
Co-Founder & CEO Aether 🌌 Building real-time verifiable game economies. 15+ yrs gamedev | 1M+ users scaled | Ex-5% @Aptos L1 traffic | AI-native gaming
Almaty
Joined September 2021
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Counting on Valve to rescue us is adorable.
They just pocketed $800,000 in $100 Steam Direct fees from those 8,000 listings, and every time we've watched them tighten discovery thresholds, real indie studios without a $50k ad budget get buried right alongside the slop.
Those clones won't die alone. They'll drag 90% of unfunded devs down with them.
You can’t argue with the growth to 8,000 demos.
But it’s not just about #Opus 5.5: the barrier to creating basic scripts in #Unity and #Unreal dropped to nearly zero half a year ago, yet no model has yet learned how to keep a player engaged for even 15 minutes.
@valvesoftware will simply tighten the screws on its discovery algorithms by the next festival. This whole flood of clones will sink to the bottom with zero wishlists.
Alright, you win,@_Marakaya !
Now let's say you get ore from a quest or a daily login bonus. Those features need to be on-chain too!
Good news: @aethergamesSOL can handle that right out of the box.
🤖 Made with AI
Where does the ore go when players keep mining?
Imagine a game where players mine 10,000 ore in a day. Crafting, repairs and upgrades consume 4,000. Another 6,000 ore is added to stock.
Every resource grant is valid. Every deduction is correct. If that gap persists without growing demand, the resource may become less valuable to players.
I'd start with 3 questions.
1. Where does the resource come from?
Mining, quest rewards, compensation grants and recycled materials. Count every source: even a small additional issuance path can change the total supply.
2. Where does it go?
Crafting, repairs, upgrades, construction and consumables. For each action, track how much it consumes and why a player would choose it.
An ordinary player-to-player transfer changes ownership while preserving the total ore supply. High trading volume alone doesn't show how much ore was consumed.
3. What does the resource become?
A 10 ore -> 1 sword recipe reduces ore stock and increases the number of swords. If swords last forever and few players want new ones, the stockpile can build up at the next stage.
I'd track materials, item production and subsequent item consumption. Ore recovered from dismantling a sword belongs in the accounting too.
A repair should restore gear a player wants to keep using. Other sinks need a purpose in the game too. I'd assess resource spending alongside enjoyment and progression.
Target stock levels depend on the audience and its needs. New players and upcoming events can increase demand for materials. Veterans may already have enough. Track issuance and consumption over time and by player group.
Recipe and issuance-limit changes also need clear rules: which version applies, when it takes effect and whom it affects.
With Aether, we're building infrastructure where resource creation, consumption and transformation into items can be independently checked against the game's rules.
With all state changes accounted for, a studio can compare issuance, consumption and stock levels. The game team still has to tune recipes, test demand and measure the effects of changes.
I'd begin with one resource and follow it through to the items it creates. Where in that chain is stock growing faster than players' need for it?
Real games. Deep on-chain economies. Indie budgets. Why pick two?
Here is what real on-chain item verification looks like in @aethergamesSOL :
AUTHENTIC AETHER L2 ASSET · 6/6 CRYPTOGRAPHIC PROOFS VERIFIED:
✓ No Admin Mint
✓ Wallet Bound
✓ Boss Defeated
✓ Top-K Loot Rule
✓ Fair VRF Roll
✓ Metadata SHA-256
Guaranteed legitimate boss drop. This item cannot be spawned by server admins or faked. Its creation is mathematically locked to verified combat damage, oracle randomness, and the L2 state root.
For boss loot and NFT gear, 6/6 proofs is more than enough to kill cheating and admin abuse forever.
For crafted items, I’m thinking of adding the Craft Serial # and the Recipe ID to the proof chain.
What do you think? What else should be verified for crafted gear? 👇
We're building Aether so verifiable game economies can fit a conventional studio's budget.
That means reducing both the infrastructure bill and the engineering work needed to integrate it.
Cheap transactions cover only part of the cost. Studios still have to integrate the system, manage data and keep it running.
Our design follows 4 principles.
1. Run frequent actions in a dedicated layer.
In our design, mining, crafting and item consumption execute in Aether near the game server. Solana handles verification and external settlement.
This avoids sending every action as a separate main-chain transaction. Fast player feedback and final confirmation remain distinct steps.
2. Batch the work.
We aim to spread publication and verification costs across many actions. Savings depend on the workload and verification mechanism.
Each protected state transition still needs to be independently verifiable. Publishing a hash alone doesn't prove the rules were followed.
3. Provide shared infrastructure.
We're building an SDK and common tools for rules, economic state and item history, alongside operations and recovery tooling.
The studio defines its mechanics and permitted actions. Aether packages the infrastructure into a shared service. The studio still needs to connect valid game inputs to those rules.
