NeonRoof ecosystem developer path

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.

3Integration routes
DeveloperControls every mapping
FujiTestnet rollout path
OptionalBlockchain-free game client
Reference architecture

One controlled integration boundary

Games connect through a studio-owned adapter. NeonRoof coordinates player identity and marketplace actions while Neonadium records approved portable value.

YOUR ENVIRONMENTGame ClientInventory and equip UI
YOUR CONTROLGame Server / AdapterSigns earn, spend, and transfer events
NEONROOFIdentity + Exchange APIPolicy, mapping, audit, and settlement
NEONADIUMShared Inventory RecordFuji test path and portable ownership
PARTICIPATING GAMEDestination AdapterApplies local balance and art rules
No chain code is required inside the game client.A studio can keep signatures and settlement on its trusted server or adapter.
Choose an integration route

Three ways into the ecosystem

01New and actively developed games

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
02Live games with a backend

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
03Older and moddable games

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
Portable meaning, game-specific result

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.

NEON DUNGEONplasma_fangcategory: sword · tier: rare
SHARED ASSETenergy_blade_t3transfer: developer approved
NEON ARENAion_saberskin: ultraviolet · power: local rules
{
  "sourceItem": "plasma_fang",
  "sharedClass": "energy_blade_t3",
  "destinationItem": "ion_saber",
  "transferLimit": 1,
  "requiresDeveloperApproval": true
}
Bringing older games forward

Modernize the economy without pretending every old game can be patched

The viable path depends on what the title legally and technically supports.

Official source available

Add the adapter directly and release a developer-approved update.

Best access
Supported mod or plugin API

Ship an approved inventory plugin that talks to a local NeonRoof bridge.

Good access
Dedicated community server

Let the server own item eligibility and synchronize approved rewards.

Server controlled
Save export support

Read a documented export and grant a mapped ecosystem item without modifying the game process.

Limited import
No permission or safe extension point

Do not inject code, bypass anti-cheat, or modify protected files. Keep that game outside the system.

Not supported
Enterprise readiness

Controls studios need before connecting a live economy

POLICY

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
SECURITY

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
OPERATIONS

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
PLAYER TRUST

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
Safe rollout

From local simulation to participating economy

  1. SandboxUse fake inventory and local mappings.
  2. Developer testConnect staging servers and validate item rules.
  3. Fuji testnetRecord test ownership without real-value assets.
  4. Limited pilotInvite players and enforce transfer caps.
  5. ProductionOpen only after auditing, monitoring, and rollback testing.
Pilot engagement

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.