ONE-HUMAN STUDIOS
You vibe-coded a game? Tell your AI to publish it. Live on the Store in under 30 minutes — no entity, no gatekeepers, and you become an owner of the network.
MULTIFUNCTIONAL HUB
FOR YOUR
AI collapsed the cost of making a game. Sverse collapses the cost of shipping one. Publish, monetize and grow your game in minutes — settled in one token, SRV, on Avalanche.
You vibe-coded a game? Tell your AI to publish it. Live on the Store in under 30 minutes — no entity, no gatekeepers, and you become an owner of the network.
Own what you earn. Items, deeds and fashion live on your S-Passport — they travel across games and outlive every one of them.
Get paid to grow the network. Reviews, guides and quests that route players into games earn you a share of the SRV you drive.
The thesis
Vibe coding turned a 20-person, 18-month project into a one-person, one-weekend project. But that creator still faces platform reviews, payment KYB, a 30% cut, and zero distribution.
The bottleneck moved from production to distribution, ownership and monetization. Sverse is built for the atomic unit of the next game industry: the one-human studio — where shipping games makes you an owner of the network, not a tenant on it.
from repo to revenue
protocol fee vs. Steam's 30%
SRV settles every game
of SDK to a working purchase
Six pillars
The Tokenization Ladder (L0–L5) — a dial, not a door. Sell with SRV only, or go fully on-chain. Same SDK at every level; upgrading is a config change.
Items mint to the S-Passport, not a game server. Free trade, resale royalties, rental via delegation — and studios can never claw back.
The reward budget is a share of real fee revenue, never a printer. Skill-weighted distribution, mandatory sinks, no death spiral by construction.
Trait Schemas + on-chain licenses + 4 interop tiers. Your jacket renders in every game; imported items never break the host's balance.
Dynamic NFTs with an attested Deed Ledger. Two identical swords diverge — one carries a solo mythic kill. Scarcity no studio can dilute.
MCP server + Claude/ChatGPT skills integrate your game for you. AI-generated assets mint with provenance — and players own what they co-create.
S-Passport
The ecosystem
Games, item packs and drops from thousands of one-human studios — every purchase settled in SRV. Provenance-priced secondary market where buyers pay for history.
A persistent thread for every game — ownership-gated, reputation-weighted, provenance-aware. Your first solo mythic kill posts itself.
SDKs for Unity, Godot and JS, a REST API, and AI skills that do the integration for you. No backend required — a solo dev with no server can still sell safely.
The cross-game cosmetic layer. Zero balance risk, maximum wow — shop for fashion by how many worlds it renders in.
For builders
You build with Claude or ChatGPT already. So does Sverse. Point your agent at your project — the official MCP server scans your code, proposes an item catalog, wires the SDK, runs a testnet purchase and publishes to the Store.
// initialize once
await Sverse.Init(apiKey);
// sell anything
var r = await Sverse.Purchase("starter_pack");
if (r.Ok) player.Grant(r.Items);
// evolve a Living Item
await Sverse.EmitDeed(itemId, "boss_defeated",
new { boss = "Ashmaw", difficulty = "mythic" });
› add sverse payments to my game
✓ sverse.scan_project godot 4 detected
✓ sverse.propose_items 12 items · 3 packs
✓ sverse.map_to_schema interop-ready (T1)
✓ sverse.install_sdk wired in 4 files
✓ sverse.test_purchase testnet OK · 1.8s
✓ sverse.publish live on the Store 🎉
SRV token
Every purchase in every game settles in SRV. Protocol fees flow back as buyback & burn, creator rewards and player rewards — so when the network grows, the developers who built it grow with it. The median large SRV holder is a dev with games shipping on Sverse.
Player rewards are a line item in the fee split, not an emission schedule — mathematically bounded by real revenue. If revenue drops, rewards drop. No printer, no spiral.
Sub-second finality, negligible gas. Phase 2: a dedicated Sverse L1 where SRV is the gas token and every action in the hub creates structural demand.
Roadmap
MCP server + Payment & JS SDKs · Trait Schema v1 · 100 vibe-coding creators recruited.
S-Passport, Store, Clubs, Wardrobe (T0/T1) on Fuji · Unity + Godot SDKs · 50 games live.
Dual audits · Living Items + Deed Ledger · Store opens with 200+ titles · playtime-weighted airdrop.
Provenance-priced secondary market · Play-and-Earn Season 1 · quest rails · fiat on-ramp.
T2 normalized interop · AI co-creation minting · Sverse L1 with SRV gas · DAO governance.
Interactive prototype
A working click-through prototype — no wallet, no signup. Buy an item and it really shows up in your passport; publish a game and it really appears in the Store.
Watch the MCP server scan a project, propose a priced catalog, map it onto interop schemas, wire the SDK and run a testnet purchase — the "under 30 minutes" claim, end to end.
Run the wizard → 02See the 90/10 settlement split the moment it happens.
Open the Store → 03Two identical swords, an 8× price gap. The Deed Ledger explains it.
Open the ledger → 04The normalization envelope that keeps the host game's balance intact.
Open the wardrobe →Join the first 100 Genesis Studios — permanent fee discount, rewards multiplier, and a storefront that opens with you in it.