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Tom Kopera
Head of Growth
Multiplayer SDK
Competitive game development with no overhead
Smart Matchmaking
Fairness starts at matchmaking
Verifiable Replays
The best moments, captured
Bot Deployment
Engage with players at all levels
Simulation Analyzer
Pinpoint issues in your game
API Integration
React to your players in real-time
Technology that drives the revolution in competitive gaming
Explore the innovation and cutting edge technologies that power Elympics on the way to independent, decentralized competition
Documentation
Learn how Elymipcs works
Open-Source projects
Bootstrap your project in seconds
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Explore the world of gaming
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Single Player with leaderboards
Compete offline with accumulated prize pools
Game Token Duel
Dueling for Real Rewards in Multiplayer Games
Battle Royale with Prize Pools
Esports-Level Competition Made On-Chain
Players’ Skill Profiles
Creating Digital Profiles Based on Players’ Skillset
Securing On-Chain Esports
Esports-level security in on-chain competitive gaming
Security & fairness
Seamless experience guaranteed
Serverless gameplay hosting
Scale without a slip
In-game Oracle
External source of truth
Proof-of-Game
Gameplay secured by mathematics
Paid Competitive Gaming
Zero-sum games with blockchain tokens
Onboarding Players
Helping the next wave of players move on-chain
Extend your game capabilities by integrating your backend service with the flexible Elympics API and enhance the integrity of your product with a custom player authentication.
Right after Elympics finishes the matchmaking process and before the game server is allocated, the "OnMatchCreate" endpoint is called. If this integration is enabled, you can allow or deny the match creation process, handle your own analytics with player statistics, etc. You can use it to deliver configuration to the engine or even generate an impartial randomness seed for the entire game.
Right after the match is finished and the results are handled, the "OnMatchFinish" endpoint is called. This integration is crucial if you want to distribute rewards or handle secure and verified results in any way. You can use it to release locks on a player, level up their character, distribute prizes and experience, or even handle cheater flags.
You can deny or give a specific player the right to join a particular queue, e.g. when a certain player has been flagged as a cheater. You can also specify and override the desired win probability for a specific player to boost their morale when playing against bots. On top of that, you can also override matchmaking settings for a particular player to improve the overall experience.
This integration is called when player leaves a matchmaking queue for any reason. The integration can be called upon finding the match, leaving by cancelling the invite request, or when there is an error, e.g. a timeout or lack of available matches. This integration is also used to cancel resource-locks and refund in-game currencies when no match was found.
Use Elympics authentication in your game backend by simply passing over Elympics JWT tokens. Verify the signature to ensure tokens were not hacked without the need to implement your own authentication scheme.
Leaderboards with time limit finish at a specific moment triggering the settlement stage by issuing the"OnLeaderboardFinished" request. This request is meant to be used for rewards distribution, leveling players, and much more.
Right after Elympics finishes the matchmaking process and before the game server is allocated, the "OnMatchCreate" endpoint is called. If this integration is enabled, you can allow or deny the match creation process, handle your own analytics with player statistics, etc. You can use it to deliver configuration to the engine or even generate an impartial randomness seed for the entire game.
Right after the match is finished and the results are handled, the "OnMatchFinish" endpoint is called. This integration is crucial if you want to distribute rewards or handle secure and verified results in any way. You can use it to release locks on a player, level up their character, distribute prizes and experience, or even handle cheater flags.
You can deny or give a specific player the right to join a particular queue, e.g. when a certain player has been flagged as a cheater. You can also specify and override the desired win probability for a specific player to boost their morale when playing against bots. On top of that, you can also override matchmaking settings for a particular player to improve the overall experience.
This integration is called when player leaves a matchmaking queue for any reason. The integration can be called upon finding the match, leaving by cancelling the invite request, or when there is an error, e.g. a timeout or lack of available matches. This integration is also used to cancel resource-locks and refund in-game currencies when no match was found.
Use Elympics authentication in your game backend by simply passing over Elympics JWT tokens. Verify the signature to ensure tokens were not hacked without the need to implement your own authentication scheme.
Leaderboards with time limit finish at a specific moment triggering the settlement stage by issuing the"OnLeaderboardFinished" request. This request is meant to be used for rewards distribution, leveling players, and much more.