Game & platform white paper Revision 2.4.0 · October 2026

Build worlds.
Bring them to life.

MUZIKAZ World connects explorable maps, multiplayer games, a visual world builder and a native asset economy. Players explore, compete, manufacture and deliver; creators assemble destinations and configure activities. Shared account records connect supported purchases, earned inventory, factory-made models and eligible marketplace trades.

Implementation snapshotReviewed Avatar schema 1.0.0

01 · State of the app

A working world, creator toolkit and connected game economy.

MUZIKAZ World currently combines browser-based 3D exploration, shared server rooms, a visual map builder, persistent member inventories and two connected marketplaces. Its destinations contain distinct games, services and production activities. The new logic connects native object functions, earned stock, manufactured assets, delivery records and eligible sales through the existing account system. This is a source-code snapshot of the available implementation, with further balancing, device testing and operational work still required.

472native reusable item definitions
598canonical economy SKUs
533native item, material, tool and layout offers
17basic included catalog offers

These totals come from the current shared library and economy module. They count catalog definitions and offers, including free basics and earned-stock entries; they do not measure sales, minted supply, players or production uptime.

Implemented

A code path and usable interface exist.

Conditional

Availability depends on the asset, account, browser or configured service.

Planned

A development direction without a delivery-date or entitlement promise.

Worlds, travel and saved places

Implemented

The atlas and world directory connect public maps, community districts, deed-backed member plots and published Builder rooms. Stable room IDs, portals, destination links and meeting points resolve through server records. Published worlds and deed configuration survive a restart when durable storage is configured; travel joins another room rather than streaming one continuous planet.

Builder and reusable native assets

Implemented

The editor supports placement, selection, rotation, scale, height, desktop and touch manipulation, local drafts and server publication. Native metadata now links the same canonical SKU across map component lists, both markets, Backpack delivery and supported gameplay placement. Public templates provide editable layouts; component purchases and land deeds retain their own ownership rules.

Gameplay, movement and recovery

Implemented

Authoritative room commands calculate supported movement, collision, combat, health, pickups, quests, seats, vehicles and machine actions. Local walking and vehicle prediction respond between snapshots; accepted server state reconciles the view. Swept collision, clear-entry searches, ordered inputs and room-change checks address thin walls, obstructed arrivals, stale held controls and reconnects. These systems support activity-specific rules rather than one universal campaign.

Games, residents and facilities

Implemented

Sports, arcade attractions, fishing, freight, fitness, casino tables, the funhouse, factory work and proving-ground activities have their own runtime rules and rewards. Contextual residents support conversations, local jobs, routines and saved relationships. An authored object must retain the required function data and service context to behave as its map version does.

Native economy and production

Implemented

Catalog pricing, MZK charges, reward receipts, factory asset records, shipment acceptance and eligible listings use server logic. Purchases validate ownership and current funds; repeat request IDs prevent duplicate charges or delivery. Factory item creation records identifiable application assets and provenance. The valuation and production sections explain how those records move into use and sale.

Accounts, Backpack and persistent records

Implemented

The Node service owns account sessions, wallet identity, inventory, ledger history, deeds, maps and shared-room saves. Cookie-authenticated changes require CSRF proof; gameplay session proof is limited to game access. Wallet connection uses a signed challenge. Browser caches and edited files cannot establish paid ownership, and account inventory is not automatically an on-chain token.

Payments, media and headset use

Conditional

External payments need the configured chain verifier before fulfillment. Shared audio/video, voice, camera capture, AR previews and WebXR interactions depend on supported formats, providers, permissions and devices. Their presence in the app does not establish that every external service or physical headset was tested in this review.

Operations, capacity and remaining work

Further development

The current backend uses serialized JSON stores and a persistent disk under one Node process. Master-state export and controlled restore are implemented. Multiple replicas need a shared transactional store and room-ownership design. Physical-device benchmarks, public-room load tests, economy balancing, moderation and uniform avatar compatibility remain work to measure and improve.

Current-condition boundary: implemented describes the reviewed software. Production availability, deployed configuration, offsite backup practice and device performance require evidence from the running service. The review record identifies the checks performed for this edition.

02 · The player and creator journey

Explore. Collect. Build. Share.

Explore

Find a place to play

Choose a listed destination from the atlas, enter its room and discover the activities configured there. Desktop, mobile touch and compatible headset controls share the browser experience.

Open the world atlas →
Collect

Keep a Backpack

Member inventory records acquired characters, items and land entitlements. An item’s available actions depend on its type, configuration, ownership and the destination’s rules.

Open member inventory →
Build

Create an experience

Choose a full map, place room or activity modules, add objects and configure behavior. Use built-in assets, supported repository content and eligible custom or owned items.

Enter the world builder →
Share

Publish a destination

Test and Publish submit the selected scene through the server. The returned map link opens that saved destination; eligible public maps join the connected directory and portal system.

Browse the marketplace →

03 · Worlds, districts and land

A shared directory, with distinct places inside it.

The atlas is a navigation system for multiple maps and rooms. Connected destinations share identity, inventory and routing services; entering another destination changes the active room. They are not all simulated as one uninterrupted terrain or one unlimited multiplayer match.

