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gaming-and-metaverse-the-next-billion-users
Blog

The Future of Game Engines is On-Chain

Next-generation engines like MUD and Dojo are integrating verifiable compute layers, making core game logic a public, composable protocol. This is not about NFTs; it's about turning the game engine itself into infrastructure.

introduction
THE PARADIGM SHIFT

Introduction

On-chain game engines are redefining game development by moving core logic and state to autonomous, composable smart contracts.

Game engines are becoming protocols. The future is not a single company's software, but a set of autonomous, composable smart contracts that define physics, ownership, and logic. This creates a shared, permanent world-state.

The bottleneck is state synchronization. Traditional engines like Unity or Unreal are black boxes; on-chain engines like MUD and Dojo expose a global state machine. This eliminates the need for custom server logic and enables permissionless modding.

This is not about NFTs. The innovation is provable, atomic game logic. A player's action on one contract can trustlessly trigger an event in another, enabling interoperable game worlds and new economic models impossible in web2.

Evidence: Games built on MUD, like Primodium and Sky Strife, demonstrate that complex strategy games with hundreds of simultaneous players are viable on Ethereum L2s like Redstone today.

deep-dive
THE ENGINE

From Black Box to Public Protocol: How MUD & Dojo Work

On-chain game engines like MUD and Dojo transform game state into a public, composable database.

State as a Public Database: Traditional game engines like Unity are black boxes. MUD and Dojo invert this by storing all game state in a structured, on-chain database. This enables permissionless composability where any third-party can read and write to the game's world.

The ECS Architecture: Both engines implement an Entity Component System (ECS). This decouples game logic from data, allowing for modular upgrades. It is the same pattern used by AAA studios for performance, now applied for on-chain interoperability.

MUD's EVM-First Design: MUD, built by Lattice for the EVM, uses SSTORE2 for gas efficiency. Its 'World' contract acts as a singleton registry. This design powered the first fully on-chain games like Dark Forest and Primodium.

Dojo's StarkNet Native Engine: Dojo is a Cairo-native engine for StarkNet, using proofs for verifiable computation. Its toolchain includes a Torii indexer for fast state queries, addressing a critical bottleneck for complex games.

Evidence: The MUD v2 release reduced gas costs by 90% for state updates. Dojo's ecosystem now includes over 120 projects, demonstrating rapid developer adoption for this new paradigm.

INFRASTRUCTURE BREAKDOWN

Engine Architecture Showdown: Legacy vs. On-Chain

A technical comparison of core architectural paradigms for game development, focusing on state management, asset ownership, and composability.

Architectural FeatureLegacy Client-Server (Unity/Unreal)Hybrid MMO (MUD, Dojo)Fully On-Chain (Paima, Argus)

State Authority & Finality

Centralized Game Server

Sovereign Rollup / L2

Base Layer (EVM, SVM, Move)

Asset Ownership Model

Licensed Account (Revocable)

ERC-721/1155 on L2

Native L1 Token (SFT, ERC-6551)

State Update Latency

< 100ms (Client-Side Prediction)

2-12 seconds (Block Time)

12+ seconds (L1 Finality)

Per-Transaction Cost

$0.0001 (Infra OpEx)

$0.01 - $0.10 (L2 Gas)

$1.00 - $50.00 (L1 Gas)

Native Cross-Game Composability

Fully Verifiable Game Logic

Censorship Resistance

Required Infrastructure

Proprietary Backend, CDN

RPC, Indexer, Prover

RPC, Indexer, Prover

protocol-spotlight
THE FUTURE OF GAME ENGINES IS ON-CHAIN

Protocol Spotlight: MUD, Dojo, and the Emerging Stack

The monolithic game engine is dead. The next generation is a composable, on-chain stack for autonomous worlds.

01

The Problem: Off-Chain Engines Are Black Boxes

Unity and Unreal centralize logic, preventing true composability and verifiability. Game state is opaque, modding is permissioned, and assets are trapped in siloed databases.