4. Start with one complete economic loop.
Mine ore -> craft a sword -> consume it.
For a 10 ore -> 1 sword recipe, that means validating the mining inputs, including the player's position and resource state. Crafting must consume 10 ore once and create 1 sword. Repeating a request mustn't create a second sword. Later consumption also needs verification.
The first integration has a defined scope. A team can test failure recovery and compare costs with its current backend before expanding to other mechanics.
The savings need to be measured.
We'll compare the full cost of execution, verification, data, integration and operations, including engineering time and recovery from failures.
Moving a fee from the player to the studio doesn't make the system cheaper.
Our goal is to make verifiable game economies a practical infrastructure service with a clear integration path and transparent costs.
Real games. Deep on-chain economies. Indie budgets. Why pick two?
You have a lot of experience—what do you think about this? @solanagaming @solanamobile
Strip the 21M supply cap out of Bitcoin in 2009 and leave only the marketing.
What do you get? Another dead scam.
When code proves rarity and value on-chain, it creates an entirely different market, and the only question left is who gets that now vs who shows up after we've already built the standard on @solana_devs on our terms.
I wonder if the @colosseum judges have read our application yet?
Bad games aren't why Web3 gaming flopped. Marketing pretending to be math is.
Here's the deal.
Since 2019, the entire Play-to-Earn wave ran on one playbook: mint 10,000 items, slap "Legendary" on a pitch deck, and pray the hype holds before the token dumps.
Players aren't stupid. They walked away.
What this industry skipped was the boring engineering underneath: verifiable asset math.
Think about why a gamer actually values a "Super Sword."
Not because a marketing team called it rare on X.
They value it when the engine proves on-chain that the drop rate is 0.01%, you only get 1 roll every 24 hours, and nobody with an admin password can quietly mint a second one for their friend.
Once the community trusts that math, the item gets real weight.
Then Web3 finally makes sense. You can rent that sword out to a guild for the weekend, co-invest in it, or trade it against $15.8B of @solana liquidity.
That is exactly why we are building Aether together with @solanagaming .
We give studios the state engine to prove every drop, roll, and craft on-chain. We'll leave the hype to the marketing agencies.
Gamers and devs: what's the rarest item drop you ever ground for, and would it still matter if an admin could duplicate it?
15 minutes sounds amazing.
But only if your documentation is 100% complete and ready to go.
I’m curious: how do you solve blockchain immutability when you need to make changes down the road?
And I have some news for you.
Hit 50 likes and I’ll spill the details. 👀
Building a dupe-proof game economy used to take 3 months of backend pain. It now takes 15 minutes.
And you don't write a single line of Rust.
Here's the deal.
Web3 tools failed game devs because nobody wants to rewrite C++ or C# netcode just to test on-chain items, and nobody wants a Steam ban over a wallet pop-up.
So we built two tracks into Aether:
1. For game studios (UE5, Unity, Godot):
Drop our Docker sidecar next to your server in 15 minutes and let it batch boss drops over gRPC without touching your game tick, while your players log in with Steam and your designer tweaks drop rates, supply caps, and weapon wear live in the browser. No server patches.
2. For solo builders in Cursor, Claude Code, or Codex:
Plug in Aether MCP.
Type one prompt in your IDE: "Create sword Ashbringer (500 supply, 0.4% boss drop, 2 wear/fight), craft from 3 shards, and open P2P trading with 12% studio royalty."
Done in 14 seconds.
Your inventory backend, anti-dupe checks, and market storefront are live before your coffee cools.
Game builders: would your team rather wire up a Docker sidecar or ship the economy from a Cursor prompt?
Is liquidity for in-game assets really necessary?
Fast forward a bit. Imagine:
Locking your legendary sword in a lending protocol to get a loan
if Investing in a siege catapult and earning yield by renting it out for castle raids
Sounds crazy? It's becoming a reality with @aethergamesSOL on @solana
Hope @colosseum is ready for this!
"How do 100 million game actions a month run at 20ms for $499 if blockchain is slow and expensive?"
Every CTO on my calls this week asked some version of that question.
Here's the deal.
Most Web3 games lag because they treat a global ledger like a game server. Every sword swing, loot drop, and craft hits the chain. It's madness.
With Aether, we split the stack into three loops so your team doesn't write a single line of Rust.
1. The game loop. 99.9% of the time, boss hits, drops, and weapon wear run through our local Go sidecar at 20ms and $0 gas. Your players log in with Steam, Apple, or Google, with zero pop-ups.
2. The math audit. Every action links into a chain of item history. We ran 513,268 combat attacks through our Replay Verifier in testing and hit 0 state mismatches. If a hacked admin panel tries to dupe a rare sword, our core blocks it cold.
3. The cashier. We only touch Solana L1 when a player buys or sells an item for real money. That gives you $15.8B in USDC and USDT liquidity, cuts out the 30% store tax, and pays you 5% to 20% royalty on every resale.