Full world maps

Large procedural layouts, district generators and compatible 3D environments provide the surrounding space. Builder world-size choices extend up to 320 metres for supported procedural presets.

Activity scenes

Fourteen compact sets—including the firing range, vendor street, mazes, arenas and movie studio—can be placed inside a world and moved, rotated and scaled independently.

Rooms & objects

Eight small inlay choices provide floors, rooms and compounds. Buildings, furnishings, machines, characters and other items retain their own placement and gameplay configuration.

Hosted destinations

Published maps and revealed deed entitlements resolve to stable server destinations. Transfers change the owner of an eligible deed while keeping its hosted room and saved content.

Public world

Districts and commons

The original atlas seed lists eight district pins, five public-area plots and seven connecting routes. Those seed figures are not the total number of playable destinations: published builds, repository environments and hosted land extend the directory.

Land entitlement

Ownership and access

A deed is an account entitlement with a hosted location and applicable build or upload permissions. Public exploration, free built-in placement, paid asset ownership and permission to publish or modify a destination are separate decisions.

Destination integrity: a pin or portal points to a server map record. Room access and current ownership are checked by the relevant service. Missing assets, private destinations or an unavailable backend can prevent entry; the roadmap calls for clearer diagnostics and broader destination coverage tests.

04 · Maps and games

Each destination has a purpose, a rule set and its own progress.

The current repository registers 36 environment records, including 22 permanent destinations. The live directory also incorporates generated districts, published Builder maps and hosted member plots, so this is a source snapshot rather than a fixed limit on the universe. The atlas connects separate playable rooms through stable destination IDs, gateways and native game links.

Current destination families and playable mechanics · 27 October 2026
DestinationWhat players doMode and progress
Districts, commons and deed fieldsExplore Studio Ridge, Volt City, Skyline Deck, Echo Gardens, Crew Plaza, Neon Docks, Bassline Badlands and Pixel Peaks. Enter buildings, use public gateways and visit hosted plots. Eight deed-field maps contain six staked plots each; sale signs expose the relevant ownership and purchase flow.Shared destinations connect to the same account and inventory. A public visit or visible sale sign does not confer a deed. Published content and hosted locations extend the directory.
Authored GLB worldsWalk through MUZIKAZ Main Floor, Upper Deck and Full House; Sheep Base; Studio Ridge interior/outdoors; Crew Plaza entrance/interior/outdoors; Jail Cells; Kitchen and Kitchen Upper Deck. Suitable environments support configured interactions and optional RAD-TOX encounters.Solo and shared behavior depends on the selected launch. Collision and arrival metadata make the environment walkable; scenery alone does not provide a quest or game.
Firing rangesThe Live Firing Range provides lanes, moving targets, timed challenges, individual or team scoring and a competition board. The separate Force Training destination preserves its five-point qualification course and protected booths. Select a lane, aim, shoot and review accepted hits.Practice, live competition and spectating use their applicable range rules. Server-scored target results are game scores; range participation does not establish a wallet payout.
Native Basketball ArenaJoin Home or Away, dribble, aim physical shots, pass, catch and steal. Match setup selects team size, human places and AI difficulty. AI fills available positions; clocks, scoring and overtime govern the match. An arriving viewer explicitly joins an available spot.Solo AI, live mixed human/AI teams and protected spectators. Taking an AI place in a live match preserves the running score and clock. This is separate from the park's timing-basketball attraction.
Ice Hockey ArenaSkate, shoot, pass, loft and switch roles in exhibition or tournament play. Rookie, Club, Pro and Elite tiers change the challenge. Periods, faceoffs, offside, icing, penalties, goalie saves, overtime and shootouts provide a substantial NHL-inspired rules simulation.Solo AI, AI-only viewing, live players and spectators; AI goalies and optional AI skater fill. Cups include semifinals and a championship. This is not complete official NHL rulebook coverage.
Neon Junction Arcade ParkPlay arcade hockey, moving-target shooting, timing basketball, air hockey and billiards at physical 3D stations. Ride the Park Express train or Skyline coaster. Full attraction assemblies retain playable actions when copied; loose hoops, rails or equipment pieces remain building props.Solo attractions coexist with live rounds, AI fill and spectating. The live service owns round physics, scores and occupancy. Solo best scores are browser-local; live rounds are active-session state. Neither awards wallet MZK.
Pixel Peaks Ski ResortExplore a 1.2 km resort, ride two chairlifts, equip skis and follow four marked trails. Race through ordered gates, collect bonus clocks, jump ramps and finish for points and medals. Easy steering and automatic start alignment help onboarding.Solo time trials, Peak AI races and shared race lobbies for up to eight ready racers. Shared course boards retain ranked results in room state; race points are not MZK.
International Airport and Alpine RidgeUse three public aircraft across four airfields in the expanded 2 km airport world. Fly manually or select an assisted flight, land, park and exit. Alpine Ridge adds a lodge, ranger station, supply store, campground, lake and walking trails.Shared aircraft and ordered flight objectives. Supply delivery awards 1,000 room score; camper evacuation awards 1,250. Campground and ranger collection quests award 40 and 50 room score once. These are not MZK payments.
Neon Harbor fishingUse a free starter rod and renewable bait, board an Angler or stand at a marked shore, cast, respond to a bite, hook and hold to reel. Keep fish in the creel, release for conservation progress, sell to guides or enter shared cups with AI anglers.Saltwater and freshwater species have different weights, rarity and fight difficulty. Account-saved catches and validated sales use the wallet; fishing earnings are capped at 300 MZK per UTC day.
Skyline ConstructionOperate a tower crane, excavator, articulated dump truck and bulldozer. Rig and place steel for a sixteen-floor structure; dig finite soil and gravel, load a parked truck, haul, discharge and grade receiving ground. Machine poses, loads and clearance matter.Shared machinery, actual site-material state and construction crew assistance. Operators demonstrate supported hydraulic work; a demonstration does not buy materials, grant inventory or complete a player's reward quest.
Starlight Grand CasinoPlay five-card draw poker, blackjack, European roulette, hosted dice or slots with whole-number wagers of 1–100 MZK. Meet dealers and guests, buy refreshments and complete staff favors. The guarded vault remains locked.Authenticated nearby play uses server-dealt outcomes and canonical wallet receipts. Active card hands survive reloads. Favors award reputation, skills and badges without a wager or MZK reward.
MUZIKAZ Fitness CentreComplete boxing combinations, bench-press timing, deadlift cues, directional agility, jump-rope rhythm, rowing drive/recovery and balance corrections. Two trainers and animated members provide a social gym setting.Seven server-timed skill stations, saved fitness progress and qualifying MZK receipts. No entry stake; invalid or cancelled sets earn nothing. Fitness rewards have a 300 MZK daily cap, while practice can continue.
Atlas Factory, Proving Grounds and Mountain CompoundBuy a parts kit, fabricate, assemble, inspect and haul a finished model. At the proving grounds, configure an owned model, deploy it, arm a fictional test and follow shared launch telemetry. Passing both official profiles earns compound clearance; a colored-circuit containment puzzle opens the deeper bunker.Saved work orders, skills, crafted items, test records and access checks. Tests reuse the owned item without another fee or MZK reward. Custom facility templates provide sandbox activities; they do not copy official clearance.
Strait of Hormuz Shipping AcademyConnect from Neon Harbor, board a feeder, accept a manifest, balance and secure cargo, sail ordered channel markers, dock and unload. Six ports, eight contracts, vessel unlocks, hazards, live AI companies and a shared Freight League connect navigation to logistics.Server-validated delivery and league rewards share a 400 MZK daily cap. Cargo stock exchanges for existing tools and prepaid Builder materials. AI voyages, warehouses and league standings use shared room state.
Midnight Laughs FunhouseAim water shots, time clown-car honks, balance on the spinner, catch the surprise clown, toss balls and navigate ordered mirror-maze checkpoints. Collect six passport stamps or follow the optional six-clue Lost Laugh Trail.Shared cue validation, room-saved personal bests and costume choices; no carnival MZK stakes or rewards. Temporary costume trials do not grant owned items. The map restores the player's selected avatar after departure.
Tropical Island and creator worldsThe dedicated solo resort offers unlimited walking, passport discoveries, paddle boats and pontoon cruises. Builder worlds include Lakeside, Woodland and Adventure camps, editable districts and authored activities with seats, quests, devices, vehicles and NPCs.Island stamps give local points and no server economy rewards. Each optional fictional drink effect fades after two minutes; the visit has no time limit. Camp collection quests award room score. Custom-world rules depend on their saved configuration.

