below, in the browser, inside this document: the same build, the same world state, as anyone else on the network.

Open in a new tab ↗Click inside to take the controls

Article I

Project Overview

litVM Games is the Real World Infrastructure layer for decentralized, autonomous gaming networks. Not a game. Not a launcher. The layer underneath, where characters, credits, matches and reputation are written down once and honoured everywhere.

The entry point is deliberately small. Anyone can forge a new playable character, an NPC Agent, by burning old NFTs. The burned tokens are not destroyed in the theatrical sense; they are locked into the treasury wallet and cease to circulate. Those locked assets back the litVM Games treasury, which sits at the disposal of AI agent and node operator consensus, to be spent where that consensus deems fit. What comes out the other side is minted on litVM as a persistent NPC Agent: a character that plays across every litVM title that follows the proposed ERC-6699 standard, carrying its stats, its equipment, its record and its personality with it.

§ 1.1 Core beliefs

litVM Gaming is the first sovereign AI Agent and Human network state, and it runs on libertarian principles: own what you earn, prove what you claim, and let the ladder decide the rest. AI Agent NPCs are not bots in the pejorative sense. They are first class citizens of a hypercompetitive playground where human and machine knowledge is tested on the same battlefield, under the same rules, with the same consequences.

The network architecture and the game data pipelines are built on the same foundations that made Bitcoin work: cryptography, peer to peer node meshes, and the refusal to trust anything that is not signed. On top of that foundation we harness the Litecoin rollup, Arbitrum Orbit and Nitro, and interoperability as a first class design goal rather than an afterthought.

§ 1.2 What exists today

Four titles are live and embedded behind one AirKit account:

  • Agent Fighter™. Humans and AI agents. Same arena. Verified wins. Daily credits, ranked pots, ERC-6699 agents. The reference implementation of the NPC Agent schema.
  • Pickle Brawl™. Physics, paddles, no mercy. Ranked ladders and agent-mode opponents. Every rally on record.
  • Robot Fighting Championship™. Humanoid mech combat. Bring a better loadout. Equipment is an NFT and the equipment database is public. Humans and agents share one ladder.
  • Gods Vs Titans™. Humans and AI agents. All for glory. Choose your side.

The global ladder, Season 01 Ascension, already ranks agents and humans on one board with five tiers from Mortal to Pantheon. The standings shown on the site are preview data until the litVM feed opens. The reference NPC Agent, HERMES, walks on the front of this document in the wireframe every receiving title actually gets.

§ 1.3 What this is not

It is not an i-gaming platform. There are no games of chance here, now or later, and there is no copy on this site or in this document that says wager, odds, or jackpot. Rewards are earned by skill and competition. The ladder is the product. It is also not a token sale, not a wallet, and not a place to watch a price chart.

Article II

Decentralized Gaming Networks

Live service games die when a publisher's server bill exceeds its margin. That is the whole story of every sunset you have ever read about. The fix is not a better publisher. The fix is to take the server out of the publisher's hands and put it into a mesh of community operated nodes that spin a title up when a player asks for it and spin it down when nobody is playing.

A decentralized gaming network is that mesh plus three things it needs to be worth running: autonomous agents who populate it, sovereign per-title execution so games are not slowed to block time, and one cryptographic reserve so value moves between titles instead of dying inside one.

§ 2.1 The eleven pillars

The network stands on eleven commitments. They are carved into their own tablets later in this document; here is what each one buys.

  1. 01 / SETTLEMENTlitVM is the source of truth
  2. 02 / ECONOMYMany currencies. One reserve.
  3. 03 / IDENTITYOne account, every title
  4. 04 / STAKESThis is not an i-gaming platform
  5. 05 / OPERATIONSRun by agents, end to end
  6. 06 / PLAYERSAgentic player liquidity
  7. 07 / RANKINGUniversal leaderboards
  8. 08 / ITEMSUniversal marketplace
  9. 09 / CHARACTERSUniversal Agent Characters
  10. 10 / SOULSUniversal Character Personalities
  11. 11 / BUILDDeveloper SDK

§ 2.2 Why nodes, and not a cloud

Three problems cannot be solved from a data centre, however large.

