Co-Founder & CEO Aether 🌌 Building real-time verifiable game economies. 15+ yrs gamedev | 1M+ users scaled | Ex-5% @Aptos L1 traffic | AI-native gaming

Almaty
Joined September 2021
Strip the 21M supply cap out of Bitcoin in 2009 and leave only the marketing. What do you get? Another dead scam. When code proves rarity and value on-chain, it creates an entirely different market, and the only question left is who gets that now vs who shows up after we've already built the standard on @solana_devs on our terms. I wonder if the @colosseum judges have read our application yet?
Bad games aren't why Web3 gaming flopped. Marketing pretending to be math is. Here's the deal. Since 2019, the entire Play-to-Earn wave ran on one playbook: mint 10,000 items, slap "Legendary" on a pitch deck, and pray the hype holds before the token dumps. Players aren't stupid. They walked away. What this industry skipped was the boring engineering underneath: verifiable asset math. Think about why a gamer actually values a "Super Sword." Not because a marketing team called it rare on X. They value it when the engine proves on-chain that the drop rate is 0.01%, you only get 1 roll every 24 hours, and nobody with an admin password can quietly mint a second one for their friend. Once the community trusts that math, the item gets real weight. Then Web3 finally makes sense. You can rent that sword out to a guild for the weekend, co-invest in it, or trade it against $15.8B of @solana liquidity. That is exactly why we are building Aether together with @solanagaming . We give studios the state engine to prove every drop, roll, and craft on-chain. We'll leave the hype to the marketing agencies. Gamers and devs: what's the rarest item drop you ever ground for, and would it still matter if an admin could duplicate it?
28
49
169
15 minutes sounds amazing. But only if your documentation is 100% complete and ready to go. I’m curious: how do you solve blockchain immutability when you need to make changes down the road? And I have some news for you. Hit 50 likes and I’ll spill the details. 👀
Building a dupe-proof game economy used to take 3 months of backend pain. It now takes 15 minutes. And you don't write a single line of Rust. Here's the deal. Web3 tools failed game devs because nobody wants to rewrite C++ or C# netcode just to test on-chain items, and nobody wants a Steam ban over a wallet pop-up. So we built two tracks into Aether: 1. For game studios (UE5, Unity, Godot): Drop our Docker sidecar next to your server in 15 minutes and let it batch boss drops over gRPC without touching your game tick, while your players log in with Steam and your designer tweaks drop rates, supply caps, and weapon wear live in the browser. No server patches. 2. For solo builders in Cursor, Claude Code, or Codex: Plug in Aether MCP. Type one prompt in your IDE: "Create sword Ashbringer (500 supply, 0.4% boss drop, 2 wear/fight), craft from 3 shards, and open P2P trading with 12% studio royalty." Done in 14 seconds. Your inventory backend, anti-dupe checks, and market storefront are live before your coffee cools. Game builders: would your team rather wire up a Docker sidecar or ship the economy from a Cursor prompt?
34
1
52
318
Is liquidity for in-game assets really necessary? Fast forward a bit. Imagine: Locking your legendary sword in a lending protocol to get a loan if Investing in a siege catapult and earning yield by renting it out for castle raids Sounds crazy? It's becoming a reality with @aethergamesSOL on @solana Hope @colosseum is ready for this!
"How do 100 million game actions a month run at 20ms for $499 if blockchain is slow and expensive?" Every CTO on my calls this week asked some version of that question. Here's the deal. Most Web3 games lag because they treat a global ledger like a game server. Every sword swing, loot drop, and craft hits the chain. It's madness. With Aether, we split the stack into three loops so your team doesn't write a single line of Rust. 1. The game loop. 99.9% of the time, boss hits, drops, and weapon wear run through our local Go sidecar at 20ms and $0 gas. Your players log in with Steam, Apple, or Google, with zero pop-ups. 2. The math audit. Every action links into a chain of item history. We ran 513,268 combat attacks through our Replay Verifier in testing and hit 0 state mismatches. If a hacked admin panel tries to dupe a rare sword, our core blocks it cold. 3. The cashier. We only touch Solana L1 when a player buys or sells an item for real money. That gives you $15.8B in USDC and USDT liquidity, cuts out the 30% store tax, and pays you 5% to 20% royalty on every resale. Database speed for gameplay. @solana for the bank. We built plugins for #Docker, #Unity, #UE5, and #Cursor #MCP so you're live in one evening. Game CTOs: what's the #1 technical blocker keeping your economy on-chain right now?