05 · The world builder

A world, its scenes and its objects. Independently editable.

The creator dashboard groups tools by task, with category browsing, searchable controls and paged panels on desktop and mobile. Building is a composition workflow: choose the surrounding map, place smaller experiences inside it, then furnish and configure them.

  1. Choose a worldMap, size, weather and base alignment
  2. Add scenesRooms, activity sets and camp stacks
  3. Place assetsTap a destination or drag onto the map
  4. ConfigureTransforms, appearance and interactions
  5. Test & publishSave through the server and open the returned link
Separate map and scene controls

Move the activity, keep the world.

In-map activity scenes have their own placement list and sliders for X, Z, floor offset, rotation and scale. A firing range can sit off-center inside a district. Its geometry and collision move with the module; generating a new world preserves placed activity modules and independent inlays.

Object tuning

Fine adjustments stay available.

Placed items support position, elevation, rotation, scale, duplicate, remove, focus and existing undo controls. World alignment and the placed-object layer can also be adjusted separately. Editor visibility toggles aid composition; hiding a layer in the editor does not remove it from saved gameplay.

The current creation toolkit

Buildings & interiors

Twenty-five enterable building templates cover taverns, saloons, shops, banks, services and social venues. Furniture and interactive devices can be placed inside suitable interiors.

Drawing & depth

Custom item tools preserve vector strokes, colors, depth, bevel, material and configured behavior. Generated forms provide playable geometry; an extruded drawing is not automatically a rigged character.

Appearance & motion

Avatar Look Lab, compatible fitted pieces, material accents and available animation clips support customization. Each scene instance retains its own saved settings.

Gameplay authoring

Objects can be configured as decoration, seats, vehicles, conversations, quests, enemies, pickups, doors or supported devices. An object’s appearance alone does not create working gameplay.