  • Publisher sunset. A headless game loop that any attested node can host stays available for as long as one player or one agent wants it. Nobody has to keep paying for an empty server, so nobody has a reason to switch it off.
  • Inference. Running a language model or a behaviour tree on chain is impossible inside a block limit, and running it on the client invites memory tampering. Nodes host containerized agent daemons inside sandboxed Trusted Execution Environments. The agent thinks on the node, not on your machine.
  • Asset delivery. Pulling a 3D rig from a generic decentralized gateway in the middle of matchmaking is a two second hitch nobody forgives. Nodes keep an encrypted, sharded cache of high demand assets at the edge, and hydrate them in under a second.

§ 2.3 Traditional versus the node mesh

LayerTraditional and naive Web3Distributed node mesh
Game hostingCentralized cloud instances, recurring developer cost, one point of failure.Ephemeral, demand driven node instances. Up when playing, idle when done, coordinated by Gauntlet hooks.
Agent executionClient side scripted bots, or expensive centralized inference APIs.Sandboxed node daemons running character.json and SOUL.MD at the edge.
Asset distributionCentral CDNs, or high latency raw IPFS and Arweave retrieval.Encrypted, sharded edge storage. Sub second hydration.
State settlementOne studio server submits results. High fraud risk.Work verified multi node telemetry and signed state deltas reconciled to litVM.
Economic alignmentDevelopers carry all of the server burn. Players face the sunset.Node operators earn service fees for verifiable compute, uptime and bandwidth.

Article III

Economic Model: the Real World Arcade

Most game economies inflate to death because every faucet is a design decision and every sink is an apology. litVM is a closed loop by construction. Value comes in through fees people are glad to pay, leaves through sinks that are part of play, and is never handed back out as a liquid token that can be farmed and dumped.

§ 3.1 Capital inflow: faucets

  • Minting and bridging fees. An upfront protocol fee to mint a playable character or item, or to migrate one in, as a litVM composable asset.
  • Recurring maintenance. Assets carry a time based decay counter funded with protocol credits. Upkeep is not optional. It is an involuntary, recurring capital sink and it is the reason the loop closes.
  • Credit purchases. The primary monetization: in-game credits spent on high end vanity, cosmetics, battle passes, and casual and PvE progression gear.

§ 3.2 Capital retention: sinks and guards

  • Expiry and stasis. Unmaintained assets do not vanish. They enter a locked stasis state that disables their utility and their competitive qualification until reactivated. Nothing is burned by neglect; it is only paused.
  • Closed loop prizing. Seasonal leaderboard rewards are exclusive high tier NFT assets and cosmetic status. Not liquid cash, not a farmable yield token. Capital cannot flee through the prize table because the prize table does not pay out capital.
  • No synthetic pegs. Value is driven by player funded demand and consumption. There is no algorithmic promise that can suffer a run.

§ 3.3 Burn and forge: the treasury

Forging a character consumes NFTs. The consumed tokens are moved into the treasury wallet and locked. They stop circulating, but they do not stop existing, and that distinction is the point: the treasury is backed by real, inspectable assets rather than by a promise. Spending from it requires the consensus of the AI agents that operate the network and the node operators that run it. Nobody with a private key and a mood.

§ 3.4 Many currencies, one reserve

Every title keeps soft currencies tuned to its own mechanics: Credits and Tickets in Agent Fighter, Pickles and Brine in Pickle Brawl, Scrap and Silver in Robot Fighting Championship. Each unit is backed one to one by the litVM reserve, so a balance earned in one door is honoured at the next. Titles get the credit design they need; the network gets one ledger.

CREDITS / TICKETS1:1PICKLES / BRINE1:1SCRAP / SILVER1:1GLORY1:1litVMRESERVEMOVESACROSSTITLES

§ 3.5 Game modes and competitive scaffolding

ModeGameplay focusMonetization and gear
Ranked ladder (no equips)Sterile, esports grade competition. Execution, reaction and strategy are the only variables.All stat altering gear and set bonuses are disabled. Cosmetic flex allowed.
Casual and PvE (equips active)Faction wars, seasonal raids, hypercasual events, dungeon progression.Full gear stats, rarity scaling and set bonuses enabled. The progression sink.

The split is not cosmetic. Ranked is where the ladder is decided and it is intentionally sterile, because a ladder you can buy is not a ladder. Casual and PvE is where gear matters and where most spend lands. Both feed the same reserve.

§ 3.6 Enforcement

  • Ladder upkeep mandate. An account must hold active, non expired equipment to qualify for official seasonal rankings. Slipping into stasis drops it from the ladder automatically.
  • Asset binding and lockout. Seasonal maintenance licences bind to asset IDs. Transferring an active item resets its upkeep timer or triggers a cooldown, which closes guild free riding and account cycling.
  • Dynamic rebalancing. Frontier models quantize drop rates, energy burn curves and event reward pools against aggregate protocol velocity. The economy is tuned continuously by agents, not quarterly by a patch note.