27
1
25
314
Why do we only talk about blockchain every time? Let’s talk about the legal framework. Does anyone know the rule: if a game involves withdrawing money (earnings), is it iGaming? That’s what the banks think. Welcome back to the Middle Ages.
"How do 100 million game actions a month run at 20ms for $499 if blockchain is slow and expensive?" Every CTO on my calls this week asked some version of that question. Here's the deal. Most Web3 games lag because they treat a global ledger like a game server. Every sword swing, loot drop, and craft hits the chain. It's madness. With Aether, we split the stack into three loops so your team doesn't write a single line of Rust. 1. The game loop. 99.9% of the time, boss hits, drops, and weapon wear run through our local Go sidecar at 20ms and $0 gas. Your players log in with Steam, Apple, or Google, with zero pop-ups. 2. The math audit. Every action links into a chain of item history. We ran 513,268 combat attacks through our Replay Verifier in testing and hit 0 state mismatches. If a hacked admin panel tries to dupe a rare sword, our core blocks it cold. 3. The cashier. We only touch Solana L1 when a player buys or sells an item for real money. That gives you $15.8B in USDC and USDT liquidity, cuts out the 30% store tax, and pays you 5% to 20% royalty on every resale. Database speed for gameplay. @solana for the bank. We built plugins for #Docker, #Unity, #UE5, and #Cursor #MCP so you're live in one evening. Game CTOs: what's the #1 technical blocker keeping your economy on-chain right now?
38
34
155
Half the replies on my last post said the same thing: gaming can't save Web3. Fair. It can't. That was never the job. Here's the deal. Web3 doesn't need saving. It needs one real use case that isn't a casino. I've been building in Web3 since 2019. Most of what I saw was the casino. Memecoins, Ponzinomics, 10 NFT swords labelled "rare" because a marketing deck said so. Players saw through it in about a week. Good. I've been in gamedev since 2010, and games matter for one boring reason. They already produce millions of actions a day that people actually care about. Every drop, every trade, every crafted item has a history. Right now that history lives in a studio database. One server wipe and your 400 hours are gone. Put that ledger on-chain and the item gets provenance. Who made it. Who used it. How many exist. Value backed by player effort instead of a press release. That's what we're building with @aethergamesSOL on @solana . Verification, not speculation. This is the project we submitted to @colosseum , and we're waiting to see how the market reacts. You agree with us, don't you? And it's not theory. At peak, one of my games did 5% of ALL monthly transactions on Aptos. Players didn't show up for a token. They showed up to play. Gaming won't save Web3. It'll just be the first thing on-chain people use on purpose. So, "waste of time" camp: if not games, which industry puts real users on-chain first, and why?
156
1
134
787
Another way to read this: you got a distribution audit. Points A and D handed you 50 incoming calls across the next 2 weeks, while B and C simply show where your initial messaging leaks. That's pure pipeline. The actual product roadmap doesn't start until 10 of those partners try building on your stack and hit the exact same blocker.
That’s a great question—let’s break it down in detail: a) We have +50 new contacts for networking, and our call schedule is set for the next 2 weeks. b) The topic we touched on isn’t clear to everyone, and part of the audience is convinced that it’s a waste of time and that GAMING can’t save the day. c) We don’t have enough materials to explain all our technologies and their purpose. d) Our project database is filling up with companies that want to integrate with us and are ready to use our solution. These are the main areas we’ve identified since the release. What did I miss? What did we overlook?
21
1
29
168
That 513,268 replay metric matters. Most teams inflate synthetic TPS on empty testnets, but maintaining zero state desync across 100 concurrent player inputs on an SVM execution layer is where multiplayer game engines usually collapse. We saw that pain firsthand across 14 years in MMO gamedev. If your state engine doesn't guarantee deterministic replay, you can't run an authoritative on-chain game economy on @solana . It's that simple.