Summer camp: a complete themed starting point

3 full worlds

Lakeside · Woodland · Adventure

Camp maps combine open arrival lanes, cabins, tents, gathering areas, trail collectibles and a shared arcade. Each preset remains editable after generation.

15 new assets

Build the camp your way

Tents, a cabin, picnic table, log bench, lantern, sign, canoe rack, dock, target prop, quest board, flag, supply pack, badge, climbing steps and scenic lake.

3 additive scene stacks

Small experiences inside a map

Add a campfire circle, cabin retreat or adventure trail without replacing the world. Camp benches offer seating; the trail quest grants 35 room score after collecting its required items and returning.

Camp activity scope: the canoe rack, lake and archery target are scenery or props. They do not claim a swimming, canoe-driving or archery game. The implemented camp activities are configured collection quests, seating, climbing and the existing shared arcade.

Save draft, Test and Publish have different effects.

Save draft keeps editable data in this browser. Both Test and Publish send the scene to the custom-map service after the applicable guest/member access checks; Test then opens its play link. A successful server response establishes the saved destination. Testing should not be described as a guaranteed private, browser-only session. Built-in sandbox placement does not grant ownership of paid models or unrestricted downloads.

06 · Gameplay and multiplayer

Shared rules on the server. Responsive presentation in the browser.

Shared room state

Simulation and authority

  • Player identity, room entry and supported movement commands
  • Collision, interaction distance, ownership and cooldown checks
  • Supported combat, pickups, seats, quests and vehicle actions
  • Machine controls, arcade turns and shared playback state
Client presentation

Controls and feedback

  • 3D rendering, cameras, animation and sound output
  • Keyboard/mouse, touch joysticks and on-screen actions
  • Movement smoothing and received-state interpolation
  • Compatible WebXR headset input and AR previews

RAD-TOX supplies a combat encounter loop in eligible environments; builder maps use their authored objects and activities. Room-level quest completion, health, scores and equipped or held state belong to gameplay data rather than an immutable avatar definition. Features can vary between hosted multiplayer, solo play and custom maps.

Placement geometry supports walkable floors, solid obstacles and gradual steps. Floor following, collision handling and reconciliation aim to keep walking consistent as shared state arrives. The project still needs repeatable performance measurements across physical phones, desktop GPUs and increasing room sizes before publishing frame-rate or capacity targets.

Progression scope: character classes and traits describe roles such as creator, builder, explorer, fighter, companion and merchant. A universal XP campaign, fully balanced competitive modes and identical progression across every custom game are development goals, not established platform-wide guarantees.

07 · How gameplay works

Explore, interact, complete a rule-driven activity and save the right result.

Movement and viewpoint

WASD/arrows or touch sticks move the player; drag or swipe changes the look direction. View / V switches first person and top down where supported, preserving the player and active match. The browser remembers this camera preference. Double-tapping clear ground can move directly to it. Vehicles, seated rides and WebXR use their appropriate camera and control modes.

Interaction and equipment

Approach a usable object and press E / Use, then follow its contextual actions. A seat, machine, fishing rod, vehicle or weapon has a specific function; visible appearance alone does not supply that function. Proximity, ownership, occupancy, action timing and map rules determine whether the server accepts an interaction.

Challenges and people

Quests expose discovery routes, ordered checkpoints and facility jobs. People & favors adds local conversations, introductions and return-to-contact tasks. Residents maintain bounded memories, needs, roles, skills and relationships; their local rules do not require an external language-model service. Their practice and demonstrations are resident activities, not automatic completion of player quests.

Input and recovery

Activity menus release conflicting held inputs; leaving a vehicle or changing maps releases its controls and abandons incompatible work. Travel can cancel active favors, races, fishing actions and delivery contracts. Saved progress survives according to its owning system; cancellation does not imply that an unfinished reward has been earned.

Three different gameplay layers coexist. Shared explorer rooms simulate movement, collision, object actions, residents and supported world activities. Dedicated sports services manage hockey and live park matches. Browser-local games handle their own presentation and solo rules, including the tropical resort and solo park attractions. The client supplies controls and rendering; an authoritative activity computes accepted scores, outcomes or rewards on its server. This separation explains why a local arcade best, a room quest score and a wallet MZK receipt have different persistence and value.

Creation is another playable loop. Choose a template, place or import supported assets, move and tune them, assign a supported behavior, then test or publish. Buildings, interaction profiles, quests, machine rules and attraction assemblies provide reusable functions. Custom cabinet templates select existing server games; they do not execute arbitrary creator code. Saved map copies preserve supported settings while retaining the account and ownership checks required for paid assets, publishing and private content.

Desktop, mobile and headset access share the activity. Touch actions expose the relevant controls without a keyboard. Compatible WebXR uses tracked head movement, controller rays and in-scene menus for supported sports, rides, fishing, factory tests and other activities. World introductions, requested conversations and new objectives can use the app's local neural voices; account audio settings control voice choice and mutes. Device permissions, browser support and actual headset testing still determine availability.

Persistence follows the record. Wallet balances, owned items, catches, production and eligible reward receipts belong to durable account records. Explorer room saves retain supported world state and personal room progress. Published maps retain scene configuration. Browser drafts, camera preferences and solo best scores remain local unless their flow explicitly saves them. Dedicated live park rounds are session state and should not be described as permanent match archives. No universal campaign or identical reward scheme spans all maps.