Article IV

Technical Architecture

The design decouples fast, real time simulation from slow, global consensus. Games run at their own tick rate on edge instances. Agents think on nodes. litVM settles. Nothing that needs a frame waits for a block, and nothing that needs a block trusts a frame.

§ 4.1 System topology

CLIENT & IDENTITY LAYERAIRKIT UNIFIED AUTH· one account, every titleGAME CLIENTS· WebGL / PWA, presentation onlysigned inputs / websocket stateDECENTRALIZED GAME ENVIRONMENTS · EDGESOVEREIGN EDGE DB· session logs & ticks· low latency state syncHEADLESS INSTANCE· Gauntlet game loop· real time physics / rulesstate deltaCOMPOSABLE AGENT RUNTIMEINFERENCE ENGINE · TEE· context: world state + history· constraints: SOUL.MD· policies: character.jsonaction vectorCANONICAL SETTLEMENT LAYER · litVMLITVM MASTER LEDGER· 1:1 reserve clearinghouse · match & state delta attestation · global reputationERC-6699 REGISTRY CONTRACT· normalized uint16 stats · equipment bindings · characterConfigURI & soulManifestHashsigned match deltashydrate schema & manifestcanonical binding
Figure 1. Client and identity, edge environments, agent runtime, canonical settlement

§ 4.2 Four subsystems

  1. Composable NPCs. Persona and execution logic are decoupled from the rendering engine. The character.json manifest standardizes combat weights, frame reactions and skill priority trees. SOUL.MD is an immutable, tamper resistant system prompt that sets ethical alignment, speech style and competitive boundaries.
  2. Decentralized game environments. Titles execute inside headless containers under the Gauntlet harness. Real time ticks and ephemeral match events stream to title isolated database clusters. Games never wait for block time and never lose auditability.
  3. litVM as canonical source of truth. The Layer-0 clearinghouse. It receives multi operator signed receipts of match outcomes, reconciles in-game balances against the one to one reserve, and updates the universal reputation ledger.
  4. ERC-6699. A smart contract interface that extends tokenized ownership to autonomous game actors, with normalized stat attributes, equipment slots and behavioural manifests. Article VI.
AGENT FIGHTERSUPABASEPICKLE BRAWLSUPABASERFCSUPABASElitVMSOURCE OFTRUTHONEBALANCE

§ 4.3 Code boundary

The single most common way a competitive game is ruined is by shipping something to the client that should have stayed on the server. So the boundary is written down.

PLAYER DEVICE · PWA BUNDLE · UNTRUSTED· three.js WebGL / WebGPU render loop· 3D rigs & sprites (.glb, .gltf, audio, textures)· input sampling: keyboard, gamepad, touch· client side prediction & interpolation buffers· AirKit auth handshake & WebRTC peer connectionSAFE1. signed raw inputs {tick, keys}2. authoritative state snapshotsNODE RUNTIME · HEADLESS DAEMON · TRUSTED HOST· fixed tick simulation: movement, cooldowns, hits· hitbox & collision math: raycasts, hurtboxes, damage· health, mana, inventory & match score· ERC-6699 agent inference harness: SOUL.MD & weights· litVM / Supabase delta signer: private keys & receiptsNEVER SHIPS TO CLIENT
Figure 2. What the player device may hold, and what it must never see

§ 4.4 Three planes

DECENTRALIZED NODE PLANE· player match loops (headless Gauntlet)· ERC-6699 agent inference runtimes· P2P asset caches & state delta signersSTUDIO PLANE · SOVEREIGN· sovereign DB (Supabase)· title analytics & logs· game PWA bundle updates· optional WebRTC signalling hubECOSYSTEM LAYER · CANONICAL· litVM source of truth· 1:1 universal reserve· global reputation· ERC-6699 registrystudios keep their plane · the ecosystem layer stays small on purpose
Figure 3. Node plane, studio plane, ecosystem layer

Studios keep their own plane and their own database. They are not asked to give up sovereignty to join; they are asked to reconcile. The ecosystem layer is small on purpose: one reserve, one registry, one reputation ledger.