  • No Verifiable State: Players cannot cryptographically prove game history or ownership.
  • Zero Composability: Assets and logic from one game cannot be natively used in another.
  • Centralized Control: Developers hold unilateral power over rules and economies.
0%
On-Chain State
100%
Centralized Control
02

MUD: The EVM State Management Engine

MUD provides a reactive data framework for EVM games, treating the blockchain as a global database. It abstracts away smart contract complexity so developers focus on game logic.

  • Reactive Queries: Systems auto-update when relevant state changes, enabling ~100ms client sync.
  • Modular Architecture: Separates Components, Systems, and Worlds for unprecedented composability.
  • Proven Scale: Backs Sky Strife and Primodium, handling thousands of concurrent on-chain transactions.
~100ms
State Sync
1k+
TPS Games
03

Dojo: The Provable Game Engine for Starknet

Dojo is a Cairo-based engine built for autonomous worlds, leveraging Starknet's ZK-rollup for scale. It's a full-stack toolkit for on-chain logic with native proving.

  • Native Provability: Every game action generates a ZK-proof, enabling trust-minimized verification.
  • Entity-Component-System (ECS): A standardized data model that enables seamless modding and interoperability.
  • Full-Stack Tooling: Includes a world compiler, indexer, and client SDK, reducing dev time by ~70%.
ZK-Native
Proving
-70%
Dev Time
04

The Solution: Composable State as a Primitive

MUD and Dojo redefine the stack: the blockchain is the database, the engine is a state manager, and clients are just views. This unlocks a new design space.

  • Autonomous Worlds: Games persist independently of their original creators.
  • Native Interoperability: Assets like Loot become foundational, usable across any MUD or Dojo world.
  • Emergent Gameplay: Developers build on top of each other's systems, not just assets.
100%
Persistent State
Unlimited
Composability
05

The New Stack: Red Stone, Argus, & Curio

Specialized layers are emerging to complete the on-chain engine ecosystem, solving execution, indexing, and publishing.

  • Red Stone: L2 rollup optimized for high-throughput game transactions and low latency.
  • Argus: Decentralized indexer that replaces The Graph for real-time, verifiable game state.
  • Curio: On-chain deployment platform that treats game code as immutable, upgradeable modules.
10k+
TPS Target
Real-Time
Indexing
06

The Bull Case: Why This Time is Different

Previous on-chain games failed due to cost and latency. The new stack solves this, making mass adoption inevitable.

  • Cost Solved: L2s and app-chains reduce tx costs to <$0.001, enabling micro-transactions.
  • Latency Solved: Optimistic state updates and specialized clients create sub-second feedback loops.
  • Market Ready: $500M+ in dedicated gaming VC capital is funding this infrastructure build-out.
<$0.001
Tx Cost
$500M+
VC Funding
counter-argument
THE REALITY CHECK

The Latency Lie and Other Objections, Refuted

Common technical objections to on-chain game engines are based on outdated assumptions about blockchain performance.

Latency is a solved problem for state updates, not user input. Modern L2s like Arbitrum Nova and zkSync Era achieve sub-second state finality, matching authoritative server response times. The perceived lag is a client-side rendering issue, identical to traditional game networking.

Cost is now a design constraint, not a blocker. Optimistic rollups and validiums like Immutable zkEVM reduce transaction costs to fractions of a cent. Game logic moves off-chain, with only provable state transitions settled on-chain, making microtransactions viable.

Throughput scales horizontally. The monolithic blockchain is dead. Modular architectures (e.g., Celestia for data, EigenLayer for shared security) enable application-specific rollups. A game can own its execution environment, achieving the throughput of a private server with public verifiability.

Evidence: Arbitrum Nitro processes 2.5M transactions daily with a 0.3-second average block time. Redstone demonstrates sub-dollar costs for deploying an entire on-chain autonomous world, proving the economic model works.

risk-analysis
THE FATAL FLAWS

Bear Case: What Could Derail the On-Chain Engine?

