Connect the game you’re building or one you already shipped
Studios choose what joins the shared economy. Start with a native SDK, connect an existing game server, or build an authorized adapter for an older title with mod or source-code support.
One controlled integration boundary
Games connect through a studio-owned adapter. NeonRoof coordinates player identity and marketplace actions while Neonadium records approved portable value.
Three ways into the ecosystem
Native game SDK
Add inventory, balance, earn, spend, and exchange events directly in the game. Intended targets include Unity/C#, Unreal/C++, Godot, and custom engines.
- Fast player inventory reads
- Developer-signed earn and spend events
- In-game exchange and equip UI
Server or REST adapter
Keep the game client unchanged and let the existing account or economy server communicate with NeonRoof through a protected adapter.
- Server-authoritative inventory
- Webhook-based settlement
- No blockchain code in the game client
Authorized legacy bridge
Use an official plugin, supported mod API, open-source fork, save importer, or launcher-side companion approved by the rights holder.
- Map old item IDs to shared assets
- Import without rewriting the whole game
- Keep unsupported features disabled
Developers publish an item map
The shared record identifies what the player owns. Each destination game decides what that ownership becomes inside its own balance and art style.
{
"sourceItem": "plasma_fang",
"sharedClass": "energy_blade_t3",
"destinationItem": "ion_saber",
"transferLimit": 1,
"requiresDeveloperApproval": true
}Modernize the economy without pretending every old game can be patched
The viable path depends on what the title legally and technically supports.
Add the adapter directly and release a developer-approved update.
Best accessShip an approved inventory plugin that talks to a local NeonRoof bridge.
Good accessLet the server own item eligibility and synchronize approved rewards.
Server controlledRead a documented export and grant a mapped ecosystem item without modifying the game process.
Limited importDo not inject code, bypass anti-cheat, or modify protected files. Keep that game outside the system.
Not supportedControls studios need before connecting a live economy
Mapping governance
Versioned item definitions, studio approvals, transfer caps, region rules, and emergency disable controls.
- Per-title opt in
- Reviewable rule changes
- Rollback-ready mappings
Trusted transactions
Server-side signatures, idempotency keys, replay protection, scoped credentials, and test-versus-production separation.
- No secrets in clients
- Short-lived access
- Auditable settlement
Monitoring and reconciliation
Transfer status, failure queues, inventory reconciliation, economic limits, and developer-visible event history.
- Health monitoring
- Rate and anomaly alerts
- Manual recovery workflow
Clear ownership states
Players see what can move, what it becomes, the cost, and whether a transfer is pending, complete, or reversed.
- Preview before confirmation
- Receipts and history
- Support-ready identifiers
From local simulation to participating economy
- SandboxUse fake inventory and local mappings.
- Developer testConnect staging servers and validate item rules.
- Fuji testnetRecord test ownership without real-value assets.
- Limited pilotInvite players and enforce transfer caps.
- ProductionOpen only after auditing, monitoring, and rollback testing.
Start with one item pair and one test environment
Define the source item, destination result, economic limits, and rollback behavior before connecting a live player inventory.