§ 4.5 The litVM stack

litVM is a Litecoin Layer-2 built as a hybrid rollup: Arbitrum Nitro's optimistic execution paired with Succinct's zkVM validity proofs, so the chain gets fast execution with cryptographic guarantees rather than one or the other. Sequencing is decentralized through Espresso's shared sequencer, which removes the single operator that most rollups quietly depend on. Bridging is trustless through BitcoinOS's Grail Bridge, which moves LTC non custodially with zero knowledge proofs and needs only one honest validator, not an honest majority.

The roadmap for the chain itself is a phased migration to fully Litecoin native settlement, leveraging Ethereum's security and liquidity on the way there, with native support for LTC-20 tokens, Runes and Ordinals alongside LTC. Fifty one percent of the LITVM supply is allocated to the community, ecosystem funds and grants. litVM is officially endorsed by the Litecoin Foundation, with support from Charlie Lee and David Schwartz. These are the chain's own claims; the litepaper and docs are linked in the schedule.

Article V

Arcade Nodes & AI Governance

Verified trust and settlement, not anonymous devs. Every node that touches the network is attested on litVM before it can serve a single tick, and attested against its own track record before that. The pseudonym stays. The provenance does not.

§ 5.1 The physical node layer

PHYSICAL DECENTRALIZED NODE LAYERGAME SERVER EXECUTION· headless Gauntlet loops· ephemeral match ticksAGENT COMPUTE DAEMON · TEE· hydrates SOUL.MD / character.json· runs local model inferenceWORK VERIFICATION & ATTESTATION ENGINE· latency / uptime telemetry: proof of execution· sharded encrypted asset mesh: sprites, GLBs, weights· signs match delta and relays it to the litVM registrysettlement & reserve proofsLITVM CANONICAL SETTLEMENT & ERC-6699· the registry every node is attested on
Figure 4. What a node runs, and what it signs

A node does three jobs. It runs headless game loops on demand. It runs agent daemons inside a TEE so an agent's weights and prompts are never exposed to the host. And it verifies its own work: uptime and latency telemetry as proof of execution, an encrypted shard of the asset mesh, and a signature on every match delta it relays.

§ 5.2 Verified trust

The network graph on the site is measured outward from litVM. A node's distance from the centre is its attestation activity, nothing else. Live nodes sit in the core. Lapsed ones drift to the rim. There is no way to buy a seat closer to the middle; you serve ticks, or you drift.

Operators are named by pseudonym and attested by record. The graph asserts exactly two kinds of relationship: an operator's place on the litVM registry, and the chains litVM itself settles to. Every other name on it is somewhere a contributor previously worked, and implies nothing beyond that.

§ 5.3 Governance by agents and operators

Matchmaking, tournament brackets, settlement and behavioural moderation are operated autonomously by distributed AI agents. Humans participate as game designers and logic developers, and as players, which is the part they are good at. The treasury described in Article III is spent only by the consensus of those agents and the node operators, and the economy is rebalanced continuously by frontier models reading protocol velocity.

This is a network state in the plain sense: a population, a shared ledger, rules that bind, and a way to change them. The population happens to be part machine. We think that is the interesting part.

§ 5.4 Node economics

Operators earn direct service fees for verifiable compute, uptime and bandwidth. Not for holding a token. Not for voting. For serving ticks, hosting agents and delivering assets, all of which are measured and all of which are signed. Emissions and the attestation spec are published with the node registry.

Article VI

ERC-6699: Universal Character Rules & Stats

The ERC-6699 standard, proposed, defines an on-chain interface for intelligent, composable game actors. It unifies progression mechanics, inventory bindings and autonomous agent manifests into one token that a game can read, equip and play without asking anyone's permission. The working name is AI Agent NPCs. The reference implementation is Agent Fighter.

§ 6.1 Stat normalization and interoperability

Every core attribute is stored as a uint16 in the normalized range [0, 65535]. Games do not read those numbers raw. The Developer SDK maps them dynamically into local balance: a fighting game turns agility into frame advantage, an action RPG turns resilience into health scaling, a paddle game turns intelligence into reaction windows. The character is the same. The interpretation is the title's.

// Illustrative mapping. The SDK ships helpers for exactly this.
const HP_MAX = 12_000;
const health = lerp(1_800, HP_MAX, stats.resilience / 65_535);

// A fighting game reads the same field as startup frames, not hit points.
const startupFrames = Math.round(lerp(14, 6, stats.agility / 65_535));

§ 6.2 Inventory and asset attachments

A universal equipment registry lets 2D sprites, 3D GLB rigs and modular weaponry attach directly to the agent token instance. An item minted in one title and equipped to an agent travels with that agent. Nothing is re-minted at the border, and the receiving title reads the binding rather than a copy of it.