08 · Arcade, social and media spaces

Place an activity. Let the room participate.

Shared arcade library

30 games in one cabinet

The Commons Arcade offers a menu of card, puzzle and retro games. Server-controlled rounds and shared screens let nearby users watch the active game. Maps without an arcade can receive a default cabinet.

Supported multiplayer modes

Ready up or join in

Noughts & Crosses, Four in a Row and Pong support versus play. Selected puzzles support cooperative play, including joining a running cooperative round. Other games retain solo control and spectators; private card hands are not automatically converted to two-player games.

Interactive devices

36 device profiles

Dedicated cabinets sit alongside ATMs, vending terminals, jukeboxes, boomboxes, video players, projectors, photo displays and noticeboards. Market terminals open existing purchasing flows; a decorative machine mesh alone does not process a purchase.

Media and communication

Watch, listen and speak

Media devices coordinate queues, playback controls and timestamps on the server. Browsers fetch and decode supported media. Voice and live camera features use browser capture and peer connections; room signaling and access checks coordinate participation.

Microphone indicators and audio-reactive bars show voice readiness and detected audio energy. Above-avatar speech captions depend on browser speech-recognition support and microphone permission. Playback, camera capture and peer connectivity also depend on the device, network and user’s media permissions; they are not universal server-rendered video streams.

Supported media: the shared queue accepts supported direct media URLs and uploaded files. An arbitrary video webpage is not automatically a playable source. Shared controls synchronize a room’s media state; the server does not guarantee identical decoding or latency on every viewer’s device.

09 · Economy and rewards

Clear balances. Clear rewards. Clear ownership.

The platform uses several distinct accounting systems. MZK is recorded in the server’s user ledger; room score and arcade practice credits have their own purposes. Fishing sales, qualifying fitness sets and freight deliveries can create validated MZK rewards under their activity caps. The casino uses wallet MZK wagers, while arcade cabinet practice credits remain separate. External crypto payments must be verified before order delivery.

MZK balance

Used by supported purchases, land and configured game actions. Accepted coin collections can credit this balance through the server reward path.

Room score

Tracks supported activity and quest outcomes. The summer camp quest awards 35 room score; that result does not itself grant 35 MZK.

Arcade practice credits

Cabinet play balances for slots, poker and other supported games. Practice results do not imply a withdrawable prize or a wallet payment.

Other builder counters

Legacy Game Space flows may display Builder Coin or other counters. Their labels and quoted charges belong to that flow, not automatically to the MZK ledger.

Current economy behavior
ActionCurrent treatmentWhat establishes the result
MZK or digital-item checkoutQuoted balance debit, or delivery after verified external paymentServer order, ledger and inventory records
Member or builder market saleApplicable buyer debit, seller credit and asset transfer/grantListing rules, current ownership and idempotent purchase handling
Land claim or revealApplicable claim cost or existing entitlement; stable hosted destinationCanonical deed and account records
In-room MZK coin1 MZK for a valid, accepted collectionServer-owned pickup ID and reward validation; duplicate attempts do not create another award
Camp collection quest35 room score on completionAccepted quest, required inventory and completion state
Arcade poker or slotsPractice-credit changesServer game rules; independent of wallet MZK
Factory production180 or 320 MZK parts kit; one item after the completed work and truck deliverySaved order, station actions, dispatch and immutable creation receipt
Fishing, fitness and shippingActivity-specific MZK awards; daily caps of 300, 300 and 400 MZK respectivelyServer-validated activity, eligibility and once-only settlement receipts
Casino tables1–100 MZK wager and rule-dependent wallet settlementAuthenticated table action, server outcome and persistent receipt
Local scene editingBuilt-in placement and draft editing are available in the sandboxPaid imports, publishing access and any quoted actions retain their own authorization rules

Catalog prices, currency quotes, promotional grants and action costs can change. The current checkout and server quote establish the charge before confirmation. A marketplace transfer credits its designated recipient; a spend is not automatically a token burn. This implementation does not establish a public on-chain burn registry or a verified circulating-supply report.

Economic scope: MZK utility and game rewards do not represent equity, revenue rights or a promise of appreciation. App balances and item records are not evidence that a corresponding on-chain token has been minted, transferred or retired.

10 · Native assets and valuation

Value comes from usable functions, verified ownership and the price a buyer accepts.

Native assets are the project's own reusable game definitions: models plus the supported settings that make them seats, vehicles, machines, tools, characters or activities. The current source contains 472 native definitions and 598 economy SKUs, including 533 native-marked offers. These counts describe this revision's library, not unique owners, circulating tokens or units sold.

What a native asset delivers
Asset familyUseful functionOwnership boundary
Buildings, furniture and terrainReusable geometry, dimensions, materials, collision and supported seating or interaction settingsA placed scene instance does not itself grant a paid item entitlement.
Vehicles and construction equipmentSeats, cockpit offsets, movement mode, controls and supported animation or machine operationsThe destination still supplies its vehicle rules and permitted actions.
Characters, creatures and quest objectsSupported behavior, dialogue, AI, movement and quest requirementsBuying a character model does not buy control of every live resident.
Arcade, sports, media and factory devicesRecognized device identity and interaction settings carried into Backpack and BuilderSpecialized matches, shared playback and production still use their existing runtime services.
Tools, materials and templatesEquipment unlocks, prepaid building quantities or an editable starting layoutMaterials may be consumed; a public template grants neither its component inventory nor its land deed.