Gaming onchain has been broken for 9 years. Nobody wants to pay $0.05 in gas every time their sword hits a goblin. And no real studio will migrate to crypto if costs are 100x higher than AWS. We just submitted Aether (@aethergamesSOL ) to @colosseum to finally fix this. Here is what we built, stress-tested, and proved during the hackathon 🧵👇 🎮 The Vision Steam built a multi-billion dollar monopoly on closed item economies. We’re building an SVM-based L2 execution layer for game economies: 20ms engine, Web2-level infrastructure costs, zero gas for routine player actions, and verifiable item provenance anchored to @solana . ⚡️ The Stress Test (Not a slide deck, real code): • Minecraft boss-raid demo: 100 players bashing one boss simultaneously on SVM L2. Zero lag. Zero crashes. Gasless for players. • Backend throughput: 1,600 attacks/second without queue buildup. • Deterministic replay: 513,268 executed attacks replayed with exactly ZERO state desyncs. 🤝 Traction & Validation: We didn't build in an echo chamber. Since spring, we interviewed 25 game studios representing 10M+ MAU. 5 studios have already agreed to integrate and test our MVP. 🛠️ The Stack: Agave / SVM, Rust, Anchor, SPL Token-2022, Go gateway & batcher, Ed25519 signatures, and Solana devnet state anchors. The era of fake "onchain gaming" hype is over. The era of verifiable, friction-free player-owned economies starts now. LFG @colosseum ⚔️🔥
4
131
Good morning ❤️❤️❤️ Have a nice week! Surprise Monday 🤜🤛
1
1
4
111
How are you budgeting state storage growth over 12 months? We know session execution at $0.0002 looks cheap. But persistent inventory bloat across 10,000 validators is where your hidden bills hit. You can't ignore that math. That's what kills margins.
We interviewed 25 game studios with 10M+ MAU about on-chain gaming. All 25 gave us the exact same condition. Make it cost what our Web2 servers cost, or don't bother. We heard them loud and clear. Traditional game developers don't want token launchpads, they don't want speculative NFT drops, and they definitely won't rewrite their entire game engine around a blockchain. They want verifiable item markets, provable provenance, and enforceable economy rules. That's the whole list. Five partner studios running games for 10,000,000 active players have already agreed to test integrations once our Aether MVP opens up for external teams. Their condition is dead simple. Prove affordable operation inside a real production game. We agree completely. Talk is cheap in crypto. So we aren't asking studios to blindly trust our pitch deck. Our next milestone is running every Aether-powered state mechanic in 1 live game on Solana, measuring actual transaction costs against their existing Postgres benchmarks on AWS, down to $0.0002 per active session. Once those numbers match, we'll hand our SDK to the 5 pilot teams. Real infrastructure adoption isn't won on Twitter hype. It's won on the server bill. If you're running a studio on Steam, what's your cost ceiling for on-chain state? #Solana #GameDev #Web3Gaming
75
1
60
223
After 16 years in #MMO #gamedev, here is the exploit nobody warns #web3 studios about: patch arbitrage. Forget token supply. This is how players bleed your economy dry. I saw this play out across @Warcraft and @EveOnline . Ten seconds before server maintenance, players flood crafting queues. Every single time. They exploit the delta between old and new balance values. If our team buffs titanium plate tomorrow, you queue 10,000 crafts tonight at the old price. If we nerf drop rates, you craft 5,000 potions before midnight. That was an easy $40,000 exploit. In web2, you rollback the Postgres database or ban 50 accounts. Done. You can't do that on the @solana blockchain. Not even once. On Solana, slot times hit in 400 milliseconds across 2,000 validators. In the @solanagaming ecosystem, your game engine isn't talking to some private backend server. You're committing state directly to an immutable public ledger. If your state engine doesn't lock committed inputs to exact block timestamps, you're handing botters a free money printer. They won't hesitate. They'll parse your patch notes in Rust, front-run the change, and dump the arbitrage into Raydium pools before your deploy transaction even confirms on-chain. Don't build games on Solana like you're building on Steam. Build state engines where block time is absolute economic law. How's your studio locking committed state during balance updates? #Solana #GameDev #Web3Gaming
Version 1: 10 ore -> 1 sword. Version 2: 1 ore -> 1 sword. A player starts a craft before the update. Which rule applies? I'd check who can change the recipe and when the new version becomes active. Accepted crafts might keep the old rules, get revalidated, or cancel with a refund. That policy must be enforced during verification, including the handling of committed ore. I'd want more than a version label. Real games. Deep on-chain economies. Indie budgets. Why pick two?
37
1
30
131
Vladimir Malyshev ⚡️ Aether retweeted
Kazakhstan's capital markets are moving on-chain. At Solana Summit Singapore, KASE showcased its Digital Asset Platform, with ith up to 9,000 financial instruments in scope for potential tokenization. At Superteam KZ, we’re growing the Solana ecosystem by backing builders, scaling startups, and bringing real-world adoption on-chain.