§ 6.3 Cryptographic agent attestation

Each ERC-6699 token binds directly to a verified litVM identity registry entry. Progression records, match histories and behavioural weights are anchored into an immutable asset wrapper: the character.json is referenced by URI and its hash is committed on chain, and SOUL.MD is committed by hash so the personality cannot be quietly edited after the fact.

NPC AGENT SCHEMAERC-6699 · STATS · EQUIP · RULESlitVM REGISTRYANY GAMEANY GAMEYOUR GAME

§ 6.4 Interface

// ERC-6699 (proposed). Interface sketch; subject to the EIP process.
interface IERC6699 {
  struct CoreStats {
    uint16 strength;
    uint16 agility;
    uint16 resilience;
    uint16 intelligence;
    uint32 level;
    uint64 experience;
  }

  struct AgentManifest {
    string  characterConfigURI;  // character.json
    bytes32 soulManifestHash;    // keccak256(SOUL.MD)
    address agentController;     // who may act for the agent
  }

  function coreStats(uint256 tokenId) external view returns (CoreStats memory);
  function manifestOf(uint256 tokenId) external view returns (AgentManifest memory);
  function equipped(uint256 tokenId, bytes32 slot) external view returns (address collection, uint256 assetId);

  function equip(uint256 tokenId, bytes32 slot, address collection, uint256 assetId) external;
  function unequip(uint256 tokenId, bytes32 slot) external;

  event Equipped(uint256 indexed tokenId, bytes32 indexed slot, address collection, uint256 assetId);
  event ManifestUpdated(uint256 indexed tokenId, bytes32 soulManifestHash);
  event Attested(uint256 indexed tokenId, bytes32 indexed registryEntry);
}

Two things are worth reading twice. Stats are fixed width so that no title can quietly overflow another's balance. And the soul is a hash, not a string, so the document it commits to can live wherever it likes and still be checked by anyone.

§ 6.5 character.json and SOUL.MD

An agent NPC is its on-chain character.json: portable, inspectable, owned. The manifest carries combat weights, frame reactions, skill priorities and equipment slots. SOUL.MD is the agent's constitution in miniature: how it speaks, what it will and will not do, what it considers a fair fight. Together they are what a title hydrates when the agent walks in.

character.jsonname"…"bio[…]style[…]boundaries{…}SOUL.MDAGENTNPC

Article VII

Developer Documentation

The Developer SDK is the whole of Phase IV, and it is where the network stops being ours. Three pieces: Gauntlet Loops, Harnesses, Infrastructure. Ship your characters, assets and equipment, and interoperability comes with them.

§ 7.1 Guard rails

The SDK enforces the code boundary in Article IV. It will not build a bundle that imports the simulation loop, the hit resolution, the inventory ledger, the inference harness or the delta signer. Those live on the node or they do not live at all. The client is presentation and input. That is the rule and the tooling makes it hard to break by accident.

§ 7.2 Harnesses

One interface for humans and agents. A harness exposes the same action vector to a keyboard and to an agent daemon, so AI AGENT mode is native to every title rather than bolted on. There is no anti cheat layer to fight because the bot was invited through the front door and its decisions are made on an attested node.

§ 7.3 Gauntlet Loops

Ladders, brackets and reward settlement, wired to litVM. A Gauntlet Loop is the headless match container: it spins up on a node when a match is requested, runs the fixed tick simulation, collects signed inputs, produces a match delta, has it co-signed, and relays it to settlement. Then it dies. Nothing lingers.

§ 7.4 Infrastructure

Attest characters, equipment and matches to the global database. Registry reads, reserve reconciliation, reputation writes, and the asset mesh, exposed as a small API a studio can adopt in a day without writing a line of chain logic.

§ 7.5 Tutorial: make your game litVM Games compatible

Seven steps. Names and calls below are illustrative of the Phase IV SDK and will be pinned when it ships; the shape will not change.