Game Market and Builder Market use the same canonical native SKU. Public map breakdowns group repeated objects by SKU and show quantities, functions and source maps. GLB-only scenery can remain a single geometry asset rather than a set of separately sold internal meshes. Private maps and member-created maps retain their own publication and ownership rules. Current defaults can restore a previously purchased item's native functions without issuing another item or changing its owner's balance. The native code remains in the app; a seller does not upload executable game logic through a catalog listing.

Current retail prices and resale prices

Retail prices are configured by catalog rules. The display conversion is 100 MZK per US dollar; it is a store denomination, not a cash redemption promise or a market exchange-rate feed. Basic items are free. Typical current rules price avatars at 300 MZK, vehicles at 750 MZK, creatures at 150 MZK and many land-model or building assets at 500 MZK. Materials have separate per-piece prices. Explicit factory, fitness and funhouse prices take precedence within their supported limits. The checkout quote establishes the actual charge.

Factory retail examples at this revision
Native itemMZKDisplayed USD equivalent
Training missile model / matching production kit180$1.80
Cargo rocket model / matching production kit320$3.20
Shell fabricator / assembly jig / calibration rig650 / 900 / 450$6.50 / $9.00 / $4.50
Procurement terminal / dispatch terminal160 each$1.60 each
Roller conveyor / freight loading bay120 / 180$1.20 / $1.80

Eligible player and Builder listings accept seller prices from 1 to 1,000,000 MZK. An asking price becomes a completed sale only when another eligible account purchases it. The server checks ownership, availability, balance and retry identity, then transfers the item or Builder ownership record and credits the seller. The present transfer code credits the full listed MZK price; it does not establish a royalty or platform commission. Included basic access-code equipment and raw shipping stock cannot be resold through these listings.

Acquisition and use can have different charges. The economy carries separate use costs; prepaid material pieces are consumed before another applicable material charge. Category bundles currently discount eligible unowned entries by 20%; paid material orders receive 10% off at 50 pieces and 20% off at 100 pieces. A factory's 180/320 MZK input cost is a production cost, not a guaranteed resale floor, profit margin or buyback price.

Proposed valuation policy, for future adoption

Assess an asset's supported functions, compatibility across maps, build quality, reproducible replacement cost, verified provenance and completed sales. Any scarcity premium should require an enforced edition limit. Publish the asset version, entitlement, consumption rules and known restrictions beside its price. A future appraisal could show a reference retail price, production cost and recent comparable sales separately; the current app does not calculate an automatic fair value, scarcity multiplier or guaranteed return.

11 · Factory, minting, freight and market

Make a model, deliver the order, collect ownership, then use or list it.

The implemented factory loop creates an identifiable game item in the server's Backpack ledger. Calling this a game-item mint describes that creation receipt. It does not send an NFT transaction or establish an on-chain edition. The factory truck route, the Hormuz shipping game and physical merchandise fulfillment are separate workflows.

  1. FundChoose a recipe at procurement
  2. ProduceFabricate, assemble and test
  3. DispatchLoad and deliver in the same truck
  4. CollectCreate the Backpack item once
  5. Use or listFollow the destination and market rules

A complete production shift

At Procurement & jobs, fund an Aster Training Missile order for 180 MZK or an Orbit Cargo Rocket order for 320 MZK. The market labels the equivalent designs Atlas Training Missile and Atlas Cargo Rocket. Each account has one current order and must collect it before starting another. Required fabrication, assembly, calibration, loading and dispatch stations must exist before the server accepts payment.

Operate the three production cells in order from their marked approach pads. Missile cycles take 7, 9 and 6 seconds; cargo rocket cycles take 9, 12 and 8 seconds, plus walking and freight time. Meeting a crew member and enabling assistance reduces subsequent cycle duration by 25%. Machines have shared reservations. Moving, disabling or deleting equipment during a cycle requires repeating the affected cycle, without another kit charge.

After calibration, drive the factory dump truck to the loading bay and stop. Load the order, follow the haul lane, stop at dispatch and deliver using that same truck. The server checks the correct vehicle, station proximity, stopped speed and minimum elapsed haul time. Exit with free hands and collect at dispatch. Collection creates one item with a stable factory job identity and a creation receipt; retries return the existing result. Completed jobs add fabrication and logistics skills and badges at 1, 5 and 10 completions.

Orders, spending, machine leases and receipts persist in the user database across travel, reconnection and restart. Leaving the map does not refund an order; return to its originating map to finish. Client-edited metadata cannot create a valid factory receipt. The original crafter can deploy the completed model, or offer it through the eligible Backpack listing flow. Proving-ground tests follow verified resale history to the current owner. Generic factory display deployment still checks the original crafting wallet, so resale does not yet establish identical support in every placement path. Listing is a separate owner action, so dispatch does not automatically sell the item.