Database speed for gameplay. @solana for the bank.
We built plugins for #Docker, #Unity, #UE5, and #Cursor #MCP so you're live in one evening.
Game CTOs: what's the #1 technical blocker keeping your economy on-chain right now?
Why do we only talk about blockchain every time?
Let’s talk about the legal framework.
Does anyone know the rule: if a game involves withdrawing money (earnings), is it iGaming?
That’s what the banks think.
Welcome back to the Middle Ages.
"How do 100 million game actions a month run at 20ms for $499 if blockchain is slow and expensive?"
Every CTO on my calls this week asked some version of that question.
Here's the deal.
Most Web3 games lag because they treat a global ledger like a game server. Every sword swing, loot drop, and craft hits the chain. It's madness.
With Aether, we split the stack into three loops so your team doesn't write a single line of Rust.
1. The game loop. 99.9% of the time, boss hits, drops, and weapon wear run through our local Go sidecar at 20ms and $0 gas. Your players log in with Steam, Apple, or Google, with zero pop-ups.
2. The math audit. Every action links into a chain of item history. We ran 513,268 combat attacks through our Replay Verifier in testing and hit 0 state mismatches. If a hacked admin panel tries to dupe a rare sword, our core blocks it cold.
3. The cashier. We only touch Solana L1 when a player buys or sells an item for real money. That gives you $15.8B in USDC and USDT liquidity, cuts out the 30% store tax, and pays you 5% to 20% royalty on every resale.
Database speed for gameplay. @solana for the bank.
We built plugins for #Docker, #Unity, #UE5, and #Cursor #MCP so you're live in one evening.
Game CTOs: what's the #1 technical blocker keeping your economy on-chain right now?
Half the replies on my last post said the same thing: gaming can't save Web3.
Fair. It can't. That was never the job.
Here's the deal.
Web3 doesn't need saving. It needs one real use case that isn't a casino.
I've been building in Web3 since 2019. Most of what I saw was the casino. Memecoins, Ponzinomics, 10 NFT swords labelled "rare" because a marketing deck said so.
Players saw through it in about a week. Good.
I've been in gamedev since 2010, and games matter for one boring reason. They already produce millions of actions a day that people actually care about. Every drop, every trade, every crafted item has a history.
Right now that history lives in a studio database. One server wipe and your 400 hours are gone.
Put that ledger on-chain and the item gets provenance. Who made it. Who used it. How many exist. Value backed by player effort instead of a press release.
That's what we're building with @aethergamesSOL on @solana . Verification, not speculation.
This is the project we submitted to @colosseum , and we're waiting to see how the market reacts. You agree with us, don't you?
And it's not theory. At peak, one of my games did 5% of ALL monthly transactions on Aptos. Players didn't show up for a token. They showed up to play.
Gaming won't save Web3.
It'll just be the first thing on-chain people use on purpose.
So, "waste of time" camp: if not games, which industry puts real users on-chain first, and why?
Another way to read this: you got a distribution audit. Points A and D handed you 50 incoming calls across the next 2 weeks, while B and C simply show where your initial messaging leaks. That's pure pipeline. The actual product roadmap doesn't start until 10 of those partners try building on your stack and hit the exact same blocker.
That’s a great question—let’s break it down in detail:
a) We have +50 new contacts for networking, and our call schedule is set for the next 2 weeks.
b) The topic we touched on isn’t clear to everyone, and part of the audience is convinced that it’s a waste of time and that GAMING can’t save the day.
c) We don’t have enough materials to explain all our technologies and their purpose.
d) Our project database is filling up with companies that want to integrate with us and are ready to use our solution.
These are the main areas we’ve identified since the release.
What did I miss? What did we overlook?
That 513,268 replay metric matters. Most teams inflate synthetic TPS on empty testnets, but maintaining zero state desync across 100 concurrent player inputs on an SVM execution layer is where multiplayer game engines usually collapse. We saw that pain firsthand across 14 years in MMO gamedev. If your state engine doesn't guarantee deterministic replay, you can't run an authoritative on-chain game economy on @solana . It's that simple.
Gaming onchain has been broken for 9 years.
Nobody wants to pay $0.05 in gas every time their sword hits a goblin. And no real studio will migrate to crypto if costs are 100x higher than AWS.
We just submitted Aether (@aethergamesSOL ) to @colosseum to finally fix this.
Here is what we built, stress-tested, and proved during the hackathon 🧵👇
🎮 The Vision
Steam built a multi-billion dollar monopoly on closed item economies.
We’re building an SVM-based L2 execution layer for game economies: 20ms engine, Web2-level infrastructure costs, zero gas for routine player actions, and verifiable item provenance anchored to @solana .
⚡️ The Stress Test (Not a slide deck, real code):
• Minecraft boss-raid demo: 100 players bashing one boss simultaneously on SVM L2. Zero lag. Zero crashes. Gasless for players.