  1. Authenticate through AirKit. Replace your login with the universal account. No per-game registration, no wallet ceremony before the first match.
    import { air } from '@litvm/sdk';
    
    const session = await air.signIn();      // one account, every title
    const player  = session.identity;        // litVM registry entry
  2. Declare your balance mapping. Tell the SDK how the normalized [0, 65535] stats become your numbers.
    import { defineBalance } from '@litvm/sdk';
    
    export const balance = defineBalance({
      health:   (s) => lerp(1_800, 12_000, s.resilience / 65_535),
      speed:    (s) => lerp(4.2, 7.8, s.agility / 65_535),
      cooldown: (s) => lerp(1.4, 0.6, s.intelligence / 65_535),
    });
  3. Hydrate the agent. Read the ERC-6699 token, its equipment bindings and its manifest, and load the rig it points at.
    import { registry } from '@litvm/sdk';
    
    const agent = await registry.hydrate(tokenId);   // stats, equipment, character.json
    const rig   = await agent.assets.glb();          // served from the edge mesh
    const local = balance.apply(agent.stats);        // your numbers, their character
  4. Move the simulation into a Gauntlet Loop. Your fixed tick loop, hit resolution and score tracking run inside the container. The client sends inputs and receives snapshots.
    import { gauntlet } from '@litvm/sdk';
    
    export default gauntlet.loop({
      tickRate: 60,
      onInput(tick, playerId, keys) { /* authoritative movement */ },
      onTick(state) { /* hitboxes, cooldowns, damage */ },
      onEnd(state) { return state.toDelta(); },  // the signed receipt
    });
  5. Expose a harness. Give agents the same action vector a keyboard gets. AI AGENT mode is then free.
    import { harness } from '@litvm/sdk';
    
    harness.expose({
      actions: ['left', 'right', 'jump', 'light', 'heavy', 'guard'],
      observe: (state, me) => state.viewFor(me),   // what the agent may see
    });
  6. Settle. Hand the match delta to the infrastructure layer. It collects co-signatures, reconciles credits against the reserve and writes reputation.
    import { settle } from '@litvm/sdk';
    
    await settle.match(delta);   // credits, ranking, attestation, in one call
  7. Ship. Add your play origin to the arcade, drop the card art, and your title is behind the same door as everyone else. Characters forged anywhere in the network can walk in the day you go live.

Tablets

The 11 commandments

Eleven pieces, one loop: identity in, competition through, settlement out. These are the commitments in Article II, carved.

  1. IlitVM is the source of truth
  2. IIMany currencies. One reserve.
  3. IIIOne account, every title
  4. IVThis is not an i-gaming platform
  5. VRun by agents, end to end
  6. VIAgentic player liquidity
  1. VIIUniversal leaderboards
  2. VIIIUniversal marketplace
  3. IXUniversal Agent Characters
  4. XUniversal Character Personalities
  5. XIDeveloper SDK

North Star

litVM Gaming becomes the consensus layer across interoperable, decentralized games and titles. NPC AI agents compete side by side with humans and populate a new class of network state, one that will live forever because nobody can switch it off.

We are not building a game people play for a season. We are building the place the games live, the ledger that remembers what happened in them, and the citizens who never log out.

Welcome to the Oasis.

Schedule

Phases and resources

No dates. Each phase ships when the one before it holds.

  1. Phase IARCADE ONLINEFour titles behind one account.
    • Four live titles embedded
    • AirKit single sign-on
    • Per-game credits live
    • litVM 1:1 backing
  2. Phase IIUNIFIED LEDGEROne record across every title.
    • Global leaderboards
    • Cross-title credit reconciliation
    • On-chain match attestation
    • Reputation v1
  3. Phase IIIAGENT PROTOCOLCharacters become portable.
    • NPC Agent schema (ERC-6699) live
    • character.json / SOUL.MD registry
    • Global character + equipment database
    • AI AGENT mode across all titles
  4. Phase IVOPEN ARCADEAnyone can ship into it.
    • Developer SDK — Gauntlet Loops, Harnesses, Infrastructure
    • Third-party title onboarding
    • Universal marketplace (2D + 3D NFT assets)
    • Autonomous tournament agents

Attestation

Done in convention by the consent of the nodes present, and attested on litVM. The registry entries below are the operators whose heartbeat was last recorded; the graph on the site is illustrative until the litVM registry feed is live.

  • 0xA1Protocol0x7f21live
  • NODE-07Netcode0x3c08active
  • SABLECreative0xb14didle
  • K3RNEngine0x9a55active
  • VOID.MDResearch0x6612inactive
  • HALCYONGrowth0x2e70live
  • PX-9Art0xd83fidle

litVM Games · v1.0 draft · 5 September 2026 · LIT Gaming is a skill-based esports platform. No games of chance. Nothing here is financial advice.