Testing adds gameplay progression

The neighboring Atlas Proving Grounds accepts receipt-verified crafted or purchased models. Configure a matching accuracy or cargo profile, reserve the shared pad, deploy, arm and launch a scripted test. Abstract alignment produces a score out of 100; 40 qualifies. Tests reuse the item, charge no additional MZK and award no MZK. Qualifying in both official profiles unlocks the Mountain Nuclear Research Compound, whose three-color containment puzzle opens the deeper bunker. Custom facilities remain sandbox activities and do not grant official clearance.

Maritime freight turns deliveries into useful inventory

The 2.8 km Strait of Hormuz Shipping Academy connects six ports with eight contracts. Board the free feeder, accept a manifest, alternate loads to balance the vessel, secure cargo and follow the ordered checkpoints. Dock slowly at the correct berth and unload every container. Cargo mass affects handling; hazards and hull damage affect quality. The larger container ship unlocks after two deliveries and the tanker after five; owning the corresponding market vessel also supplies access.

Base contract rewards range from 20 to 70 MZK before quality adjustment. Destination shortages can add up to 15 MZK, fixed when the manifest is accepted; induction retains its starter reward. Three AI shipping companies work their own cranes, voyages and warehouses. Freight League runs last 20 minutes after 15 seconds of preparation. Completed deliveries score from published route distance, cargo units and quality; prizes are 90/55/30 MZK or 15 MZK for a lower-ranked participant with a scored delivery. Delivery and league rewards share a 400 MZK daily account cap.

Delivered provisions exchange for a Medkit unlock or ten prepaid wood pieces; machine parts exchange for five metal pieces; tool stock unlocks a Scanner or professional fishing rod. Stock remains a dock-exchange resource. These rewards connect shipping with Tools and Builder, while normal ownership and market rules apply to the resulting items.

Boundary of the current factory-to-market connection

Factory dispatch currently ends in Backpack. Maritime manifests carry configured shipping cargo; they do not load a crafted rocket instance, require its ocean shipment before resale or automatically publish it to market. A unified factory → warehouse → ship → buyer pipeline would need linked item custody, cargo manifests, delivery receipts and sale settlement. That is a proposed extension, not a completed feature.

12 · Identity, Backpack and ownership

One account record connects what you own and where you play.

  1. AcquireVerified purchase, grant, claim or permitted transfer
  2. BackpackRecord the item under its current owner
  3. ConfigureEquip, reveal, customize or place when supported
  4. UseApply the destination’s access and gameplay rules
  5. TradeTransfer eligible items through an authorized listing
Current account model

Server-backed ownership

Inventory and linked wallet identity are durable application records. Ethereum sign-in uses a challenge and signature; an address alone is not proof of control. A connected wallet does not make all inventory an on-chain asset.

Portable gameplay files

Share references, retain ownership checks.

Eligible owned-item exports include configuration and model URLs; map packages can reference saved scenes and stable room IDs. Import reopens the canonical record under its current permissions. Editing a file cannot grant ownership or recreate a deleted server balance.

Local drafts, preview images and cached balances help the interface, but the server decides current item ownership, listing availability, paid downloads and access to private assets. Free premade builder tools and licensed marketplace items can coexist without equating a sandbox placement with a paid entitlement.

13 · Creator products and retail

A shared creative identity, with explicit product terms.

Digital creation

Models, drawings and assets

Creators can develop supported custom objects, reusable configurations, avatar looks and published environments. Public distribution and paid-model customization follow the applicable account, ownership and upload rules.

Physical products

Merch and character drops

The designer and storefront connect character artwork with product templates, colors, text and saved designs. Checkout, manufacturing and shipping are distinct from gameplay; only an offer’s explicit digital grants enter inventory.

Collection experiences

3D and AR viewing

Compatible models support 3D previews and available AR paths such as WebXR, Scene Viewer or Quick Look. Camera access, an appropriate device and the model’s supported format determine availability.

Entry offers

Loadouts and bundles

Verified offers can grant starter items, land entitlements or MZK. The offer and server receipt define what is included. A product image, rarity label or preview does not establish physical stock, a transferable token or extra game powers.

14 · Persistence, recovery and trust

Keep the world’s records separate from its presentation.

Persistent services

The Node service manages accounts, inventories, purchases, maps and shared-room records, including factory jobs, catches, freight stock and eligible settlement receipts. Activity rewards and custody are checked against their protected records rather than trusting editable client memory. Production persistence depends on configured durable storage for the data and upload directories. Static hosting alone does not supply these services.

Admin master state

Authenticated administrator tools can compile member and land data and export a master state file. Validation and controlled restore can replace server records and included local uploads, with an automatic recovery copy before replacement.

Recovery boundaries

Master files include captured server data and local assets, not deployment secrets, server code or externally hosted files. Blockchain payments are history and are never replayed. Browser-only drafts and unsaved tournaments are outside that capture.

Current protections

Authentication, permission checks, request validation, selected rate limits, private-asset controls, origin checks and HTTP security headers protect supported operations. These measures do not constitute independent certification or a blanket search-engine safety endorsement.

Operational status: backup and master-state functionality exist in the code. Offsite retention, restore drills, production monitoring and load capacity must be operated and measured for the actual deployment; this review does not certify those operational practices.