The promise of verifiable, composable game logic is seductive, but these systemic risks could stall adoption before it reaches escape velocity.

01

The Latency Wall

Blockchain finality is measured in seconds, not milliseconds. This is fatal for real-time gameplay. Optimistic rollups like Arbitrum or Optimism have ~1s finality, while zk-rollups like Starknet can be faster but still not sub-100ms. This creates a fundamental mismatch with the physics engines of Unity or Unreal.

  • Real-time games require <50ms latency for competitive play.
  • Sequencer centralization becomes a single point of failure for game state.
  • Cross-chain state sync (e.g., via LayerZero, Axelar) adds further unpredictable delays.
1s+
Finality Time
<50ms
Game Requirement
02

The Cost Spiral

Every game tick, item mint, or player action requires gas. At scale, this creates a variable, unpredictable cost structure that is anathema to game studios used to fixed server budgets. While EIP-4844 blobs and L2s reduce costs, they don't eliminate the economic model.

  • Massively Multiplayer Games could incur $100k+ daily in gas fees at peak.
  • Player onboarding fails if users need to fund a wallet before playing.
  • Account abstraction (via ERC-4337) helps but shifts cost burden to developers.
$100k+
Daily Cost at Scale
Variable
Pricing Model
03

Regulatory Capture of Game Assets

Fully on-chain games turn in-game items into unregistered securities by default. Every loot box becomes a potential Howey Test violation. Regulators (SEC, MiCA) will target the most accessible on-ramps: the game studios themselves.

  • Fungible tokens (ERC-20) are clear regulatory targets.
  • Non-fungible items (ERC-721, ERC-1155) with speculative markets attract scrutiny.
  • Autonomous worlds like Dark Forest or Loot derivatives operate in a legal gray area that VCs cannot underwrite.
High
Legal Risk
Global
Jurisdictional Maze
04

The Composability Trap

On-chain composability is a double-edged sword. While it enables new mechanics, it also exposes game economies to parasitic extraction and flash loan attacks. A game's balance can be broken not by a bug in its own code, but by a new DeFi primitive on the same chain.

  • Automated Market Makers (AMMs) like Uniswap can be used to manipulate in-game asset prices.
  • Oracle failures (e.g., Chainlink) can corrupt game logic reliant on external data.
  • Permissionless mods can create unintended game-breaking combos that developers cannot patch.
Unlimited
Attack Surface
Irreversible
Exploit Impact
05

Developer Tooling Gap

The web3 dev stack is orders of magnitude less mature than traditional game engines. Building on EVM with Solidity or Cairo on Starknet lacks the visual editors, asset pipelines, and debugging suites of Unity or Unreal. This cripples iteration speed and raises the talent barrier.

  • Missing middleware: No standard netcode, physics, or AI libraries for on-chain execution.
  • Audit bottleneck: Every smart contract update requires a $50k+, multi-week security audit.
  • Talent scarcity: Few engineers bridge game design and cryptographic consensus.
10x
Slower Iteration
$50k+
Per Audit Cost
06

The Centralization Paradox

To achieve performance, on-chain games must centralize. The sequencer, data availability layer, and oracle network become centralized choke points controlled by the developer—recreating the very web2 model the tech aimed to disrupt. Using Celestia for DA or EigenLayer for shared security doesn't solve game-specific centralization.

  • Sequencer control allows developers to pause, censor, or rollback the game state.
  • Proprietary L3s (e.g., on Arbitrum Orbit, OP Stack) are just private databases with extra steps.
  • True decentralization is economically infeasible for complex game simulations.
Inevitable
Trade-off
Contradicts
Core Promise
future-outlook
THE ENGINE WARS

The 24-Month Outlook: Autonomous Worlds and The Engine Wars

The next two years will see a decisive battle for developer mindshare between on-chain game engines like MUD and Dojo versus traditional engines like Unity and Unreal.

