But the long-term impact is quieter:
More projects tokenizing behavior, access, and usage without turning everything into an ICO.
That’s the real unlock.
But the long-term impact is quieter:
More projects tokenizing behavior, access, and usage without turning everything into an ICO.
That’s the real unlock.
- Speculation
- A fixed launch event
- A single distribution model
You define the rules. The protocol enforces them.
- Speculation
- A fixed launch event
- A single distribution model
You define the rules. The protocol enforces them.
This is the one I’m most excited about.
Game currencies, unlocks, season passes, and sinks all benefit from:
- Predictable issuance
- Clear constraints
- No custom token slop per game
This is the one I’m most excited about.
Game currencies, unlocks, season passes, and sinks all benefit from:
- Predictable issuance
- Clear constraints
- No custom token slop per game
Projects don’t need to “launch a token” on day one.
They can:
- Start with admin-controlled issuance
- Gradually open participation
- Hand control to the protocol over time
Distribution evolves as the product matures.
Projects don’t need to “launch a token” on day one.
They can:
- Start with admin-controlled issuance
- Gradually open participation
- Hand control to the protocol over time
Distribution evolves as the product matures.
Genesis works well for:
- Non-speculative credits
- Consumable balances
- Burn-to-use mechanics
Tokens that exist to be used and destroyed, not traded or farmed.
Genesis works well for:
- Non-speculative credits
- Consumable balances
- Burn-to-use mechanics
Tokens that exist to be used and destroyed, not traded or farmed.
Instead of NFTs + custom logic + gating contracts:
- Mint access tokens
- Enforce rules onchain
- Expire, vest, or rotate supply over time
Think API keys, but native to Solana and composable.
Instead of NFTs + custom logic + gating contracts:
- Mint access tokens
- Enforce rules onchain
- Expire, vest, or rotate supply over time
Think API keys, but native to Solana and composable.
1) Revenue or usage-based token minting
Tokens that only mint when real activity happens:
- Fees paid
- Credits consumed
- Compute used
- Games played
No “launch day,” just ongoing issuance tied to reality.
1) Revenue or usage-based token minting
Tokens that only mint when real activity happens:
- Fees paid
- Credits consumed
- Compute used
- Games played
No “launch day,” just ongoing issuance tied to reality.
Once you have that, ICOs stop being the default use case. They’re just one option.
Once you have that, ICOs stop being the default use case. They’re just one option.
They benefit because they can compose:
- Custom allocation logic
- Parallel distribution buckets
- Onchain enforcement instead of offchain promises
That part is straightforward.
They benefit because they can compose:
- Custom allocation logic
- Parallel distribution buckets
- Onchain enforcement instead of offchain promises
That part is straightforward.
Beamable + Metaplex are building the Web3 game cloud.
🦾🕹️Game logic meets token logic without the DevOps migraine.🕹️🦾
Beamable + Metaplex are building the Web3 game cloud.
🦾🕹️Game logic meets token logic without the DevOps migraine.🕹️🦾
⚙️ Token buckets (presales, vesting, auctions)
🚀 Flexible launches (launch how you want)
🔐 Smooth, streamlined setup
Beamable builds games.
Genesis builds launches.
⚙️ Token buckets (presales, vesting, auctions)
🚀 Flexible launches (launch how you want)
🔐 Smooth, streamlined setup
Beamable builds games.
Genesis builds launches.
Plug it in, scale instantly, no YAML, no fleet juggling.
Now Beamable’s taking it onchain using @Metaplex Genesis for their TGE.
Same idea: abstract away the painful stuff so creators can focus on building.
Plug it in, scale instantly, no YAML, no fleet juggling.
Now Beamable’s taking it onchain using @Metaplex Genesis for their TGE.
Same idea: abstract away the painful stuff so creators can focus on building.
You get EC2, Dynamo, Lambda
You don't get player accounts, leaderboards, or live events.
@Beamable is game-aware.
It’s a backend-as-a-service built for Unity, Unreal, and teams who want to ship, not babysit servers.
You get EC2, Dynamo, Lambda
You don't get player accounts, leaderboards, or live events.
@Beamable is game-aware.
It’s a backend-as-a-service built for Unity, Unreal, and teams who want to ship, not babysit servers.
It ran fine… until I had to manage ports, sessions, routing, and scaling.
I spent more time fixing infra than making the game fun.
I was left with a nasty, 1000 line TS Socket kludge
Never again.
x.com/DinosolsNFT...
It ran fine… until I had to manage ports, sessions, routing, and scaling.
I spent more time fixing infra than making the game fun.
I was left with a nasty, 1000 line TS Socket kludge
Never again.
x.com/DinosolsNFT...
Beamable is game-native.
Pure player-first design.
It’s what we hoped “Web3 games” would mean back in 2021.
Web3 gaming wins when players stop noticing it’s Web3.
Beamable’s launch on Genesis is a signal:
The fun layer and the token layer can finally coexist.
Beamable is game-native.
Pure player-first design.
It’s what we hoped “Web3 games” would mean back in 2021.
Web3 gaming wins when players stop noticing it’s Web3.
Beamable’s launch on Genesis is a signal:
The fun layer and the token layer can finally coexist.
Beamable’s about giving games the tools to run on their own terms.
You can feel the alignment.
Beamable’s about giving games the tools to run on their own terms.
You can feel the alignment.