15 · Development priorities

Make the existing experience more dependable, then expand it.

These are proposed next priorities based on the current implementation. They do not announce completion dates, a token launch or newly purchased entitlements.

Priority 01

Measure movement and rendering

Run repeatable walk, jump, shooting and collision journeys on physical mobile and desktop devices, with concurrent players and increasing scene complexity.

Completion evidence

Published device profiles, frame-time and latency measurements, room-size limits and regression results.

Priority 02

Strengthen map publication and travel

Exercise saved scenes, moved modules, deed transfers, portal round trips and missing-asset recovery across the destination directory.

Completion evidence

Automated map entry and save/reload coverage, clear error recovery and documented persistence behavior.

Priority 03

Deepen activities and social play

Refine arcade onboarding, cooperative join flows, shared media recovery and more varied quests. Expand only the modes with explicit rules and server validation.

Completion evidence

Two-user tests for each supported mode, reconnect handling and a clear feature matrix for unsupported modes.

Priority 04

Improve creator trust and operations

Extend asset diagnostics, moderation, accessibility, rig compatibility and recovery tooling. Document any future economy or interoperability changes before introducing them.

Completion evidence

Versioned validation rules, accessible creator flows, restore exercises and auditable permission boundaries.

Priority 05

Connect production custody and improve price evidence

Evaluate linking individual factory items to warehouse stock, maritime manifests, delivery acceptance and buyer settlement. Extend secondary-owner deployment compatibility and publish comparable completed sales before adding any automated asset appraisal.

Completion evidence

One traceable item identity from creation to final buyer, protected custody transitions, retry-safe settlement, tested resale placement and a published valuation policy. These extensions are not present-day shipping requirements or promised returns.

16 · Avatar reference standard

Separate the character, the owned instance and the session.

Character definition

The reusable creative identity

Lore, licensed media, compatible rig and animation profiles, fit families and descriptive traits define a character. Different owned instances can refer to that definition.

Avatar instance

A versioned, identifiable record

The avatar schema describes identity, owner reference, media URLs, classes, traits, equipment slots and world permissions. Live health, quest status, position and cooldowns belong in game state.

Identityid · characterId · name · edition · ownerIdMediaassets.modelUrl · iosModelUrl · thumbnailUrl · contentHashCompatibilityrigProfile · equipmentSlots · animationProfilePermissions & metadataworldPermissions · approvalStatus · schemaVersion

The published schema is version 1.0.0. It is a reference contract, not evidence that every catalog model already implements complete rig fitting, pinned content hashes or a signed portable session snapshot. Optional token metadata does not replace account or on-chain verification.

17 · Asset functions and interoperability

Declare the function. Validate the supported use.

Avatars & wearables

Equip or customize compatible characters and fitted pieces; preserve per-instance appearance settings.

Buildings & scenery

Place geometry, furnish interiors and retain suitable floor and collision structure.

Interactive items

Configure supported behaviors, prompts, distance limits, cooldowns and device profiles.

Vehicles

Use configured drive or flight behavior where the model, scene and game mode support it.

Media & graphics

Display supported content in machines, on props or within permitted creator and product flows.

Land & maps

Resolve a destination, apply ownership rules and retain published scene configuration.

Current validation and access checks are implemented at specific upload, catalog, purchase and gameplay boundaries. A uniform asset certification pipeline—covering geometry budgets, retargeting, rights review, unsafe-content screening and approval across every import path—is a target standard that requires further implementation and operational review.

18 · Technical reference

A small, explicit avatar contract.

{
  "id": "avatar_black_sheep_0013",
  "characterId": "black_sheep",
  "name": "Black Sheep #0013",
  "edition": 13,
  "ownerId": "user_123",
  "assets": {
    "modelUrl": "/public/models/avatars/rebel%20black%20sheep.glb"
  },
  "rarity": "rare",
  "classes": ["creator", "explorer"],
  "traits": { "music": 85, "creativity": 90 },
  "rigProfile": "black-sheep-rig@1",
  "equipmentSlots": ["head", "neck", "torso", "tool1"],
  "animationProfile": "muzikaz-biped@1",
  "animations": ["idle", "walk", "run", "jump", "interact"],
  "worldPermissions": { "allowedWorlds": ["muzikaz-main"] },
  "tradable": true,
  "schemaVersion": "1.0.0"
}

This example illustrates field structure; it does not issue an asset or certify that edition. The downloadable JSON Schema defines the reference field names, required values and enumerations.

19 · Review record

A dated reference that can be checked.

White paper revision 2.4.0 documents the implementation reviewed on 27 October 2026, against source snapshot d5b8a19783f3cf283d5a6f27936ce16b75359812, before this documentation expansion. The document revision is independent of game package and avatar schema versions.

Evidence and limits: this edition reconciles current source modules, catalog definitions and map-specific rules. The focused native-market, pricing, factory, proving-ground and shipping test selection passed 41 tests. The static build, existing static checks, HTML structure, local link targets and contents anchors passed verification. Desktop (1440 × 1000) and phone (390 × 844) browser checks covered this document's layout and responsive tables. These are documentation and focused software checks, not a live production audit, independent security assessment, end-to-end certification of every map or proof of specific player capacity. Roadmap completion requires the evidence described above.