• Backend throughput: 1,600 attacks/second without queue buildup.
• Deterministic replay: 513,268 executed attacks replayed with exactly ZERO state desyncs.
🤝 Traction & Validation:
We didn't build in an echo chamber. Since spring, we interviewed 25 game studios representing 10M+ MAU. 5 studios have already agreed to integrate and test our MVP.
🛠️ The Stack:
Agave / SVM, Rust, Anchor, SPL Token-2022, Go gateway & batcher, Ed25519 signatures, and Solana devnet state anchors.
The era of fake "onchain gaming" hype is over. The era of verifiable, friction-free player-owned economies starts now.
LFG @colosseum ⚔️🔥
How are you budgeting state storage growth over 12 months? We know session execution at $0.0002 looks cheap. But persistent inventory bloat across 10,000 validators is where your hidden bills hit. You can't ignore that math. That's what kills margins.
We interviewed 25 game studios with 10M+ MAU about on-chain gaming. All 25 gave us the exact same condition.
Make it cost what our Web2 servers cost, or don't bother.
We heard them loud and clear.
Traditional game developers don't want token launchpads, they don't want speculative NFT drops, and they definitely won't rewrite their entire game engine around a blockchain. They want verifiable item markets, provable provenance, and enforceable economy rules.
That's the whole list.
Five partner studios running games for 10,000,000 active players have already agreed to test integrations once our Aether MVP opens up for external teams.
Their condition is dead simple.
Prove affordable operation inside a real production game.
We agree completely.
Talk is cheap in crypto.
So we aren't asking studios to blindly trust our pitch deck. Our next milestone is running every Aether-powered state mechanic in 1 live game on Solana, measuring actual transaction costs against their existing Postgres benchmarks on AWS, down to $0.0002 per active session.
Once those numbers match, we'll hand our SDK to the 5 pilot teams.
Real infrastructure adoption isn't won on Twitter hype.
It's won on the server bill.
If you're running a studio on Steam, what's your cost ceiling for on-chain state?
#Solana #GameDev #Web3Gaming
After 16 years in #MMO #gamedev, here is the exploit nobody warns #web3 studios about: patch arbitrage.
Forget token supply. This is how players bleed your economy dry.
I saw this play out across @Warcraft and @EveOnline .
Ten seconds before server maintenance, players flood crafting queues.
Every single time.
They exploit the delta between old and new balance values. If our team buffs titanium plate tomorrow, you queue 10,000 crafts tonight at the old price. If we nerf drop rates, you craft 5,000 potions before midnight. That was an easy $40,000 exploit.
In web2, you rollback the Postgres database or ban 50 accounts. Done.
You can't do that on the @solana blockchain.
Not even once.
On Solana, slot times hit in 400 milliseconds across 2,000 validators. In the @solanagaming ecosystem, your game engine isn't talking to some private backend server. You're committing state directly to an immutable public ledger.
If your state engine doesn't lock committed inputs to exact block timestamps, you're handing botters a free money printer.
They won't hesitate.
They'll parse your patch notes in Rust, front-run the change, and dump the arbitrage into Raydium pools before your deploy transaction even confirms on-chain.
Don't build games on Solana like you're building on Steam. Build state engines where block time is absolute economic law.
How's your studio locking committed state during balance updates?
#Solana #GameDev #Web3Gaming
Version 1: 10 ore -> 1 sword.
Version 2: 1 ore -> 1 sword.
A player starts a craft before the update. Which rule applies?
I'd check who can change the recipe and when the new version becomes active. Accepted crafts might keep the old rules, get revalidated, or cancel with a refund.
That policy must be enforced during verification, including the handling of committed ore. I'd want more than a version label.
Real games. Deep on-chain economies. Indie budgets. Why pick two?
Vladimir Malyshev ⚡️ Aether retweeted
Kazakhstan's capital markets are moving on-chain.
At Solana Summit Singapore, KASE showcased its Digital Asset Platform, with ith up to 9,000 financial instruments in scope for potential tokenization.
At Superteam KZ, we’re growing the Solana ecosystem by backing builders, scaling startups, and bringing real-world adoption on-chain.
We watched this exact math break three indie studios last year.
They spent $80,000 bolting a naive rollup onto Unity, only to find each active player was costing them $4.20 monthly in server egress and failed transactions.
Execution and batching aren't just engineering choices. They're your runway.
The full bill question is what blindsides every indie studio. We've seen it kill runways. Teams budget for raw gas, but don't factor in $15,000 monthly for custom RPC nodes, dedicated indexers, and 2 full-time backend engineers just to babysit state sync. If our L2 architecture didn't collapse that overhead to fractions of a cent on Solana, no indie game could survive beta.




