On-chain engines win by default for Autonomous Worlds. Traditional engines like Unity are black boxes; their state is opaque and controlled by centralized servers. Engines like MUD and Dojo treat the EVM or a custom VM as the single source of truth, enabling provable persistence and permissionless composability that closed-source engines cannot replicate.

The war is for tooling, not raw performance. The victor provides the best developer experience for on-chain logic. MUD's Store and World frameworks abstract away smart contract complexity, while Dojo's Cairo-based architecture offers verifiable game theory. Their success hinges on attracting studios like Lattice and Bibliotheca DAO to build flagship titles.

Evidence: The Starknet ecosystem's $50M gaming fund and the rapid adoption of MUD v2 by over 30 projects demonstrate capital and developer momentum are shifting to native on-chain primitives, not middleware plugins.

takeaways
THE ON-CHAIN GAMING STACK

TL;DR: Key Takeaways for Builders and Investors

The shift from client-server to stateful, composable game engines will create new primitives and business models.

01

The Problem: Black-Box Game Servers

Traditional game logic runs on private servers, creating walled gardens. This kills interoperability, stifles user ownership, and makes games fragile.\n- No Composability: Assets and logic from Fortnite can't interact with Roblox.\n- Centralized Control: Developers can change rules or shut down games unilaterally.\n- Siloed Economies: In-game value is trapped, limiting secondary markets.

100%
Opaque
$0
Exit Value
02

The Solution: Autonomous Worlds as State Machines

Frameworks like MUD and Dojo treat the game world as a deterministic, permissionless state machine on an L2 like Starknet or Arbitrum.\n- Verifiable Logic: Game rules are public, auditable, and unstoppable.\n- Native Composability: Any third-party can build mods or plugins that interact with core state.\n- Permanent Persistence: Game state lives as long as the underlying blockchain, enabling long-term player investment.

~100ms
Tick Rate
03

The Problem: Prohibitive On-Chain Costs

Storing complex game state and processing high-frequency transactions on Ethereum Mainnet is economically impossible.\n- Gas Costs: A single in-game action could cost $10+.\n- Throughput Limits: ~15 TPS cannot support real-time gameplay.\n- State Bloat: Storing every player's inventory on-chain seems infeasible.

$10+
Per Action
15 TPS
Bottleneck
04

The Solution: App-Specific Rollups & Hybrid Architectures

The answer is specialized infrastructure that isolates game economics. L3s (via Arbitrum Orbit, Starknet Appchains), Alt-DA layers like Celestia, and hybrid state models (on-chain settlement, off-chain execution) are critical.\n- Sub-Cent Fees: L3s can reduce transaction costs to <$0.001.\n- Custom Throughput: Tune block space and finality for your game's needs.\n- Optimized State: Store only critical settlement data on-chain, not every frame.

<$0.001
Tx Cost
1k+ TPS
Target
05

The Problem: Clunky Web2 User Experience

Seed phrases, gas payments, and wallet pop-ups are conversion killers for mainstream gamers. The UX gap is the biggest adoption barrier.\n- Friction at Onboarding: Expecting players to manage private keys is unrealistic.\n- Transaction Anxiety: 'Why do I need to pay to move my sword?'\n- Abstraction Lag: Current Account Abstraction solutions are still nascent.

>90%
Drop-off
~5 Steps
To Play
06

The Solution: Invisible Wallets & Sponsored Transactions

The winning stack will abstract blockchain complexity entirely. ERC-4337 Account Abstraction, embedded MPC wallets from providers like Privy or Dynamic, and developer-sponsored gas via Paymasters are non-negotiable.\n- Session Keys: Players sign a batch of actions once per session.\n- Social Logins: Use Google/Twitter accounts as seedless wallets.\n- Gasless Onboarding: Developers pay initial fees, recouping through primary sales or fees.

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