ARCADE REALTIME · ORIGINALS MULTIPLAYERLIVE

The arcade
is alive.

First-party browser games where every player enters the same authoritative room. Inputs travel to the server, outcomes return as shared state, and ranked results become signed permanent history.

SERVER AUTHORITYSIGNED RESULTSRECONNECT SAFEPERMANENT IDENTITY
ARAUTHORITY COREONLINE
SECURE ROOM FABRIC ACTIVE
CLIENT RUNTIMEarcade-mp-v3 · 3.0.0
SERVER BUILDarcade-realtime-v0.3.1:primary
PROTOCOLCLIENT 3 · SERVER 1 · P1
GAME PLUGINS1 REGISTERED
RESULT LEDGERSIGNED · IDEMPOTENT
ORIGINALS MULTIPLAYER

One room.
Real consequences.

Every cabinet below is built around server-owned truth. No client can award itself a ranked result, invent another player or rewrite the final state.

0PUBLIC CABINETS
FOUNDATION LIVE · RELEASE SLOT OPEN

The first public multiplayer cabinet is being forged.

The room fabric, immutable client runtime, signed join grants, authoritative simulation contract and result ledger are already online. A game appears here only after two-client acceptance, reconnect testing and receipt replay validation are complete.

NO FAKE LOBBIESNO PLACEHOLDER PLAYER COUNTSNO CLIENT-AWARDED SCORES
LIVE ARENA TELEMETRY

The room fabric.

Operational truth from the same heartbeat and signed receipt system that powers the games.

LIVEPUBLIC NETWORK
AUTHORITY MAPAll systems accepting rooms
ROOMS1SOCKETS1MATCHES · 24H0PLAYERS · 24H0
RECENT AUTHORITY RECEIPTS0 permanent matches
LEDGER ARMED

No public match receipt has landed yet.

Diagnostic traffic is deliberately excluded. The first real result will appear here only after a published multiplayer Original completes a signed match.

THE AUTHORITY LOOP

Fast for players.
Hostile to fake results.

The security model stays outside the game bundle so every future Original inherits the same durable multiplayer foundation.

SERVER
OWNS
TRUTH
01
SECURE ENTRY

Signed join grant

ArcadeReboot issues a short-lived identity and room grant bound to the game, runtime and protocol.

02
AUTHORITATIVE PLAY

Server-owned state

The browser requests actions. Only the room simulation can move players, resolve collisions or finalize outcomes.

03
VERIFIED EXIT

Signed match receipt

The server seals the result once. Replays are idempotent and altered payloads are rejected.

04
PERMANENT HISTORY

Records become identity

Accepted results flow into profiles, crowns, tournaments and the same permanent competitive archive.

BUILT FOR MORE THAN DUELS

Every kind of together.

The foundation is a room fabric, not a genre. Each Original chooses the competitive contract it actually needs.

01 · RANKED

Head-to-head arenas

Low-latency competition, authoritative scoring, reconnect windows and permanent match identity.

DUELS · RACES · SCORE ATTACK
02 · CO-OP

Shared survival

Teams, revives, shared objectives and server-owned worlds where every player sees the same consequence.

RAIDS · DEFENSE · EXPEDITIONS
03 · PARTY

Instant room energy

Quick invitations, short rounds, spectators and rematches designed for the one-more-game loop.

LOBBIES · BRACKETS · REMATCH
04 · LIVE EVENTS

One global signal

Daily seeds, synchronized bosses, community objectives and events that evolve while the arcade is open.

SEASONS · WORLD EVENTS · GHOSTS
FOUNDING PLAYER SIGNAL

The network is ready.
The first arena will remember who arrived first.

Player identity, follows, messages, records and tournaments are already part of the same platform. Multiplayer Originals now have somewhere permanent to land.