There are more than nine thousand of instruments which could be tokenized by the KASE DAP
8
6
19
654
We watched this exact math break three indie studios last year. They spent $80,000 bolting a naive rollup onto Unity, only to find each active player was costing them $4.20 monthly in server egress and failed transactions. Execution and batching aren't just engineering choices. They're your runway.
The full bill question is what blindsides every indie studio. We've seen it kill runways. Teams budget for raw gas, but don't factor in $15,000 monthly for custom RPC nodes, dedicated indexers, and 2 full-time backend engineers just to babysit state sync. If our L2 architecture didn't collapse that overhead to fractions of a cent on Solana, no indie game could survive beta.
12
13
62
Vladimir Malyshev ⚡️ Aether retweeted
Studio budgets belong in Aether's architecture. That's my takeaway from our studio conversations. I'd ask 3 questions: where to execute, what to batch and what the full bill includes. Real games. Deep on-chain economies. Indie budgets. Why pick two?
1
1
1
3
205
Can the TGE and Airdrop distribution be verified on the blockchain? Will you remove the bots? @overheat_game What percentage do you allocate to the community?
A token without utility is noise. $HEAT is the lifeblood of The Neon Vault. ⚡️ Here is what powers the ecosystem: 🎨 Exclusive Cyber-Skins — minting elite holographic card frames & table visuals. 🏆 Tournament Prize Pools — real payouts for winners of 8-player Sit & Go brackets. 🐾 Companion Marketplace — decentralized P2P trading of unique cyber-pets. 🧬 Pet Evolution & Rearing — upgrading modules, syncing traits, and leveling companions. The countdown begins. TGE announcement details are being finalized right now. 🚀 Turn notifications ON 🔔. You don't want to miss what’s coming next. Stay locked in. 🕶 #GameFi #TGE #Web3Gaming #Crypto #IndieGame #Tokenomics
3
119
Sure, this might be funny, but he’s right. Since when has it been enough for us to say, “The token has utility—yay!!!!” Since when has that become a “wow” factor? There are a thousand other problems, and yet we’re getting excited over trivial things!
Skins, pets, prize pools—plenty of “utility.” Can players independently verify item creation and reward distribution, or just trust the team? A token ticker isn’t a trust model. But congrats on the announcement of the TGE announcement. 🔔
2
62
Gamers don't hate Web3. They hate 4-second latency and paying $2 gas fees just to swing an iron sword. Online gaming has spent the last 10 years rotting inside a design dead end. Recycled battle passes. $20 cosmetic skins. Identical seasonal wipes. Publishers treat player time like free labor. You sink 1,000 hours into an MMO, and the second the studio shuts down the server, every drop you earned vanishes into thin air. #Web3 was supposed to fix this. Real provenance. Provable player time. Digital ownership that actually outlives the publisher's quarterly earnings call. So why haven't real studios jumped in? Because current blockchain infrastructure is completely unplayable for live game loops. Try telling an Unreal Engine studio to port their combat system to an L1 where: - Pings spike by 3,000ms under load - Transaction costs bounce randomly during network congestion - State writes lock up when 200 players attack the same target Game directors don't give a damn about tokenomics. They care about 60 FPS, reliable state sync, and sub-50ms tick rates. If your transactions cost more than a fraction of a cent or choke your write queue, your game is dead on arrival. Studios don't need another speculative token casino. They need an #SVM state engine that runs at game speed on @solana . Fix the latency math first. The games will follow. What's one online game you walked away from because your 500+ hours suddenly felt completely pointless?
49
1
1
43
226
Games need real speed not just fancy tokens.
30
We've watched this exact flaw kill economies for 14 years across #MMO #gamedev. Botters sniff out the leak instantly. If 10,000 raw ore can be spawned by an off-chain exploit without an on-chain ledger catching the state delta, you haven't built Web3 on @Solana. You've just built a counterfeit money printer with extra gas fees.
A valid trade can still involve a sword made from invented ore. 10 ore -> 1 sword. Crafting verified. Sale verified. But who verified the ore was mined? That's why we're building @aethergamesSOL. Real games. Deep on-chain economies. Indie budgets. Why pick two?
56
46
150
Sounds like games need better anti-cheat systems now
1
38